GM Xavier Kahlvet's Hell's Rebels 2e

Game Master KingTreyIII

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House rules/Rulings

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

The World's a Stage Skill Rerolls
Chance: 3 | Edrakk: 2 | Jisara: 3 | Vitalis: 3


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LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Recall Knowledge (Religion); sickened 1: 1d20 + 9 - 1 ⇒ (3) + 9 - 1 = 11

Glaive; sickened 1, inspire courage: 1d20 + 16 ⇒ (8) + 16 = 24 (Green)
Damage; inspire courage: 2d10 + 6 + 1 ⇒ (7, 9) + 6 + 1 = 23 Positive Damage: 1d6 ⇒ 3

Glaive; sickened 1, inspire courage: 1d20 + 11 ⇒ (5) + 11 = 16 (Hero Point Reroll)
Glaive; sickened 1, inspire courage: 1d20 + 11 ⇒ (9) + 11 = 20 (Blue)
Damage; inspire courage: 2d10 + 6 + 1 ⇒ (7, 10) + 6 + 1 = 24 Positive Damage: 1d6 ⇒ 5

Vitalis tries to identify what type of ghost the party is fighting again. Continuing to ignore the spirit for now, he makes an attack against the draugr harrying Edrakk in an attempt to free him up. Then makes a second attack against the injured draugr closer to him.

◆ Recall Knowledge
◆ Strike (Green)
◆ Strike (Blue)


| Strange Aeons | Hell's Rebels | ◆◇↻

Botting Edrakk: Edrakk Swims over slightly, creates another ghost charge, and throws it at the ghost.

Edrakk vs Ghost w/lesser cover; inspire courage: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 Thank your bard
Positive Damage; inspire courage: 2d8 + 1 ⇒ (5, 8) + 1 = 14 plus 2 splash

The spirit is hit with the ghost charge, and the splash damage sizzles the draugar’s flesh! Weakness to positive from the draugar, which kills Green and Blue. It also enfeebles the ghost.

Edrakk Will: 1d20 + 12 ⇒ (12) + 12 = 24 Success
Edrakk Will: 1d20 + 12 ⇒ (7) + 12 = 19 Success

Jisara launches a needle at Yellow Crit then begins healing Vitalis.

Chance continues singing and launches a needle and likewise hits the draugr in front of him, causing the creature to fall.

Chance Will: 1d20 + 11 ⇒ (18) + 11 = 29 Success

Vitalis heals 8 HP at the start of his turn. Also, the Recall Knowledge is a secret check, so I’m going to invalidate that roll.

GM Screen:
1d20 ⇒ 15

Vitalis:
Religion: Well, it’s definitely a ghost. Not a spectre or other incorporeal undead. But with as varied as ghosts can be, that doesn’t really tell you much other than something unfinished is keeping this spirit here.

Modifying Vitalis’s attacks to be against Red. Vitalis quickly swipes over Edrakk’s head and cleaves the remaining draugr in two!

Vitalis Will; Sickened 1: 1d20 + 12 - 1 ⇒ (19) + 12 - 1 = 30 Success

The ghost looks around at his fallen allies then back at Vitalis. Strangely, though, there is a gleam of passion in the spirit’s eyes as it stares at the paladin. ”Yes. Yes! No more puny elves or simple corpses! An honest-to-Besmara fight! Hahaha!”

◆◆ Combat Current

The spirit lowers its hand crossbow at Vitalis and fires at point-blank!

Ghost crossbow vs Vitalis w/sickened 1: 1d20 + 18 ⇒ (13) + 18 = 31
Negative Damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15

The ghost then flies straight through the paladin and comes out right next to him. This disorients Vitalis long enough for the spirit to get a hit in with his cutlass! Because he flew through Vitalis’s space, Vitalis is flat-footed against the second attack.

Ghost vs Vitalis FF w/sickened 1; 2nd, enfeebled 1: 1d20 + 18 - 5 - 1 ⇒ (2) + 18 - 5 - 1 = 14
Negative Damage; enfeebled 1: 2d6 + 9 - 1 ⇒ (4, 1) + 9 - 1 = 13

Then, using his own momentum, the spirit whirls around and swipes at Edrakk with his cutlass!

Ghost vs Edrakk; 3rd, sweep, enfeebled 1: 1d20 + 18 - 10 + 1 - 1 ⇒ (2) + 18 - 10 + 1 - 1 = 10
Negative Damage; enfeebled 1, forceful: 2d6 + 9 - 1 + 2 ⇒ (5, 2) + 9 - 1 + 2 = 17

At the start of his turn, Vitalis heals 8 HP.

Dead Men Tell No Tales
Round 3
==============
Ghost (-59)
Edrakk (-11)
Jisara
Chance
Vitalis (-26) {sickened 1; Fast Healing 8: Round 1 of 4}

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


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |
GM Xavier wrote:
Also, the Recall Knowledge is a secret check, so I’m going to invalidate that roll.

(Sorry. I keep forgetting that.)

