GM Xavier Kahlvet's Hell's Rebels 2e

Game Master KingTreyIII

Maps
Character Profiles
Inventory Sheet

House rules/Rulings

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


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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: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Chance suddenly opens his mouth into an exaggerated circle and smacks the palm of his hand onto his forehead. "Oooooh, right. Shopping. Riiiiiight. Um, one second!" The gnome runs off down the hallway, calling for Vendalfek. When he comes back into the room with the giggling fairy dragon riding on his head, Chance makes a big show of tying a pouch jingling with coins to one of the creature's legs.

"Now remember, Vendalfek," Chance says loudly, and gives Jisara an over-the-top stage wink. "Use this money for shopping. Vitalis, Edrakk, do you want to put your shares of the reward into the pouch for Vendalfek to bring shopping?"

Once the others have sorted out what they're going to do, Vendalfek turns invisible and leaves, still giggling.


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| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Okay, from the sounds of things, it seems that y’all are just giving back the twins’ father’s money.

Unbeknownst to the PCs, Morten Shellet is indefatigable in spreading word of the PCs’ bravery and heroism—particularly in their altruism in doing so without accepting a reward! This brings many common folk to their side, but also brings about a bit of unwanted attention. The rebellion gains 3d6 + 20 ⇒ (3, 5, 3) + 20 = 31 followers and 3d4 + 10 ⇒ (4, 4, 1) + 10 = 19 Notoriety. Jisara also gets a Hero Point for going out of her way to return the man’s money (without me explicitly asking).

The rest of the day is spent recovering from the cult-eradication in the Lucky Bones, and the next day is spent making preparations (including shopping) for the next foray into the Lucky Bones. During this time, things are sold, giving each PC 2 pp, 1 gp, and 5 sp. The day can also be spent Learning some Spells (including some uncommon ones that y’all have scrolls of, like undetectable alignment and glibness).

*

Sunday 15 Neth, 4715

*

So…knock doesn’t really specify very well, so here’s how I’m going to rule it: using knock to counteract lock is part of the initial casting (I was going to rule the opposite, but then I realized that it would then be no better than a dispel magic, especially since it’s only against a specific spell).

Jisara, now with proper preparations, casts a 3rd-level knock on the massive iron doors.

Jisara Counteract: 1d20 + 11 ⇒ (17) + 11 = 28 Success

Jisara free Thievery (because why not?); Knock: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12 Jisara…breaks her nonexistent picks???

Edrakk then gets to work, trying to get the door open before Jisara’s magic wears off.

Edrakk Thievery; infiltrator’s tools, Knock:
The lock was once much better than it is now, but it is still formidable; 4 success at DC 27 are needed.
1: 1d20 + 10 + 1 + 4 ⇒ (8) + 10 + 1 + 4 = 23
2: 1d20 + 10 + 1 + 4 ⇒ (4) + 10 + 1 + 4 = 19
3: 1d20 + 10 + 1 + 4 ⇒ (14) + 10 + 1 + 4 = 29
4: 1d20 + 10 + 1 + 4 ⇒ (14) + 10 + 1 + 4 = 29
5: 1d20 + 10 + 1 + 4 ⇒ (11) + 10 + 1 + 4 = 26
6: 1d20 + 10 + 1 + 4 ⇒ (2) + 10 + 1 + 4 = 17 Gonna assume Edrakk uses a Hero Point to reroll that crit fail.
Reroll: 1d20 + 10 + 1 + 4 ⇒ (16) + 10 + 1 + 4 = 31
7: 1d20 + 10 + 1 + 4 ⇒ (8) + 10 + 1 + 4 = 23
8: 1d20 + 10 + 1 + 4 ⇒ (4) + 10 + 1 + 4 = 19
9: 1d20 + 10 + 1 + 4 ⇒ (7) + 10 + 1 + 4 = 22
10: 1d20 + 10 + 1 + 4 ⇒ (6) + 10 + 1 + 4 = 21
Knock now ends.
11: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
12: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31

It takes a little while, but Edrakk manages, barely, to undo the old lock without breaking his tools. He swings open the doors in success, and a wave of cold air washes over the PCs, as well as long, mournful moans of unrested souls sighing out in greeting. The air in these halls is noticeably colder—only a few degrees above freezing, in fact, and light sources seem slightly oppressed, as if Norgorber himself were making it more difficult to illuminate the halls. Distant gasps and moans and the sound of chewing and gasping periodically echo through the halls, but disturbingly, not everyone present hears them all simultaneously.

To the northern side rooms

These two rooms seem to have once been small private areas, though the furniture here has long since decayed from moisture. Interestingly, each room has an elaborate hookah on the table each worth 35 gp. Inventory Updated

To the easternmost room

A long mahogany gambling table sits at the center of this chamber, surrounded by richly carved chairs fitted with silk cushions. Shelves carved into the walls hold old broken bottles, while benches with padded seats sit against the walls under these shelves. All of the furnishings are moldering and decaying...as is the skeleton of a halfling clad in dark leather armor and clutching a handful of bone dice, slumped in a chair at the northern head of the table. What is not decaying, however, is the myriad coins strewn about the table—some in semi-organized stacks, others simply strewn about. Map Updated

GM Screen:
4d20 ⇒ (11, 17, 17, 12) = 57

As the PCs enter the room, a faint, milky shimmering manifests around the skeleton. A soft, musical voice echoes throughout the room.

”A wager? A game? I’ve waited ages for a game.”

Suddenly, the dice in the skeleton’s hand leap out of it, clattering all around the table and impacting with the various towers of coins. Nevertheless, each of the various six-sided dice all land on a single number: 6. The milky shimmering then surrounds the dice and, from each of the many pips on them, the shimmering slithers upward through the air, like pure-white serpents. The shimmering coalesces directly above the table into the ghostly form of an attractive, but wild-eyed, halfling woman. Image on the map.

The halfling speaks, echoing the same musical voice as before. ”These bones are lucky tonight! Will you wager part of yourself for my secrets, my friends?”

Chance:
Occultism: This is a ghost. These mystical spirits are as varied in abilities as any mortal creature, but they always have something in common: they have become bound to this mortal coil due to psychological—unfinished business, intense emotions at the time of death, and so on. They rarely stray from one general area, and unless they are put to rest, they will continue to reform in the locations of their haunts.

Edrakk:
IT’S A GHOST!!!

Jisara:
Occultism: This is a ghost. These mystical spirits are as varied in abilities as any mortal creature, but they always have something in common: they have become bound to this mortal coil due to psychological—unfinished business, intense emotions at the time of death, and so on. They rarely stray from one general area, and unless they are put to rest, they will continue to reform in the locations of their haunts.

Vitalis:
Religion: This is a ghost, a spirit that remains in the realm of the living. The Shelynite church, however, focused primarily on happiness and joyful emotions, certainly not those typically associate with ghost stories, so Vitalis is only vaguely aware of what a literal ghost can actually do.

What do you do?


LG Human Champion 13 |190/190 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 looks at the ghost with distaste. He lacks the immunity to fear that some paladins are blessed with so he hides his emotions behind a mask of stone. "I belong to Shelyn alone. My soul is not free to risk. And clearly you can manipulate the dice. How could we trust you to a fair game in any case?" He gestures to the dice all showing sixes.

He looks to his allies for their opinions and keeps his weapon ready in case the ghost turns violent.


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Jisara tries a different approach. "What's your name, friend?" she asks, keeping her voice casual. "How long have you been waiting for us?"


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻
Vitalis Tanessen wrote:
"And clearly you can manipulate the dice. How could we trust you to a fair game in any case?" He gestures to the dice all showing sixes.