Vitalis shakes off the crossbow bolt as a mere flesh wound but when the spirit passes through him, he feels somehow violated. His face contorts in a mix of horrified and disgusted emotions.

"If it is an honest fight you want, than an honest fight you shall get. Tell us, who do we have the honor of dueling then?"

Swim; sickened 1: 1d20 + 18 - 1 ⇒ (1) + 18 - 1 = 18 (I guess not)

Vitalis attempts to move into flanking with Edrakk but somehow just flounders in place instead. From where he is standing, he attacks the ghost.

(If Chance inspires courage again, add +1 to the rolls.)

Halberd; sickened 1: 1d20 + 16 - 1 ⇒ (14) + 16 - 1 = 29
Damage: 2d10 + 6 ⇒ (6, 1) + 6 = 13 Positive Damage: 1d6 ⇒ 2

Halberd; sickened 1: 1d20 + 11 - 1 ⇒ (6) + 11 - 1 = 16
Damage: 2d10 + 6 ⇒ (4, 2) + 6 = 12 Positive Damage: 1d6 ⇒ 1

◆ Swim
◆ Strike x2


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Jisara, incredulous at the ghost's behavior, flings another of Chance's needles at the ghost. She follows it up by placing a protective barrier between her and it, in case it decides she's a worthy target as well.

Telekinetic Projectile: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
Piercing: 4d6 + 4 + 1 ⇒ (5, 3, 2, 5) + 4 + 1 = 20

◆◆ Cast telekinetic projectile. ◆ Cast shield, AC 22 (with FF), Hardness 10.


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NG Male Tengu Alchemist (Toxicologist) 11 | HP 105/105 | AC 30, Resistance (Poison) 5 | F : +19 (Juggernaut) R: +20 W: +18 | Perc: +17, Stealth: +19 (+20 w/ hood or harness) | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 1/3 | Infused Reagents: 1/16 | Blight 5/7 Wort 1/2 Lead 2/2 Elix. Life 4/4 Mistform 1/2 Camo 2/2 Bot. Lightning 2/2 Frost 6/6 Grave 2/2 Galvanic 2/2 Fury 2/2 Dread 2/2 Thunder 2/2 | Active Conditions: Harness, Mistform, Frightened 2
GM Xavier Kahlvet wrote:
@Edrakk: when you use Quick Alchemy, the item becomes inert at the start of your next turn, so I’m going to replace your last action with a Strike with the ghost charge so it doesn’t go to waste.

Edrakk has Enduring Alchemy, so his creations last until the end of his next turn, although replacing it with a strike here was probably a good plan.

Also, sorry for my absence, I've been dealing with move-in stuff for college over the last few days so I haven't had much time.

Edrakk reaches into his bag to pull out more alchemical reagents, but ends up grasping at nothing. He quickly moves around the ghost and starts fumbling with a dagger before taking a swing, hoping less to actually hit than to give Vitalis a momentary tactical advantage.

◆ Swim
◆ Draw dagger
+1 striking returning silver dagger, Inspire Courage: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21, 2d4 + 1 ⇒ (4, 4) + 1 = 9


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

Chance continues to sing, inspiring his friends, then turns to the ghost and points at him with his staff.

"Hey, Captain Creepy! Were you this ugly when you were alive, or did someone have to mutilate your corpse for you to get that look?"

◆: Cast a spell, inspire courage
◆◆: Cast a spell (using charges from The Dischordance), biting words (level 3)
Spell attack, sonic damage: 1d20 + 15 + 1 ⇒ (16) + 15 + 1 = 326d6 + 1 ⇒ (4, 5, 4, 2, 1, 4) + 1 = 21

↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 16


| Strange Aeons | Hell's Rebels | ◆◇↻

GM Screen:
1d20 + 17 ⇒ (5) + 17 = 22

Edrakk moves and slashes at the ghost, but the spirit dodges away.

Jisara sends a needle flying through the water, hitting the spirit! But it doesn’t look as effective. Because, y’know, ghost.

Chance launches a scathing remark at the spirit, which causes him to clutch at his chest. The spirit looks up toward Chance and just says ”Well…played…” before completely dissipating.

Several moments later, the PCs get the sense that they are being watched. As they look up, they see a figure floating above the alcove to the east. The figure is that of a ghostly, aquatic elf woman.

”The spirits of the long deceased. The Drowned Eye carries a terrible curse upon it. The dead do not rest here.” For the first time, she finally seems to acknowledge the PCs. ”Brave heroes, thank you for putting these disquieted spirits to rest. I am Menotha. I came to the Drowned Eye long ago to purge it of the necromantic energies within. Unfortunately, the restless spirits proved too powerful, and the Drowned Eye raised me as one of their number. Please, heroes, help me to purge this place of its afront to nature.”

What do you do?


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Vitalis swims up to where the elven woman is standing. "Greetings, Menotha. I am Vitalis, and we are the Silver Ravens. We have come here for just this purpose; to defeat the necromancer and destroy or put to rest all the undead who dwell here. As long as you mean us no harm, I see no issue with you lending assistance."


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Jisara doesn't answer directly, but makes a complicated hand gesture towards Chance, aiding his powers of perception.

Discern secrets, either to boost a Recall Knowledge check on her or Perception to Sense Motive.


| Strange Aeons | Hell's Rebels | ◆◇↻

GM Screen:
3d20 ⇒ (7, 9, 18) = 34

Chance:
Sense Motive (with discern secrets): You notice nothing out of the ordinary.

”The necromancer. It is not here; I am not sure where the monster went. We must act quickly before it returns. I know of a primal ritual to unravel the energies that have seeped into this place, but I require assistance. I need another master practitioner of the primal arts Translation: master in Nature; would any of you happen to fit that description?”

Chance:
Rituals usually don’t have a proficiency requirement for the secondary casters. It’s not unheard of, but still a bit odd.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

Chance nods along with Menotha right up to the moment that she describes the requirement for the second caster to complete her ritual. His eyes narrow. "Huh. That doesn't ... I don't think any of us are so well-versed in primalism. Could you tell us a little more about the ritual? Perhaps together we'll be able to think of a work-around."


| Strange Aeons | Hell's Rebels | ◆◇↻

GM Screen:
4d20 ⇒ (3, 10, 15, 6) = 34

“Chance” Ravennablitz wrote:
Chance nods along with Menotha right up to the moment that she describes the requirement for the second caster to complete her ritual. His eyes narrow. "Huh. That doesn't ... I don't think any of us are so well-versed in primalism. Could you tell us a little more about the ritual? Perhaps together we'll be able to think of a work-around."

”Certainly.” Menotha goes over the details of said ritual that I, the GM, am too lazy to think of on the spot.

Jisara:
As you listen to Menotha’s description of the ritual, you feel…uncertain. You don’t know about primal magic, but you do know a bit about occult magic, and much of the processes Menotha is describing sound more like some kind of occult ritual than a primal one. And, for context, occult and primal magic are essentially polar opposites of each other.


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Jisara's eyes narrow, and she delivers a whispered warning to Vitalis and Chance.

"She's lying to you. Be on your guard."

Delivering this with a couple castings of message, so she can't hear what I'm actually saying to them.


NG Male Tengu Alchemist (Toxicologist) 11 | HP 105/105 | AC 30, Resistance (Poison) 5 | F : +19 (Juggernaut) R: +20 W: +18 | Perc: +17, Stealth: +19 (+20 w/ hood or harness) | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 1/3 | Infused Reagents: 1/16 | Blight 5/7 Wort 1/2 Lead 2/2 Elix. Life 4/4 Mistform 1/2 Camo 2/2 Bot. Lightning 2/2 Frost 6/6 Grave 2/2 Galvanic 2/2 Fury 2/2 Dread 2/2 Thunder 2/2 | Active Conditions: Harness, Mistform, Frightened 2

"I-I have some formal training, but... I can't say I'm quite familiar with the natural magics you describe. Hmm." Edrakk taps his foot nervously, and starts tracing some of the steps to the ritual in the sand with his dagger, trying to comprehend the pattern.

Edrakk catches a glimpse of some of the magical energies from Jisara's spell and looks at her, almost opening his mouth to ask, before returning to his attempts to figure out the ritual, occasionally glancing back up at Menotha.


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

While the elf spirit rambles off details about this ritual, Vitalis' eyes glaze over. She might as well be speaking Alghollthu as far as he's concerned.

(While we're talking, there were 3 rounds left of life boost, and if the sickened condition isn't going away on its own, I'll attempt to wretch once or twice to remove it. Fort +14)

When he hears Jisara's voice in his ear that the woman is lying, he snaps to attention. He responds through the spell, "Danger?! If we should attack, nod yes or no."

Now alerted, he keeps one eye fixed on Menotha and one eye fixed on Jisara for any subtle movements to signal him to action.


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Jisara gestures for Vitalis to wait, trying to hide the movement by shifting her grip on her staff. She then calls out to Menotha, her voice direct and challenging.

"Who are you, really? Why hasn't anyone in the village mentioned you? What's the real purpose of this ritual you're trying to foist on us?"


| Strange Aeons | Hell's Rebels | ◆◇↻
Vitalis Tanessen wrote:
(While we're talking, there were 3 rounds left of life boost, and if the sickened condition isn't going away on its own, I'll attempt to wretch once or twice to remove it. Fort +14)

Yeah, I figured as much. Not gonna bother rolling; you’ll get it eventually. Also, while technically there were three rounds left of life boost, you only get healed for two rounds’ worth (16 HP) because Jisara went before you and the duration ticks down on her turn (you get healed four times, and you got healed on “round 0,” so you don’t heal on “round 4”).

Jisara wrote:

Jisara gestures for Vitalis to wait, trying to hide the movement by shifting her grip on her staff. She then calls out to Menotha, her voice direct and challenging.

"Who are you, really? Why hasn't anyone in the village mentioned you? What's the real purpose of this ritual you're trying to foist on us?"

Menotha looks at Jisara and just lets out a simple ”Hmph.”