The ghost’s smile melts for a moment at the paladin’s words. The various loose dice and coins on the table start to shake and vibrate, causing a number of the coin towers to topple, all while the ghost stares at Vitalis in a mixture of astonishment and offense. Just as suddenly as it began, though, the loose objects cease moving, and the ghost’s smile returns.

”That would be cheating! The venom in her words belies the wide smile on her face. ”And there will be no cheating in the Gray Master’s halls of chance.”

Religion 13:
”Gray Master” is one of the names the god Norgorber goes by.

if you critically succeed, open the spoiler below

Spoiler:
Norgorber primarily goes by four other names, or “aspects,” each representing a different facet of his divine portfolio: Blackfingers, which represents his power over alchemy and poison; the Gray Master, which represents his power over trickery and greed; the Reaper of Reputation, which represents his power over secrets and subterfuge; and Father Skinsaw, which represents his power over death and murder.

Jisara wrote:
Jisara tries a different approach. "What's your name, friend?" she asks, keeping her voice casual. "How long have you been waiting for us?"

”Hmm…” The ghost lounges around in the air, deep in thought. Hmmmm. I suppose my name is no secret. I am Guildmistress Lorelu. Character Profiles Updated But I will not give you my secrets for nothing, missy. You must win them.”

Religion 15:
It is anathema for a worshiper of Norgorber to tell a secret freely. And the Lucky Bones was originally used by a group of Norgorberites.


LG Human Champion 13 |190/190 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 |

Religion: 1d20 + 7 ⇒ (8) + 7 = 15


LG Human Champion 13 |190/190 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 |

Sorry guys. Paladin and also Order of the Torrent, so... But you probably don't want a cheating ghost to feed off you either even if it has something to say. Maybe if she didn't say she was the guildmistress, Vitalis would have talked longer.

Upon hearing Guildmistress Lorelu, Vitalis has heard enough.

"We're well aware that these were once Norgorber's halls, Guildmistress. I've heard the history. Your cult of kidnappers and slavers assassinated our founder, Lictor Reya, and the Order of the Torrent buried you down here. Now, we're back to finish the job. Your taint will be cleansed from this place and it will be reclaimed for our own."

Octavio Sabinas told us this.

Also, my glaive has the ghost-touch property on it. I remember I said I'd said that in a previous post awhile ago and it's relevant now.


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Jisara gives the spirit an apologetic smile. "You heard the man."


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Lorelu’s smile fades completely as she stares at Vitalis. ”’Our’? ‘Torrent’?! You’re…a—?!”

The loose objects in the room start shaking and rattling far more violently than before!

Initiative:
Chance: 1d20 + 9 ⇒ (11) + 9 = 20
Edrakk: 1d20 + 8 ⇒ (5) + 8 = 13
Jisara Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20
Vitalis Intimidation: 1d20 + 11 ⇒ (4) + 11 = 15

Lorelu Diplomacy: 1d20 + 14 ⇒ (2) + 14 = 16

The House Always Wins
Round 1
==============
Chance/Jisara
Lorelu
Vitalis
Edrakk
==============


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Jisara summons a shield to protect herself from the coming onslaught of random objects, but not before imbuing Vitalis with a rush of energy. "This is your show, Vitalis. Make it worth watching!"

◆: Cast shield (AC 22, Hardness 10). ◆◆: Cast haste on Vitalis.


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: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)
Guildmistress Lorelu wrote:
”These bones are lucky tonight! Will you wager part of yourself for my secrets, my friends?”

Chance immediately starts forward in response to the ghost’s invitation, but before he can squeeze between Vitalis and Edrakk, the paladin points out that the stakes might be a little higher than the gnome is willing to go.

“I’m always up for a bet, but my mother taught me not to gamble with anything I can’t afford to lose!”

With that, he darts past Vitalis and draws a vial of clear liquid. “But that doesn’t mean we can’t play. Here, catch!” The bard throws the vial at the ghostly Guildmistress.

◆: Stride
◆: Interact
◆: Ranged Strike:
holy water, good damage: 1d20 + 10 ⇒ (7) + 10 = 171d6 ⇒ 3
Hero point reroll
holy water, good damage: 1d20 + 10 ⇒ (2) + 10 = 12
At least Chance can serve as a distraction.

↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 19


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Jisara protects herself then hastens Vitalis.

Chance throws a bottle of holy water at Lorelu, but the ghostly halfling glares at the gnome and brings up her hand, the vial abruptly stopping in midair as she “catches” it.

Lorelu’s emotions burst outward as she screams ”…HELLKNIGHT?!?!?!”

The various loose objects around the room, including Chance’s holy water, float upward and spin around her in a tornado of coins and dice! Telekinetic Assault.

Basic Reflex:
Bludgeoning Damage: 4d6 ⇒ (2, 4, 5, 1) = 12
Chance; Unexpected Shift: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23 Failure
Edrakk: 1d20 + 12 ⇒ (19) + 12 = 31 Success
Jisara: 1d20 + 10 ⇒ (10) + 10 = 20 Failure Jisara can't Shield Block this since it's not an attack
Vitalis; Bulwark: 1d20 + 10 ⇒ (15) + 10 = 25 Success

Lorelu then glares at Vitalis and then flies past him, phasing into the wall and coming back out to be next to three of the PCs.

The House Always Wins
Round 1
==============
Jisara (-7) {Dazzled: Round 0 of 1}
Chance (-12)

Lorelu
Vitalis (-4) {Hasted: Round 1 of 10}
Edrakk (-6)
==============


LG Human Champion 13 |190/190 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 |
Lorelu wrote:
”…HELLKNIGHT?!?!?!”

"That's right! Come get some!"

Glaive: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 2d8 + 4 ⇒ (1, 5) + 4 = 10

Glaive: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 2d8 + 6 ⇒ (6, 8) + 6 = 20

Glaive: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 2d8 + 8 ⇒ (4, 3) + 8 = 15

Vitalis takes a step back and starts chopping at the ghost through the cloud of debris.

◆: Step
◆: Strike x3


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Vitalis steps back and slices his glaive into the ghost, though only the first attack manages to connect.

And the initiative card should now be accurate. Apologies for the confusion.

The House Always Wins
Round 1 —> 2
==============
Jisara (-7) {Dazzled: Round 0 of 1}
Chance (-12)

Lorelu (-10)
Vitalis (-4) {Hasted: Round 1 of 10}
Edrakk (-6)
==============


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 7/7, Invis. 3/3, Fan 2/2, Boots 1/1, Cloak 1/1 | Active Conditions: None

Edrakk shivers when he first enters the chambers. "Feels like my parents' freezer in here." As he walks through, he's constantly checking over his shoulder as he hears the noises reverberating through the halls, and though he takes a passing interest in the intricate hookahs, he seems a bit anxious as he makes his way.

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

Edrakk stumbles back as the ghost appears behind him, but the nervousness on his face gives way for a second as he remembers something he prepared earlier. He starts fumbling around in his bag and pulls out a canister filled with salt crystals of muted color and clear liquid. Spotting an opening in the flying debris, he throws the canister at the ghost; on contact with the incorporeal creature (or the ground if it misses), it explodes into a cloud of shimmering gas that smells of flowers on a summers day.

◆ Step
◆ Draw ghost charge, moderate
Ghost Charge: 1d20 + 11 ⇒ (18) + 11 = 29, Positive Energy: 2d8 + 2 ⇒ (8, 6) + 2 = 16 + Enfeebled 1 until the start of my next turn


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

"Keep away from the walls!" Jisara says, darting away from the ghost and scrambling over the table, where she begins to cast a spell. "Always wondered if this would work on a ghost."