Initiative:
Chance: 1d20 + 11 ⇒ (9) + 11 = 20
Edrakk: 1d20 + 10 ⇒ (19) + 10 = 29
Jisara Intimidation: 1d20 + 12 ⇒ (2) + 12 = 14
Vitalis: 1d20 + 9 ⇒ (18) + 9 = 27

Menotha Deception: 1d20 + 17 ⇒ (12) + 17 = 29
??? Stealth: 1d20 + 15 ⇒ (17) + 15 = 32

This combat in particular is going to be seemingly breaking a lot of rules. I know. I appreciate y’all keeping me honest, but I know what I’m doing in this specific instance. If something seems wrong, just roll with it.

??? Delays until after Menotha.

Menotha disengages from Vitalis and utters an incantation as she shoots a beam of cold energy at Vitalis! ◆ Cast a Spell

Menotha vs Vitalis: 1d20 + 17 ⇒ (14) + 17 = 31
Cold Damage: 4d4 + 5 ⇒ (3, 1, 4, 3) + 5 = 16

GM Screen:
Jisara: 1d20 ⇒ 4

M Sustains, casts invisibility on ???.
??? Sneaks thrice. 1d20 + 15 ⇒ (11) + 15 = 261d20 + 15 ⇒ (2) + 15 = 171d20 + 15 ⇒ (17) + 15 = 32
3W from Menotha

↻ Jisara:
Recognize Spell That was…weird. That looked like 4th-level ray of frost—you have it prepared, after all—but…that wasn’t the incantation for ray of frost, and it was overly simplified. That…those were the components for a…4th-level arcane quickened chill touch???

???’s Turn

The PCs then notice something…weird: the sand in front of Menotha begins to obviously churn up, as if something were moving across it. Though the PCs see nothing.

Pulling back the curtain: something invisible failed a Stealth check to Sneak and moved as per the red arrow on the map. The red circle indicates the last known space it was in (it may have stopped there, it may have kept Sneaking; you’re not sure).

Not as it Seems
Round 1
==============
Menotha
??? {invisible}
Edrakk (-11)
Vitalis (-26)
Chance
Jisara

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


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Alerted to the presence of another enemy, Jisara kicks off of the sea floor, hoping to put some distance between her and their would-be ambusher. Next, she sends a surge of strength through Vitalis, raising him up to legendary proportions.

Athletics to Swim: 1d20 + 7 ⇒ (14) + 7 = 21

◆ Swim up (5 feet). ◆◆ Cast enlarge on Vitalis.
Vitalis, if you delay until after me and then grow to the southeast, you'll be able to start your turn with Menotha in reach of your glaive.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

"On whom should you call?"

Chance begins to sing again to inspire his friends, then throws his voice in another devastating shout, sending punishing shockwaves through the water at Menotha and (hopefully) her invisible friend.

◆: Cast a spell, inspire courage
◆◆: Cast a spell: sound burst (heightened to level 3, spell template placed on map)
Sonic damage (DC 25 Fort save, deafened/stunned + 2x damage on crit fail): 3d10 ⇒ (5, 4, 6) = 15
↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 15


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

(Vitalis will hold until after Jisara's turn to gain the benefit of the enlarge)

Vitalis' form swells to twice it's size. His growing body forces the water around him to displace giving a feeling not unlike bursting out of a tight shirt. He lets out a booming chuckle and levels his halberd towards Menotha. He slashes at her with criss-crossing attacks, hoping to deal with her quickly before this new invisible enemy becomes a problem.

Halberd, inspire courage: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
Damage, inspire courage, enlarge: 2d10 + 6 + 1 + 2 ⇒ (3, 4) + 6 + 1 + 2 = 16 Disrupting: 1d6 ⇒ 1

Halberd, inspire courage: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Damage, inspire courage, enlarge: 2d10 + 6 + 1 + 2 ⇒ (8, 9) + 6 + 1 + 2 = 26 Disrupting: 1d6 ⇒ 6

Halberd, inspire courage: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Damage, inspire courage, enlarge: 2d10 + 6 + 1 + 2 ⇒ (4, 10) + 6 + 1 + 2 = 23 Disrupting: 1d6 ⇒ 6

◆◆◆ Strike x3 (Menotha)


| Strange Aeons | Hell's Rebels | ◆◇↻

Hero Points reset in a week

Botting Edrakk: He Delays until the end.

Vitalis Delays until after Jisara.

Chance sings and sends a burst of cavitation bubbles at Menotha! You technically don’t know this, but the invisible thing is no longer in the AoE.

Menotha Fort: 1d20 + 17 ⇒ (7) + 17 = 24 Okay, now things change.

As Chance’s magic hits Menotha, the aquatic elf spirit…dissipates? In a very similar way to the previous ghost the PCs fought. Gonna say “The ghost died to 15 damage” is weird enough to allow a check.