◆: Stride. ◆◆: Cast fear, DC 21 Will.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

I just realized I put dazzled on Jisara instead of on Chance. I just can’t win with the initiative card, can I?

Edrakk steps back and throws a bomb of salts at Lorelu, the bomb sensing the halfling’s spiritual essence and exploding right in her incorporeal form! Not going to bother noting the enfeebled condition, since that literally does nothing against an incorporeal creature.

Jisara retreats and sends a wave of fear at Lorelu.

Lorelu Will: 1d20 + 14 ⇒ (4) + 14 = 18

And terror goes through her eyes as she begins mumbling to herself. ”They’re all around us. Killing everything that moved!”

Botting Chance: Chance casts inspire courage followed by telekinetic projectile.

Chance vs Lorelu w/frightened 2; inspire courage: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
Damage; inspire courage: 3d6 + 4 + 1 ⇒ (6, 2, 3) + 4 + 1 = 16
DC 5 flat: 1d20 ⇒ 7

Unlike the previous attacks, Chance’s didn’t seem to fully affect the ghost’s spiritual form.

Terror continues to play in Lorelu’s eyes as she flies straight through Vitalis and screams ”LEAVE US ALONE!!!” and the various loose objects once again whirl in a tornado of items. ◆◆ Telekinetic Assault

Basic Reflex:
Bludgeoning Damage: 4d6 ⇒ (3, 1, 2, 1) = 7
Chance: 1d20 + 12 ⇒ (15) + 12 = 27 Success
Edrakk: 1d20 + 12 ⇒ (13) + 12 = 25 Success
Jisara: 1d20 + 10 ⇒ (17) + 10 = 27 Success
Vitalis: 1d20 + 10 ⇒ (10) + 10 = 20 Failure

Chance Unexpected Shift: 1d20 ⇒ 2

Assuming (safely) that Vitalis uses ↻ Retributive Strike to protect, let’s say, Jisara: As Vitalis winds up his attack against the ghost, she glares at him and suddenly a single, telekinetically flying coin manages to fly straight into his eye, completely messing with the trajectory of his glaive and sending it completely away. ◇ Change of Luck: Vitalis’s roll for Retributive Strike automatically becomes a failure; Vitalis can choose to spend a Hero Point to instead roll the check normally (as the fortune trait from the Hero Point will cancel the misfortune trait from Change of Luck).

The House Always Wins
Round 2 —> 3
==============
Jisara (-7)
Chance (-15)

Lorelu (-42 from “1” attacks [before resistances]) {frightened 1}
Vitalis (-11) {Hasted: Round 2 of 10}
Edrakk (-9)

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


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

I also think you switched our damage. Chance should have only taken 7 from the first telekinetic assault, and I should have taken 12.

Jisara backs away from ghost again, reaching her hand toward a coin of her own and flinging it right back at Lorelu.

Telekinetic projectile: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Bludgeoning: 3d6 + 4 + 1 ⇒ (4, 4, 5) + 4 + 1 = 18

◆: Step. ◆◆: Cast telekinetic projectile.


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| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

I also forgot about Vitalis’s bludgeoning resistance for this past turn. Man, if I’m getting this mixed up at level 5, I fear for what’ll happen in book 4.

Jisara’s attack only hit because of both the frightened and the inspire courage.

The House Always Wins
Round 2 —> 3
==============
Jisara (-12)
Chance (-10)
Lorelu (-60 from “2” attacks [before resistances]) {frightened 1}
Vitalis (-9) {Hasted: Round 2 of 10}
Edrakk (-9)

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


LG Human Champion 13 |190/190 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 ⇒ (13) + 14 + 1 = 28
Damage: 2d8 + 4 + 1 ⇒ (8, 2) + 4 + 1 = 15

Glaive: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 (Move Lorelu from east to north of Vitalis)
Damage: 2d8 + 6 + 1 ⇒ (7, 2) + 6 + 1 = 16
Crit Damage: 1d8 + 32 ⇒ (7) + 32 = 39

Glaive: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 (Flanking)
Damage: 2d8 + 8 + 1 ⇒ (5, 6) + 8 + 1 = 20

Glaive: 1d20 - 1 + 1 ⇒ (10) - 1 + 1 = 10 (Flanking. I knew this had very little chance of hitting, but I had the haste action, and I didn't want to move.)
Damage: 2d8 + 10 + 1 ⇒ (4, 4) + 10 + 1 = 19

Vitalis reflexively shields himself with his arms from the bludgeoning storm of objects but they ultimately prove to be only a minor annoyance. When the assault dies down, he roars and swings in a wide sweeping attack that drags the ghost between him and Chance, then tries to hit her again.

Lorelu wrote:
”LEAVE US ALONE!!!”

Us?

◆: Strike x4


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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: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Sorry not sorry:

Chance continues to sing, inspiring his allies.

"If there's something strange 'neath the gambling hall,
Who you gonna call? The Ravens!
If there's something weird phasing through the wall,
Who you gonna call? The Ravens!

We're not afraid of any ghosts!
We're not afraid of any ghosts!

If a late femme fatale flies through your head,
Who you gonna call? The Ravens!
A flying junk shop has you seeing red,
Who you gonna call? The Ravens!

We're not afraid of any ghosts!
We're not afraid of any ghosts!"

He plucks only other vial of holy water from his belt and throws it in the ghostly guildmistress's face, shouting, "Who's all around? Who's killing everything that moves?"

◆: Cast a Spell, inspire courage
◆: Interact
◆: Strike (I'm not sure whether flanking provides a bonus to a ranged attack at melee range, but it looks as though it does - please take out the +2 bonus if that's wrong)

Holy water, inspire courage, flanking?: 1d20 + 10 + 1 + 2 ⇒ (8) + 10 + 1 + 2 = 211d6 + 1 ⇒ (6) + 1 = 7
↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 3


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Vitalis slices multiple times into the ghost, eventually causing her to dissipate completely! Hero Point to Vitalis.

Healing:
Jisara casts life boost on herself. Vitalis casts lay on hands on himself. Jisara and Vitalis both Refocus while Edrakk and Chance Treat each other’s Wounds.

Edrakk Medicine; DC 15: 1d20 + 10 ⇒ (20) + 10 = 30
Healing: 4d8 ⇒ (5, 7, 5, 1) = 18

Chance Medicine; DC 15: 1d20 + 8 ⇒ (14) + 8 = 22
Healing: 2d8 ⇒ (3, 4) = 7

Vitalis casts lay on hands on Edrakk and Refocuses while others are Identifying Magic on the stuff in the room.

GM Screen:
Chance mask; DC 25: 1d20 + 13 ⇒ (13) + 13 = 26
Jisara Armor; DC 20: 1d20 + 13 ⇒ (11) + 13 = 24
Edrakk sword; DC 19: 1d20 + 11 ⇒ (16) + 11 = 27
Jisara Deck; DC 21: 1d20 + 13 ⇒ (12) + 13 = 25

Loot:
Flung all over the place by Lorelu’s outbursts are 3 platinum pieces, 47 gold pieces, and 170 silver pieces. On the halfling’s skeleton are a few items: tucked away in an inside pocket is a deck of mischief (it seems that Lorelu was keen on cheating in life, and her undeath unhinged her mind), inside another pocket is a secret-keeper’s mask (Gray Master), sheathed at the hip is a +1 striking shortsword, and the body is wearing a set of +1 shadow leather armor. Inventory Updated

To the north

Although this room is over sixty feet across, its seven-foot-high ceiling and curtained alcoves give it a claustrophobic feel. Squat rows of columns clutter the room’s central space, while each of the seven alcoves is divided in half by a moldering curtain. To either side of this curtain in each alcove sits a once-luxurious divan, next to a simple wooden stool and a low table supporting a grimy hookah. Map Updated

In the room are a trio of ghostly humans, slumped in the corners of the room in the fetal position and mumbling to themselves. As the PCs peer through the doorway, though, the figures stop and turn to look at them, revealing their twisted features and greying skin of their incorporeal form. The trio of spirits wail in anger as they leap forward to attack!