Will or Perception:
Chance: 1d20 + 11 ⇒ (5) + 11 = 16
Edrakk Will: 1d20 + 12 ⇒ (9) + 12 = 21
Jisara Will: 1d20 + 11 ⇒ (3) + 11 = 14
[dice=Vitalis Will]1d20+12

As the others look on in pure confusion, something finally clicks in Vitalis’s brain: that was an illusion! As he looks down, he realizes that the damage that “Menotha” did was just in his head. See tangent.

Tangent:
Pulling back the curtain, Menotha was a 4th-level illusory creature. Now, here’s where things get weird: it technically didn’t deal cold damage; it dealt nonlethal mental damage. Vitalis has resistance to mental. So I had to make a GM call based on the spell’s wording “Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM.” Vitalis believed he was taking cold damage, so his mental resistance doesn’t apply, I guess? I dunno, man. It's a really weird circumstance and illusions like this require a bit of GM fiat. Plus it’s just 4 damage; I doubt it’s gonna make a huge difference.

Anyway, Vitalis only successfully disbelieved it right at the end, and because he disbelieved it, he heals half the damage the illusory creature dealt to him (8 damage).

I’m gonna assume Menotha being an illusion doesn’t change Jisara’s turn. Correct me if I’m wrong, Jisara. Jisara swims over and enlarges Vitalis.

Since the situation has dramatically changed, I’m going to let Vitalis redo his turn.

Not as it Seems
Round 1
==============
??Menotha??
??? {invisible}
Chance
Jisara
Vitalis (-18) {Enlarged}
Edrakk (-11)

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


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Swim: 1d20 + 18 ⇒ (10) + 18 = 28

Halberd, inspire courage: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22
Invisibility Miss Chance DC 11: 1d20 ⇒ 8 (Miss)

Halberd, inspire courage: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Invisibility Miss Chance DC 11: 1d20 ⇒ 13
Damage, inspire courage, enlarge: 2d10 + 6 + 1 + 2 ⇒ (4, 2) + 6 + 1 + 2 = 15

Vitalis quickly spreads out, assuming the invisible foe is a spellcaster of sorts, that it likely can cast a spell that affects a large area. He attacks the space above the disturbed sand and hopes he might hit something solid.

◆ Swim
◆◆ Strike x2 (at the space with the red circle)


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

No correction needed, I'm still in favor of Vitalis being a giant and of me being off the sea floor.


| Strange Aeons | Hell's Rebels | ◆◇↻
Jisara wrote:
No correction needed, I'm still in favor of Vitalis being a giant and of me being off the sea floor.

Ah. Missed that. I saw “Swim up” and my mind went to “Swim north.” Initiative card has been updated properly for that.

Jisara wrote:
No correction needed, I'm still in favor of Vitalis being a giant and of me being off the sea floor.

Vitalis attempts to attack the invisible foe,but does not hit anything. TECHNICALLY because you don’t know where it is, the attack roll and flat check are supposed to both be secret (to keep the mystery of “did I miss because of a failed attack roll, failed flat check, or improper location?”), but that’s just a pile of work on my end, soo…I’m just gonna ignore it.

Also, Vitalis, the damage bonuses from inspire defense and enlarge are both status bonuses; they don’t stack.

Botting Edrakk: Edrakk Seeks around the disturbed sand. 15-foot burst around the bottom-left corner of the red circle’s space.

GM Screen:
1d20 ⇒ 19

M: silent project image

Edrakk notices something and so he takes out a dread ampoule and throws it at the space 10-feet to the west of the one Vitalis was attacking!

Edrakk vs ???; inspire courage: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Mental Damage; inspire courage: 2d6 + 1 ⇒ (1, 6) + 1 = 8 plus 2 mental splash and frightened 1
DC 11 flat: 1d20 ⇒ 13

The bomb clearly hits something invisible!

Suddenly, a strange voice worms its way into everyone’s minds. ”My, my. Clever ones, aren’t you?”

In the blink of an eye, a massive beast the size of an elephant just…appears! The creature is clearly aquatic, but it has four long tentacles and three piercing eyes on its face. The PCs have NO idea where this thing came from; it just appeared!

”Soqile moret!”

The clear sound (and visual manifestations) of spellcasting come from the space that Edrakk threw a bomb at.

??? vs Vitalis FF; frightened 1, status bonus: 1d20 + 16 - 1 + 2 ⇒ (1) + 16 - 1 + 2 = 18 Not gonna tell you where that random +2 came from right now; I’ll tell you later.
Damage: 2d8 + 9 ⇒ (7, 6) + 9 = 22

Having already given away its position with the spellcasting, Vitalis is already on guard and prepared to defend himself. And rightfully so, because the invisible foe attacks and becomes immediately visible, revealing itself to be a shark!

Not as it Seems
Round 2
==============
Menotheguro
Shark (-10; +15)
Chance
Jisara [5’ above ground]
Vitalis (-18) {Enlarged}
Edrakk (-11)

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


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

"Yikes! I mean, issues!
Oh, you've got issues, you aboleth, you,
Right here under the water!
With a capital "I"
That rhymes with "Fly,"
Birds can fly,
Like the Silver Ravens!"

Chance starts singing to inspire his friends, then calls once more on the power of the pernicious poltergeist! The invisible echo of a malevolent spirit manifests in the water surrounding the aboleth before flying directly through the manipulative algollthu, tearing at its very life force.

◆: Cast a spell, inspire courage
◆◆: Cast a spell, pernicious poltergeist

Deathly Assault (negative damage, DC 25 basic Fort save): 4d10 ⇒ (9, 4, 9, 6) = 28
↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 2


| Strange Aeons | Hell's Rebels | ◆◇↻

I’m guessing you’re on mobile or something, because that 10-foot burst is not as elegant as your other ones.

Chance summons forth a malevolent spirit to accost the aboleth!

Menotheguro Fort: 1d20 + 17 ⇒ (4) + 17 = 21 Oh come on, dice!

And just as quickly and suddenly as it had arrived, the aboleth utterly vanishes.

”Pitiful insects. Believing they can fight an alghollthu.”

Not as it Seems
Round 2
==============
Menotheguro
Shark (-10; +15)
Chance
Jisara [5’ above ground]
Vitalis (-18) {Enlarged}
Edrakk (-11)

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


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Vitalis' jaw drops at the sight of the colossal aquatic creature. "And you must be Menotheguro."

When it vanishes again, he curses.

Halberd, inspire courage: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36 (vs. Shark)
Damage, enlarge: 2d10 + 6 + 2 ⇒ (3, 5) + 6 + 2 = 16

Halberd, inspire courage: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15 (vs. Menotheguro)
Invisibility Miss Chance DC 11: 1d20 ⇒ 3

Vitalis stabs the shark once then swings his halberd into the space the alghollthu last was visible.

"I heard alghollthu were powerful but your power is all smoke and mirrors. When it comes down to it, you're just a big fish. I'll show you what actual power looks like."

Demoralize: 1d20 + 16 ⇒ (13) + 16 = 29 (vs. Menotheguro) (Demoralize just says I need to be aware of it, not that I can see it.)

(If it does actually become frightened, my armor has the Dread property.)

◆ Strike (shark)
◆ Strike (Menotheguro)
◆ Demoralize (Menotheguro)


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NG Male Tengu Alchemist (Toxicologist) 11 | HP 105/105 | AC 30, Resistance (Poison) 5 | F : +19 (Juggernaut) R: +20 W: +18 | Perc: +17, Stealth: +19 (+20 w/ hood or harness) | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 1/3 | Infused Reagents: 1/16 | Blight 5/7 Wort 1/2 Lead 2/2 Elix. Life 4/4 Mistform 1/2 Camo 2/2 Bot. Lightning 2/2 Frost 6/6 Grave 2/2 Galvanic 2/2 Fury 2/2 Dread 2/2 Thunder 2/2 | Active Conditions: Harness, Mistform, Frightened 2

At the appearance of the shark and Menotheguro, Edrakk swims back suddenly in a panic, trying to keep away from the flurry of tentacles and teeth. Quickly, though, he regains his composure, as he realizes that, unlike the hordes of undead they had faced today, both creatures before him were (as far as he could tell) alive.

Not hesitating to take advantage of that fact, he draws a vial of almost-stale fungal spores and hurls it at the shark.

I really hope I'm correct in that conclusion, because otherwise I don't have much else I can do, besides heal people.
◆ Swim
◆◆ Blight Bomb, moderate, Inspire Courage: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36, Poison: 2d6 + 2 + 1 ⇒ (6, 6) + 2 + 1 = 15 + 2d4 persistent poison damage


| Strange Aeons | Hell's Rebels | ◆◇↻

Botting Jisara: Jisara casts electric arc at the shark and where she last saw Menotheguro.

DC 11 Flat: 1d20 ⇒ 15 Okay, just gonna tell you now that Menotheguro isn’t actually there, but you technically don’t know that with certainty in-character.

Electricity Damage: 4d4 + 4 ⇒ (3, 4, 2, 1) + 4 = 14
Shark basic Reflex: 1d20 + 18 ⇒ (19) + 18 = 37

Jisara then attempts to swim a little bit away.

Jisara Atheltics; DC 12: 1d20 + 7 ⇒ (7) + 7 = 14

Vitalis unleashes an assault on the shark and where he thinks Menotheguro is. I’m just gonna assume that you don’t move the shark with your crit specialization. He then threatens Menotheguro.

Edrakk swims away and throws a bomb that he manages to chuck into the shark’s maw! Crit. The splash damage doesn’t double, but the regular damage (w/inspire courage) as well as the persistent damage DOES double.

GM Screen:
Silent project image
Will vs Dread; DC 20: 1d20 + 18 ⇒ (6) + 18 = 24

Once more, in the blink of an eye, the aboleth Menotheguro suddenly appears, this time directly to the south of Vitalis.

”Filthy beasts. Even thinking in your infantile language disgusts me.”

Menotheguro’s three eyes look over to the shark, who violently bites at Vitalis!