Initiative:
Chance: 1d20 + 9 ⇒ (10) + 9 = 19
Edrakk: 1d20 + 8 ⇒ (9) + 8 = 17
Jisara Stealth: 1d20 + 10 ⇒ (19) + 10 = 29
Vitalis: 1d20 + 7 ⇒ (19) + 7 = 26

Spirits: 1d20 + 12 ⇒ (20) + 12 = 32

Blue rushes forward and starts twitching violently, clawing at his face.

”Please…please just one more! Just one more hit. Please! I need it. I̢̕͜ ́̕Ņ͠҉͢E̴̷̡̛E̶̢͜D̸̢̛ ̀́͘͟͝I͟҉Ţ͠!͘͜!̡̨̨̡̨!̷͝“ ◆◆ Agonized Wail.

Will Saves:
Chance: 1d20 + 9 ⇒ (13) + 9 = 22 Failure
Edrakk: 1d20 + 8 ⇒ (5) + 8 = 13 Critical Failure
Jisara: 1d20 + 9 ⇒ (20) + 9 = 29 Critical Success
Vitalis: 1d20 + 9 ⇒ (11) + 9 = 20 Failure

The PCs listen to the spirit’s desperate ramblings and it unlocks a primal terror inside of them as they watch this pitiful being practically tear himself apart. Chance and Vitalis are frightened 2; Edrakk is frightened 3.

The other spirits, however, are not quite as self-destructive—Red rushes forward and claws at the closest creature it can get its hands on!

Red vs Vitalis w/frightened 2: 1d20 + 15 ⇒ (6) + 15 = 21

The ghost’s hand passes straight through Vitalis’s chest, creating violent mental turmoil in his brain of desperation and craving!

Mental Damage: 2d6 + 4 ⇒ (2, 2) + 4 = 8 That mental resistance is finally coming in handy.

Red then swipes again at the paladin.

Red vs Vitalis w/frightened 2; 2nd, agile: 1d20 + 15 - 4 ⇒ (7) + 15 - 4 = 18
Mental Damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12

Yellow, on the other hand, flies over and desperately cries ”GIVE IT TO ME!” as he claws straight through the wall to the right of Edrakk to hit the tengu! Since Yellow can’t see him, I’m going to say Edrakk is hidden from him (so DC 11 flat check), but doesn’t have any cover from the wall (because, y’know, incorporeal).

Yellow vs Edrakk w/frightened 3: 1d20 + 15 ⇒ (8) + 15 = 23
Mental Damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10
DC 11 flat: 1d20 ⇒ 2

Yellow vs Edrakk w/frightened 3; 2nd, agile: 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19
Mental Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6
DC 11 flat: 1d20 ⇒ 2

Withdrawl
Round 1
==============
Red
Blue
Yellow
Jisara
Vitalis (-5) {frightened 2}
Chance {frightened 2}
Edrakk {frightened 3}

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


LG Human Champion 13 |190/190 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 |

Loot

Vitalis pokes the bones with his glaive. "We'll need to clean up this mess when we're through here. I'm not staying in a headquarters with the bones of my enemies laying around."

The the North

"These ghosts are addicts. Whether they are Norgorberites or simply unfortunate souls, let's put them out of their misery."

Acrobatics: 1d20 + 0 - 2 ⇒ (1) + 0 - 2 = -1

Vitalis attempts to push his way through the ghost. When that doesn't work, he lashes out at the wailing ghost. (Blue)

Glaive: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Damage: 2d8 + 4 ⇒ (4, 4) + 4 = 12

Glaive: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Damage: 2d8 + 6 ⇒ (1, 4) + 6 = 11

Glaive: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
Damage: 2d8 + 8 ⇒ (1, 8) + 8 = 17

◆: Tumble Through
◆: Strike (Blue) x3


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

"More ghosts! Lovely," Jisara says, throwing a jolt of electricity at the two in front before conjuring a protective barrier around herself.

Electric Arc vs Red and Blue, DC 21 basic Reflex: 3d4 + 4 ⇒ (1, 1, 4) + 4 = 10

◆◆: Cast electric arc. ◆: Cast shield, AC 22, Hardness 10.


LG Human Champion 13 |190/190 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 |

Ok, so modifications on my turn based on Xavier's comments.

◆: Stride, Vitalis will move through the ghosts to flank with Edrakk.
◆: Strike (Blue), Roll 1 = Fail
◆: Strike (Blue, Roll 12 = 12+9-2 = 19 (with flanking). Damage 11.


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: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

If there's no objection, Chance will put on the halfling's +1 shadow leather armor and carry her +1 striking shortsword until we've cleared out the Lucky Bones - he's not claiming them, just putting them to immediate use.

Teeth chattering, Chance picks up his song again.

"If a dead addict screams in your ear,
Who you gonna call? The Ravens!
A moaning mob fills your mind with fear,
Who you gonna call? The Ravens!

We're not afraid of any ghosts!
We're not afraid of any ghosts!"

The bard pulls out his remaining vial of holy water. "We can fight them here, but I think they - and the guildmistress - will come back soon enough. We need to figure out what's keeping them here and how to put them to rest." With a shiver he throws the vial at the red ghost.

◆: Cast a Spell, inspire courage
◆: Interact
◆: Strike

Holy water, inspire courage, good damage: 1d20 + 10 + 1 - 2 ⇒ (17) + 10 + 1 - 2 = 261d6 + 1 ⇒ (5) + 1 = 6 Also 1 point of splash damage.
↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 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 7/7, Invis. 3/3, Fan 2/2, Boots 1/1, Cloak 1/1 | Active Conditions: None

Edrakk starts shaking from fear with the onslaught of wailing, although his fearful cowering is helpful in him avoiding the raking claws of the ghost behind the wall. With shaking hands, he reaches into his bag and pulls out another vial of salt crystals and tosses it at the ghost in front of him, before bolting behind Chance and Jisara. "We can figure it out after we deal with them!" he says, his anxiety clear in his voice.

◆ Draw ghost charge, moderate
Ghost Charge, Moderate vs Blue: 1d20 + 11 - 3 + 1 ⇒ (4) + 11 - 3 + 1 = 13, Positive Energy: 2d8 + 2 ⇒ (6, 3) + 2 = 11 + 2 splash to Red
◆ Stride


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Vitalis runs though the ghosts and swings his glaive, but the spirits dodge away.

Jisara protects herself then arcs electricity.

Basic Reflex:
Red: 1d20 + 13 ⇒ (5) + 13 = 18
Blue: 1d20 + 13 ⇒ (13) + 13 = 26

Blue dodges away, the electricity passing straight through his form Whenever an attack/effect does no damage (whether from immunity or not going over resistances), I’ll say so and won’t bother noting it in the initiative card, since it’s obvious when something is ineffective (as opposed to my tongue-in-cheek way of hiding how much resistance a creature has). Red, on the other hand, doesn’t manage to dodge away fast enough.

Chance sings and throws a vial of holy water that hits its mark. Unfortunately, the splash damage seems to go straight through the adjacent ghost. Unfortunately, good damage isn’t one that automatically overcomes the incorporeal resistance.

Edrakk flees and throws a salt bomb that narrowly manages to cover the ghosts. Barely not a crit fail on the attack, so splash damage happens. I’ll say that Yellow will still take the splash damage despite the corner. You also forgot to add the +1 from inspire courage to the non-splash damage, but it failed, so that doesn’t matter.