◆ Shark vs Vitalis; status: 1d20 + 16 + 2 ⇒ (10) + 16 + 2 = 28
Damage: 2d8 + 9 ⇒ (5, 1) + 9 = 15

◆ Shark vs Vitalis; status, 2nd, flurry: 1d20 + 16 + 2 - 3 ⇒ (11) + 16 + 2 - 3 = 26
Damage: 2d8 + 9 ⇒ (2, 3) + 9 = 14

◆ Shark vs Vitalis; status, 3rd, flurry: 1d20 + 16 + 2 - 6 ⇒ (17) + 16 + 2 - 6 = 29
Damage: 2d8 + 9 ⇒ (4, 5) + 9 = 18

Poison Damage: 4d4 ⇒ (1, 3, 1, 4) = 9
DC 15 flat: 1d20 ⇒ 17

Not as it Seems
Round 3
==============
Menotheguro
Shark (-64)
Chance
Jisara [5’ above ground]
Vitalis (-51) {Enlarged}
Edrakk (-11)

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


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |
Menotheguro wrote:
”Filthy beasts. Even thinking in your infantile language disgusts me.”

"Then don't. None of us wants to hear what a squid has to say anyway."

Swim: 1d20 + 18 ⇒ (4) + 18 = 22

Vitalis swims back away from his enemies and uses his superior reach to hit them.

(If Chance uses inspire courage again, add +1 to my attack rolls.)

"Are you even there or is this another one of your illusions, coward?"

Vitalis swings his halberd and hopes it connects with flesh but would not be surprised if his weapon passed right through the creature.

Halberd: 1d20 + 16 ⇒ (13) + 16 = 29 (Menotheguro)
Damage, enlarged: 2d10 + 6 + 2 ⇒ (4, 7) + 6 + 2 = 19

With a second strike, he swipes at the shark, trying to keep it at bay.

Halberd: 1d20 + 11 ⇒ (8) + 11 = 19 (Shark)
Damage, enlarged: 2d10 + 6 + 2 ⇒ (10, 8) + 6 + 2 = 26

◆ Swim
◆ Strike (Menotheguro)
◆ Strike (Shark)


NG Male Tengu Alchemist (Toxicologist) 11 | HP 105/105 | AC 30, Resistance (Poison) 5 | F : +19 (Juggernaut) R: +20 W: +18 | Perc: +17, Stealth: +19 (+20 w/ hood or harness) | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 1/3 | Infused Reagents: 1/16 | Blight 5/7 Wort 1/2 Lead 2/2 Elix. Life 4/4 Mistform 1/2 Camo 2/2 Bot. Lightning 2/2 Frost 6/6 Grave 2/2 Galvanic 2/2 Fury 2/2 Dread 2/2 Thunder 2/2 | Active Conditions: Harness, Mistform, Frightened 2

Edrakk breaths a sigh of relief as the shark starts to choke on the poison. He starts to draw another vial, but stops as the shark bites at Vitalis. Instead, he kicks off the ground and swims just out of reach of the beast's maw to get to the paladin, and begins to use his medical gear to stich up Vitalis's wounds.

◆◆ Swim x2
Medicine, DC 20: 1d20 + 10 + 5 ⇒ (16) + 10 + 5 = 31, 2d8 + 15 ⇒ (4, 5) + 15 = 24 I could do a DC 30, but I'd be a lot less likely to succeed, so I'll just play it safe. If he needs it, I'll do it again at DC 30, since Medic Dedication lets me do it on creatures who are temporarily immune.
Edit: Guess I should've done DC 30. Oh well.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

Chance continues his inspiring song, and a momentary rush of swirling water suggests that the pernicious poltergeist remains in place. The gnome kicks his legs frantically, trying to move into the poltergeist's area.

"Here, sharky sharky sharky! Look, I'm a snack!"

◆: Cast a spell, inspire courage
◆: Sustain a spell
◆: Swim

Athletics, come on, just trying to move 5 lousy feet east...: 1d20 - 1 ⇒ (5) - 1 = 4 Drat.
↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 10


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Edrakk, that's still a crit success, so roll another 2d8 points of healing!

Swim: 1d20 + 7 ⇒ (12) + 7 = 19

Jisara continues kicking her feet, raising herself just a bit further off the sea floor, before conjuring a sudden flurry of sparkling particulate all over the shark and its master. No more invisibility for you!

◆ Swim. ◆◆ Cast glitterdust on the two enemies, DC 25 Reflex.


| Strange Aeons | Hell's Rebels | ◆◇↻

Going off the assumption that Chance DOESN’T reroll that Swim check.

Chance continues singing.

Jisara swims upwards and sends a burst of glitter at her foes.

Reflex Saves:
Menotheguro: 1d20 + 12 ⇒ (16) + 12 = 28
Shark: 1d20 + 18 ⇒ (17) + 18 = 35

Vitalis Swims away I moved you 5 feet to the south both to actually have the shark in reach and to get out of the area of the pernicious poltergeist, because, as I just barely said in Discussion, it’ll still affect you and swings at both the shark and Menotheguro. The attack at the shark misses, but as he slices at Menotheguro, the aboleth once again utterly vanishes. This time I’m going to be clearer and actually keep the token (albeit transparent) of Menotheguro at the last place that you saw him.