As Vitalis moves forward and swings, the spirits all turn towards him. Yellow flies forward and all of the spirits all swing violently at the paladin!

Ghosts vs Vitalis w/frightened 1; agile:
Red 1: 1d20 + 15 ⇒ (11) + 15 = 26
Mental Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12

Red 2: 1d20 + 15 - 4 ⇒ (3) + 15 - 4 = 14
Mental Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11

Red 3: 1d20 + 15 - 8 ⇒ (10) + 15 - 8 = 17
Mental Damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10

*

Blue 1: 1d20 + 15 ⇒ (7) + 15 = 22 Only hits because of frightened
Mental Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

Blue 2: 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13
Mental Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15

Blue 3: 1d20 + 15 - 8 ⇒ (10) + 15 - 8 = 17
Mental Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

*

Yellow 1: 1d20 + 15 ⇒ (16) + 15 = 31
Mental Damage: 2d6 + 4 ⇒ (3, 3) + 4 = 10

Yellow 2: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30
Mental Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10

Once again, Vitalis’s resistance to mental damage is already subtracted out in the initiative card, since it’s no secret that he has mental resistance 3.

Withdrawl
Round 2
==============
Red (-19 from “2” attacks [before resistances])
Blue (-2)
Yellow (-2)
Jisara
Vitalis (-35) {frightened 1}
Chance {frightened 1}
Edrakk {frightened 2}

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


LG Human Champion 13 |190/190 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 ⇒ (17) + 14 = 31 The frightened and inspire courage balance out.
Damage: 2d8 + 4 + 1 ⇒ (3, 4) + 4 + 1 = 12

Glaive: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d8 + 6 + 1 ⇒ (4, 6) + 6 + 1 = 17

Well this is unpleasant. Vitalis thinks as the spirits swarm him. He takes a step back and tries to fend them off. Starting with red.

◆ Step
◆ Strike (red) x2


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Okay, spreading it out is a bad idea. Just hit one of them at a time.
Fix up Vitalis while you're at it.

Telekinetic Projectile vs Red: 1d20 + 11 ⇒ (10) + 11 = 21+1 if inspire courage is up
Slashing: 3d6 + 4 ⇒ (3, 2, 1) + 4 = 10+1 if IC

◆◆: Cast telekinetic projectile. ◆: Cast life boost on Vitalis.
Sorry this isn't more flavorful, but I haven't been feeling well the last couple days.


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: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

We're all too close for sound burst, and I can't tell how much damage we're really doing flinging broken bits of old furniture at them!

Chance continues his song, feeling a little more confident now. "Come on, let's spread out a little!" The gnome pulls the dead guildmistress's sword from his belt, grits his teeth, narrows his eyes, and runs through Red into the next room.

◆: Cast a Spell, inspire courage
◆: Interact
◆: Stride

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 ⇒ 1


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Vitalis swings twice at the ghosts, his blade connecting each time.

Jisara hexes Vitalis (in a good way) then launches an object at Red, Chance’s music inspiring her just enough to knock that spirit into oblivion! Applying the healing from life boost to Vitalis for this round, since Jisara technically goes first.

Chance draws Lorelu’s sword and sings as he moves over.

Botting Edrakk: Edrakk Steps forward to be within 20 feet of Chance and pulls out another ghost charge and chucks it at Blue, causing Chance to use his magic to perplex the strange spirit.

Blue Will: 1d20 + 10 ⇒ (8) + 10 = 18
Mental Damage: 3d8 ⇒ (2, 6, 6) = 14 Still subject to its resistances, unfortunately.

Edrakk vs Blue FF; inspire courage, frightened 2: 1d20 + 11 + 1 - 2 ⇒ (1) + 11 + 1 - 2 = 11
Positive Damage: 2d8 + 2 + 1 ⇒ (7, 1) + 2 + 1 = 11 plus 2 positive splash damage to Yellow.

Yellow flies forward and begins clawing at his face as he shrieks ”G҉̴̧̨Í̸̢̕V̷̀҉E̢̡̧͞ ̷̸̡͘҉Ì̷̧̕Ţ̶̀͝ ̧͏T̵́͟Ǫ̶҉̧ ̶͠M̛̕E͘͡!̶́!͡͠!̴̧҉͟“ Agonized Wail

Will Saves; inspire courage:
Chance: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 Failure
Edrakk; frightened 1: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 Crit failure
Jisara: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 Success
Vitalis: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15 Failure

Blue then advances forward and swings twice at Chance!

Blue vs Chance w/frightened 2: 1d20 + 15 ⇒ (13) + 15 = 28
Mental Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14

But Vitalis intervenes as he swings his glaive and protects the gnome. Retributive Strike (Vitalis may roll the actual Strike).

Blue vs Chance w/frightened 2; 2nd, agile: 1d20 + 15 - 4 ⇒ (14) + 15 - 4 = 25
Mental Damage: 2d6 + 4 ⇒ (1, 4) + 4 = 9

Withdrawl
Round 3
==============
Blue (-16 from “1” attacks [before resistances])
Yellow (-2)
Jisara
Vitalis (-35) {frightened 2}
Chance (-18) {frightened 2}
Edrakk {frightened 3}

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


LG Human Champion 13 |190/190 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 |

Retributive Strike: 1d20 + 14 - 1 ⇒ (6) + 14 - 1 = 19
Damage: 2d8 + 4 + 1 ⇒ (8, 4) + 4 + 1 = 17

Glaive: 1d20 + 14 - 1 ⇒ (6) + 14 - 1 = 19
Damage: 2d8 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15

Glaive: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23
Damage: 2d8 + 6 + 1 ⇒ (5, 6) + 6 + 1 = 18

Vitalis steps through one of the ghosts again to move opposite Chance and attacks the flanked spirit.

◆: Stride
◆: Strike (blue) 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: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

"We're not afraid of any ghosts!
We're not afraid of any ghosts!"

Chance continues his song, and lashes out at the blue ghost (assuming it's still up) with the guildmistress's shortsword.

◆: Cast a spell, inspire courage
◆: Strike, +1 striking shortsword (frightened 2, inspire courage, flanking): 1d20 + 11 - 2 + 1 ⇒ (19) + 11 - 2 + 1 = 292d6 - 1 + 1 ⇒ (4, 6) - 1 + 1 = 10
◆: Strike, +1 striking shortsword (frightened 2, inspire courage, flanking): 1d20 + 11 - 2 + 1 - 4 ⇒ (15) + 11 - 2 + 1 - 4 = 212d6 - 1 + 1 ⇒ (6, 1) - 1 + 1 = 7


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

Jisara sends another chunk of loose masonry flying at the blue ghost, before pulling another shield into place in front of herself.

"I'm not sure that's how that song goes, Chance!"

Telekinetic Projectile: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Damage: 3d6 + 4 + 1 ⇒ (5, 4, 5) + 4 + 1 = 19

◆◆: Cast telekinetic projectile targeting Blue. ◆: Cast shield, AC 22 Hardness 10.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

COMPLETELY forgot about the life boost on Vitalis; that should be rectified

Vitalis swings at the ghosts, but only manages to hit on his follow-up attack.

Chance continues singing and slices against Blue with Lorelu’s shortsword. Only hits the second time due to flanking.

The unfrightened Jisara protects herself and launches a chunk of masonry at Blue, causing the ghost to dissipate.

Botting Edrakk: Not wanting to waste his reagents, Edrakk advances forward to flank Yellow with Vitalis then swings his gale blade.

Edrakk vs Yellow FF; frightened 3, inspire courage: 1d20 + 11 - 3 + 1 ⇒ (8) + 11 - 3 + 1 = 17
Damage; inspire courage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

The tengu then disengages to make room for the gnome that can hit better.

All Yellow can do is shriek at Vitalis as it claws desperately at the paladin’s physical form!

Yellow vs Vitalis w/frightened 1: 1d20 + 15 ⇒ (18) + 15 = 33
Mental Damage (doubled from crit): 2d6 + 4 ⇒ (4, 6) + 4 = 14

Yellow vs Vitalis w/frightened 1; 2nd, agile: 1d20 + 15 - 4 ⇒ (14) + 15 - 4 = 25
Mental Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12

Yellow vs Vitalis w/frightened 1; 3rd, agile: 1d20 + 15 - 8 ⇒ (6) + 15 - 8 = 13
Mental Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15

Withdrawl
Round 4
==============
Yellow (-2)
Jisara
Vitalis (-53) {Fast Healing 6: Round 2 of 4; frightened 1}
Chance (-18) {frightened 1}
Edrakk {frightened 2}

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


LG Human Champion 13 |190/190 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 ⇒ (7) + 14 = 21
Damage: 2d8 + 4 + 1 ⇒ (1, 8) + 4 + 1 = 14

Glaive: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 2d8 + 6 + 1 ⇒ (7, 1) + 6 + 1 = 15

"This is starting to hurt."

Vitalis staggers back a step and swings twice more at the ghost.

◆: Step
◆: Strike (Yellow) x2


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 7/7, Invis. 3/3, Fan 2/2, Boots 1/1, Cloak 1/1 | Active Conditions: None
GM Xavier Kahlvet wrote:


Botting Edrakk: Edrakk Steps forward to be within 20 feet of Chance and pulls out another ghost charge and chucks it at Blue, causing Chance to use his magic to perplex the strange spirit.

I think I had already used all my prepared ghost charges, so I'll just use some reagents.

Swallowing his fear momentarily, Edrakk dashes forward to swing at the ghost again before backing out of the way once more.

◆ Stride
Gale Blade, frightened 2, inspire courage: 1d20 + 11 - 2 + 1 ⇒ (12) + 11 - 2 + 1 = 22, 1d6 + 1 ⇒ (4) + 1 = 5
◆ Stride


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: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Chance continues his song, then realizes that there's only one ghost left! He dashes forward to get into position, flanking with Vitalis, and strikes out with the dead rogue's sword.

◆: Stride
◆: Cast a spell, inspire courage
◆: Strike,
+1 striking shortsword (frightened 1, inspire courage, flanking): 1d20 + 11 - 1 + 1 ⇒ (5) + 11 - 1 + 1 = 162d6 - 1 + 1 ⇒ (4, 2) - 1 + 1 = 6


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Vitalis swings twice at the ghost, but misses both times.

Edrakk runs forward and swings at the ghost and manages to hit it! You forgot the bonus to damage from inspire courage, by the way.

Chance moves forward and swings Lorelu’s shortsword at the ghost, but the spirit dodges away.

Botting Jisara: Jisara casts telekinetic projectile.

Jisara vs Yellow; inspire courage: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Damage; inspire courage: 3d6 + 4 + 1 ⇒ (5, 3, 2) + 4 + 1 = 15

She then casts discern secrets on Chance to see if he can recall anything else about these spirits.

GM Screen:
2d20 ⇒ (4, 15) = 19

Chance (decide whether or not to use Loremaster’s Etude before opening this):
Occultism: This is definitely a spirit.

If you used loremaster’s etude, open the spoiler below

Spoiler:
These are wretchghosts, spirits manifested from the souls of beings addicted to hard substances. Unlike proper ghosts (like Lorelu), these spirits are not bound to the place they died; if you destroy them, then they stay that way.

The spirit once more swings wildly, this time at Chance!

Yellow vs Chance: 1d20 + 15 ⇒ (10) + 15 = 25
Mental Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7

But Vitalis once again interposes himself as he protects Chance completely from the attack and swings at the ghost! ↻ Retributive Strike (Vitalis rolls the actual Strike).

Yellow vs Chance; 2nd, agile: 1d20 + 15 - 4 ⇒ (10) + 15 - 4 = 21
Mental Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13

Yellow vs Chance; 3rd, agile: 1d20 + 15 - 8 ⇒ (10) + 15 - 8 = 17
Mental Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15

To be clear, life boost ticks down on Jisara’s turn, so Vitalis got healing on “Round 0” of its duration, so this is actually the last bit of healing that Vitalis gets from life boost.

Withdrawl
Round 5
==============
Yellow (-23 from “2” attacks [before resistances])
Jisara
Vitalis (-47) {Fast Healing 6: Round 3 of 4}
Chance (-18)
Edrakk {frightened 1}

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


LG Human Champion 13 |190/190 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 |

Retributive Strike: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Damage: 2d8 + 4 + 1 ⇒ (2, 5) + 4 + 1 = 12

Round 5

Glaive: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30
Damage: 2d8 + 4 + 1 ⇒ (1, 5) + 4 + 1 = 11

Glaive: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Damage: 2d8 + 6 + 1 ⇒ (2, 7) + 6 + 1 = 16

Glaive: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage: 2d8 + 8 + 1 ⇒ (5, 3) + 8 + 1 = 17

Nothing to do but try to kill it. All attacks have flanking.

Vitalis continues his attack hoping the spirit will dissipate.

◆: Strike x3


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

"I have had it with these monkey-fighting ghosts!" Jisara says, exasperated, before flinging more debris at the remaining spirit.

Telekinetic Projectile: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Bludgeoning: 3d6 + 4 + 1 ⇒ (1, 6, 4) + 4 + 1 = 16

◆◆: Cast telekinetic projectile. ◆: Cast shield, AC 22 Hardness 10.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Forgot about flanking. That makes a huge difference.

Vitalis swings in retribution and then attacks, both hits disorienting the spirit before it ultimately dissipates.

Two crits in a row (only because of the flanking); not gonna roll the deadly dice because it’s still enough without them. I’ll update further later today; I’m not in a good position to do so right now.


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Healing:
Vitalis casts lay on hands on himself then both he and Jisara Refocus. Chance Treats his own Wounds while Edrakk Treats Vitalis’s Wounds.

Chance Medicine; DC 15: 1d20 + 8 ⇒ (9) + 8 = 17
To Chance: 2d8 ⇒ (2, 2) = 4
Edrakk Medicine; DC 15: 1d20 + 10 ⇒ (13) + 10 = 23
To Vitalis: 2d8 ⇒ (8, 4) = 12

Vitalis uses lay on hands on himself, and Jisara casts life boost on Chance. The two then Refocus.

Lying on the beds in this room are three dead corpses of what appears to be well-to-do members of higher standing with some expensive jewelry (worth 50 gp in total). Inventory Updated

To the West double doors

This oval-shaped chamber is dominated by a twenty-foot deep pit. Narrow ledges, only two feet wide and slanted toward the pit, run along its edges. Two rusty iron winches sit to the east and west sides of the room, connected by a length of sagging, moldy rope that hangs over the pit. At the bottom of the pit is the skeleton of what appears to be a long-dead giant snake, now covered in pale yellow fungus.

GM Screen:
2d20 ⇒ (7, 14) = 212d20 ⇒ (5, 1) = 6

Any moderate force put on the rope causes it to snap, and the winches themselves are practically useless in their current state. Moving across the small ledges will require some acrobatic finesse DC 15 Acrobatics to Balance. Vitalis does not trust his acrobatic skill enough, so he opts for the simpler choice: jumping the pit.

Vitalis Athletics; DC 20: 1d20 + 13 ⇒ (18) + 13 = 31

The others, unfortunately, will have to balance across.

1 is North: 1d2 ⇒ 1

They choose to go across the north ledge. Will require succeeding at two Acrobatics checks to Balance before you critically fail one.

Edrakk Acrobatics; DC 15: 1d20 + 10 ⇒ (12) + 10 = 22

As soon as Edrakk gets halfway across the northern ledge, the ledge suddenly drops out from under him! Trap that y’all didn’t notice.

Edrakk Reflex: 1d20 + 12 ⇒ (5) + 12 = 17

Edrakk loses his footing and desperately tries to Grab an Edge!

Edrakk Reflex; DC 20: 1d20 + 12 ⇒ (6) + 12 = 18

Edrakk gets his fingers around an edge, but the crumbling masonry does not hold his weight as he falls into the deep pit! 10 bludgeoning damage to Edrakk. As he lands and smashes the snake skeleton, the yellow mold coating the skeleton is dispersed!

Edrakk Fort vs poison: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26

Edrakk immediately notices the spores in the air and realizes the danger presented to him, but his years of working with various toxins (and accidentally being exposed to some) gives him the internal resistance needed to be unaffected by these spores. You literally only succeeded because of your +1 bonus against poisons.

Vitalis thinks fast as he pulls out his rope and throws it down to Edrakk, who climbs up it with minimal issue. Just going to handwave the checks to climb the rope.

The PCs then realize that Jisara being focused on moving quietly and Chance detecting magic made them possibly miss some things, so they hold fast and look around for any other shenanigans this pit is hiding.

GM Screen:
4d20 ⇒ (17, 8, 11, 1) = 374d20 ⇒ (13, 20, 3, 15) = 51
1d20 ⇒ 17

The PCs don’t notice a similar falling-ledge trap on the southern ledge, but Edrakk miraculously notices that the southern wall of the pit is coated in that same yellow fungus, which has started growing on the central portion of the southern ledge. With the help of Jisara casting discern secrets, Edrakk recognizes this fungus as the aptly-named yellow mold—a mold that releases incredibly toxic spores if disturbed whatsoever. Edrakk also recalls that the mold has two primary weaknesses: it does not grow (nor release spores) in sunlight, and it winces at damage from fire Translation: fire damage doesn’t cause it to release the toxic spores like other damage would. Based on his observations from previously, Edrakk realizes that the spores can only go so far 10 feet around the disturbed mold, so he advises Jisara and Chance to step back and for Jisara to take many pot-shots at the mold using ray of frost in an effort to freeze it off! The mold has AC 27 and 70 HP; you’ll eventually get it, but I’m going to roll a die to see how long it takes.

DC 27: 1d20 + 11 ⇒ (4) + 11 = 15

Whether due to poor accuracy or just bad luck, it takes Jisara five minutes to properly freeze the mold over. During this time Vitalis uses lay on hands on Edrakk and begins to Refocus.

Tangent:
I was going to make Jisara fatigued since that was a critical failure, but no matter how much I look over the rules, the only thing even slightly relevant is in Sustain a Spell (as well as Sustain an Activation), which says that you’re fatigued after doing it for 10 minutes, and no matter how I wrap my head around this conundrum, I can’t properly see how it would take 10 minutes to do that. I could’ve sworn there was something more explicit in Repeat a Spell about the fatigue and how long it’d take, but no.

With the southern ledge cleared (and after another 5 minutes for Vitalis to Refocus), Jisara starts to move across.

Jisara Acrobatics; DC 15: 1d20 + 5 ⇒ (2) + 5 = 7
Jisara Acrobatics; DC 15: 1d20 + 5 ⇒ (11) + 5 = 16
Jisara Acrobatics; DC 15: 1d20 + 5 ⇒ (20) + 5 = 25

And then Chance.

Chance Acrobatics; DC 15: 1d20 + 3 ⇒ (15) + 3 = 18
Chance Acrobatics; DC 15: 1d20 + 3 ⇒ (6) + 3 = 9
Chance Acrobatics; DC 15: 1d20 + 3 ⇒ (13) + 3 = 16

And while the PCs all manage to get across, the space is not very…spacious, so they open the next door. I’m also giving Edrakk a Hero Point for helping out with the yellow mold (even if it was mostly just from me botting him.

To the West

Two pillars support the ten-foot-high ceiling of this chamber. The floor is decorated with five-foot-square colored tiles, the reds and yellows and blues and greens faded with the passage of time and appearing to have no real pattern. The mangled skeletons of two people lie slumped in the center of the room. The black circles on the map show the placement of the skeletons. Map Updated

I’m aware that I have Chance and Jisara placed in a way that they’re standing over the pit, but that’s just so the tokens don’t get bunched up; they are actually squeezing into the spaces that Vitalis and Edrakk are currently in.

GM Screen:
4d20 ⇒ (2, 16, 1, 6) = 25

The PCs look around, but don’t notice anything suspicious in this room, other than the two skeletons (obviously).

What do you do? (Yes, this is actually important)


LG Human Champion 13 |190/190 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 |

"Who would paint a room so garishly? This definitely screams trap. But that's not my expertise. Do you think the different colors mean something?"


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: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

“First of all,” Chance harrumphs, “the floor of my bedroom when I lived with my parents was painted a lot like this. So was the ceiling. And the walls. But I don’t think the thieves guild here had particularly refined tastes, so I agree, it’s probably a trap. I wonder...”

The gnome bends down to peer closely at the nearest floor tiles, then straightens up slowly, tracing a path with his finger. “I think I know how this works. There’s a path of green tiles to those double doors. There’s a more direct path of red tiles, but one of them has a skeleton on it, so I think it’s a good bet that the red tiles aren’t all safe. Same for the yellow ones, but we couldn’t get to the doors just on yellow tiles anyway.”

Chance gives the green path one more look. Seek/Search check(s)? Assuming he does not spot a trap or hazard on the green tiles:

Chance grins. “May as well roll the dice, right?” He steps past Vitalis onto the nearest green tile. If nothing happens, he moves forward cautiously, one green tile at a time, short sword in hand. He stops to look for anything of interest near each skeleton, but otherwise continues slowly to the green tile nearest the north doors unless something stops him.

He does have the good sense not to open the door.


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| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻

Chance moves across the room, one green tile at a time, and is actually fairly surprised when he finds that he makes it to the other side completely unharmed. Figuring it best not to test their luck, the PCs follow the gnome’s lead and move along the green tiles. As they do so, they notice that the yellow tiles are actually lids and hold items beneath them—each yellow tile contains 35 gp worth of coins, jewelry, and other assorted valuables. For a total of 245 gp of stuff. Technically there’s one yellow tile that isn’t adjacent to a green tile, but I’m just going to handwave that and say that y’all have the ingenuity and patience to get the stuff out of that one without moving off of a green tile. Similarly, the two skeletons collectively have 45 gp worth of jewelry on them. I’ll just include all that stuff (the yellow tile stuff and the skeleton stuff) in the inventory as one entry.

To the North

The colorful room leads into a simple, L-shaped hallway with a single door to the west and a set of double doors to the east.

To the West

Thick layers of dust lie over the long central table and shelves of this room. Several large parchment maps sit on the table, along with a curved dagger and a dozens of stacks of dusty coins. At the the head of the table, slumped in a chair, is the long-decomposed skeleton of a tengu, wearing all sorts of gaudy and expensive jewelry and finery. Numerous moldy and dusty ledgers and scrolls sit on the shelf to the south. To the west hang four faded portraits, each with a plaque beneath it written in a different language. In a wacky turn of events, the party actually has every single language these are written in.

The northernmost portrait depicts a red-haired man with goatlike horns and sharp teeth. The plaque beneath says Gildenmeister Baccus: Drogen-Herr der Schwarzen.

Translation (Infernal):
Guildmaster Baccus: Drug-Lord of the Black

The next image to the south depicts a stern-looking, young Tian-Shu woman with a narrow face and short, dark hair. The plaque beneath reads 公會會長黑粉:父親的殺手.

Translation (Tien):
Guildmistress Hei-Fen: Killer of the Father

The next image to the south depicts an attractive (and very familiar) halfling woman. The plaque beneath reads Kilttatar Lorelu: Mestarin krupieri.

Translation (Halfling):
Guildmistress Lorelu: Croupier of the Master

The southernmost painting depicts the juxtaposing image of an ungroomed and ruffled tengu wearing regal and expensive jewelry and furs. The plaque beneath says ギルドマスターチョク:死神の番人.

Translation (Tengu):
Guildmaster Tchok: Keeper of the Reaper

GM Screen:
Jisara vs Dagger; DC 20: 1d20 + 13 ⇒ (4) + 13 = 17
Chance vs Mask; DC 23: 1d20 + 13 ⇒ (2) + 13 = 15
Jisara vs Mask; DC 23: 1d20 + 13 ⇒ (1) + 13 = 14
Chance vs Dagger; DC 20: 1d20 + 13 ⇒ (8) + 13 = 21
Vitalis vs Mask; DC 20: 1d20 + 7 ⇒ (16) + 7 = 23
Edrakk vs Dagger; DC 23: 1d20 + 11 ⇒ (4) + 11 = 15
Vitalis vs Dagger; DC 20: 1d20 + 7 ⇒ (6) + 7 = 13

The PCs spend upwards of an hour trying to identify the magical dagger on the table and the magical mask on the tengu skeleton. Vitalis eventually figures out that the mask is a Secret-Keeper’s Mask (Reaper of Reputation), but none of the PCs are able to figure out what the dagger is. You guys will eventually figure out what it is in the coming days, so I’ll just tell you now that it’s a dagger of venom; y’all will just be unable to use it today since you technically don’t know what it is yet. The tengu skeleton wears 100 gp worth of jewelry and finery. On the table are 7 pp, 56 gp, 378 sp, and 411 cp. Inventory Updated

The various ledgers and other tomes will take time a few hours to properly go through we’ll do that later. Of more relevant note are the maps on the table: One is a floor plan of the now-destroyed building that sat above the Lucky Bones. Another depicts the current floor of the Lucky Bones, including the locations of all of the floor’s secret doors! Map Updated Of note are the oblique dotted lines between the two pit traps; that is a secret tunnel with hidden doors that connects the bottoms of the two pits with each other. Notes on this map indicate that Guildmistress Lorelu and Guildmaster Tchok were to defend this floor and Guildmaster Baccus was to defend the smugglers’ tunnels (this includes an indication that Baccus should call upon his “pet devil” Shurshogot for help, but provides no more insight there). Guildmistress Hei-Fen’s role was to attempt an escape via the smugglers’ tunnels to bring news of the assault to their allies in the nearby city of Vyre. Finally, the remainder of the maps are of the city of Kintargo, focusing on now-out-of-date information about where patrons, allies, and enemies of the Gray Spiders lived. However, these maps of Kintargo also detail numerous hidden routes along the rooftops and through the sewers—many that, luckily for the Silver Ravens, still exist to this day. These maps grant a +1 ally bonus to Secrecy checks to perform Covert Infiltration (these maps are listed as an ally of the rebellion), and gives the party a discrete way of moving about the city.

To the East

An intense battle occurred here, as indicated by gouges and old bloodstains on the walls and floor, scorched patches from old fires, and the moldering skeletons of several men and women sprawled on the floor. The middle of the room features a ten-foot-diameter iron capstone over what appears to be a well, next to which stands a winch made of wood and rusted iron. A large carving of a strange, tall, lanky man in a cloak adorns the capstone. The man’s four eyes are softly glowing gemstones.

The foul stench of rotting flesh permeates throughout the room, and as the PCs open the door, they notice the source of the foul stench: there are several bald, gray-skinned creatures in this room. As the door opens, the beasts slowly turn to look at them, staring hungrily with glowing orange eyes as they leap—quite literally—into battle!

Initiative:
Chance: 1d20 + 9 ⇒ (6) + 9 = 15
Edrakk: 1d20 + 8 ⇒ (16) + 8 = 24
Jisara Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Vitalis: 1d20 + 7 ⇒ (16) + 7 = 23

Gray-skinned creatures: 1d20 + 8 ⇒ (6) + 8 = 14

At the start of Vitalis’s and Edrakk’s turns: Edrakk and Vitalis find their nostrils overwhelmed with the smell of pure decomposition that lingers on these beasts!

Fort vs Stench; DC 16:
Vitalis
Spoiler:
Red: 1d20 + 11 ⇒ (6) + 11 = 17
Orange: 1d20 + 11 ⇒ (11) + 11 = 22

Edrakk

Spoiler:
Orange: 1d20 + 10 ⇒ (6) + 10 = 16
Blue: 1d20 + 10 ⇒ (7) + 10 = 17

But the paladin and alchemist manage to keep down their respective lunches.

Gateway Drug
Round 1
==============
Edrakk
Vitalis
Jisara
Chance

Red
Orange
Yellow
Green
Blue
Purple
==============


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 7/7, Invis. 3/3, Fan 2/2, Boots 1/1, Cloak 1/1 | Active Conditions: None
Vitalis Tanessen wrote:
"Who would paint a room so garishly? This definitely screams trap. But that's not my expertise. Do you think the different colors mean something?"

"...I kinda like it, it seems very bright and fun..."

"GM Xavier Kahlvet wrote:

Edrakk and Vitalis find their nostrils overwhelmed with the smell of pure decomposition that lingers on these beasts!

Fort vs Stench; DC 16:

But the paladin and alchemist manage to keep down their respective lunches.

Edrakk holds his hand over his beak for a second as he forces down the vomit in his throat. "...this place is introducing me to all sorts of interesting smells, huh?" he mutters to himself.

Not wanting to waste any more time, he grabs a vial of reddish gas and crystal and throws it at one of the creatures in the back. Probably a safe bet. Given the stench, I'm not going to assume they'll feel anything from the poison. As the crystals form on the ground, he takes a step back from the doorway for some fresh air.

◆ Draw crystal shard
Crystal Shards, moderate: 1d20 + 11 ⇒ (10) + 11 = 21, 2d4 + 4 ⇒ (4, 1) + 4 = 9 + caltrops in red square
◆ Stride


Female Cambion Witch 13 | HP 45/138 | AC 31 | F: +21, R: +22, W: +19 | Perc: +18 (+21 Init), Stealth: +25 (+26 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 0/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Mind of Menace, Tailwind

"I hate this place," Jisara mutters, conjuring a slick layer of grease under the feet of the front line of the creatures.

◆: Step. ◆◆: Cast grease in the purple-ish area, DC 21 Reflex or Acrobatics to not fall prone.


LG Human Champion 13 |190/190 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 don't know what manner of undead this might be but they look solid enough for my blade to cut through."

Glaive: 1d20 + 14 ⇒ (5) + 14 = 19 Hero Point reroll. I guess I better start using these before I lose them.
Glaive: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 2d8 + 4 ⇒ (6, 5) + 4 = 15

Glaive: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 2d8 + 6 ⇒ (6, 1) + 6 = 13

Third Action to Recall Knowledge (Religion) to see what these are.

Vitalis attacks the enemy in front of him and tries to recall from his studies which undead he is facing.

◆ Strike (orange) x2
◆ Recall Knowledge

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