But as the PCs look, they fail to see Menotheguro—even though Jisara KNOWS she outlined the aboleth with her glitterdust!

Edrakk Swims over and patches up Vitalis. You didn’t move your token, so I did it for you. Also, Jisara’s right, you do heal an extra 2d8 due to the crit success.

Extra Healing: 2d8 ⇒ (7, 2) = 9

GM Screen:
Silent dominate

Vitalis Tanessen wrote:
Menotheguro wrote:
”Filthy beasts. Even thinking in your infantile language disgusts me.”
"Then don't. None of us wants to hear what a squid has to say anyway."

”’Squid’? ‘Coward’? The insect reverts to petty insults. Predictable. Your feeble minds cannot fathom all that you do not know. Observe.”

Edrakk feels the aboleth’s words in his head begin to twist and engrain itself into the tengu’s mind!

Edrakk Will: 1d20 + 12 ⇒ (3) + 12 = 15 Critical Failure

NOPE!! I am making an executive decision to spend Edrakk’s Hero Point!

Reroll: 1d20 + 12 ⇒ (8) + 12 = 20 Failure

Edrakk grips his head for a moment, then seems to shake it off as he returns to his previous stance, as if nothing happened.

The shark Swims over to Edrakk and Vitalis and bites at the paladin!

◆ Shark vs Vitalis; status bonus: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37
Damage: 2d8 + 9 ⇒ (5, 7) + 9 = 21

◆ Shark vs Vitalis; status bonus, 2nd, flurry: 1d20 + 16 + 2 - 3 ⇒ (18) + 16 + 2 - 3 = 33
Damage: 2d8 + 9 ⇒ (4, 3) + 9 = 16

Edrakk:
Menotheguro has cast dominate on you, meaning he controls your actions (but your allies do not necessarily know that). On your turn, do the following:

◆ Battle Medicine (DC 20) on the shark
◆ Pull out an elixir of life
◆ Feed the elixir of life to the shark
Make a Will save to attempt to end the dominate

Not as it Seems
Round 4
==============
Menotheguro
Shark (-64)
Chance
Jisara [10’ above ground]
Vitalis (-55) {Enlarged}
Edrakk (-11)

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


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |
Menotheguro wrote:
"Observe.”

Vitalis looks around and sees no noticeable change. "Observe...what exactly?"

With Edrakk right next to him, its hard not to notice him grip his head. Vitalis tilts his head inquisitively. "You okay, my friend?"

"If you're going to hide, let's take away your bite and make you all bark." Vitalis attacks the shark.

Halberd, inspire courage: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
Damage, enlarge: 2d10 + 6 + 2 ⇒ (10, 6) + 6 + 2 = 24

Halberd, inspire courage: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Damage, enlarge: 2d10 + 6 + 2 ⇒ (2, 7) + 6 + 2 = 17

With his third action, Vitalis prods the wall adjacent to him to see if it is actually real. "I know you must be nearby somewhere..."

(Hopefully, that's not too metagamy but Vitalis has determined by now that Menotheguro uses illusions.)

◆ Strike (shark)
◆ Strike (shark)
◆ Interact


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Clearly annoyed by the spell's failure, Jisara continues her ascent as she thinks about her next move.

Swim: 1d20 + 7 ⇒ (16) + 7 = 23 10 feet over, 5 feet up

He's using some kind of magic to make himself appear where he isn't, but he's probably still somewhere close by.

Calling on the power stored within her staff, she augments her senses to let her see the unseen.

◆ Swim. ◆◆ Cast see invisibility, using 2 charges from my staff. I added a space in my tagline to track the charges.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

"Yes, you've got issues,
Right here under the water..."

Chance continues his inspiring song, then shifts into a healing tune to restore vitality to Vitalis.

◆: Cast a spell, inspire courage
◆◆: Cast a spell, soothe (heightened to level 2)
Soothe (level 2): 2d10 + 8 ⇒ (10, 9) + 8 = 27


| Strange Aeons | Hell's Rebels | ◆◇↻

GM Screen:
1d20 ⇒ 19
3d20 ⇒ (5, 12, 6) = 23

Chance sings and heals Vitalis, letting his poltergeist fade.

Jisara casts see invisibility, but doesn’t see anything invisible that she didn’t already see.

Vitalis strikes at the shark, but the beast is still conscious. He then presses the butt of his halberd into the wall next to him.

Vitalis:
As Vitalis sweeps the butt of his halberd against the adjacent wall, he finds it passes straight through! And with a much more determined sweep, he dissipates the false wall as if it were mist, leaving behind an ephemeral echo of the wall behind. And beyond the false wall, ten feet to the east, is the hulking form of Menotheguro! And a Hero Point to you.

Botting Edrakk: A twitching Edrakk, completely out of NOWHERE, pulls out his healer’s tools from his bandolier and begins bandaging up the shark!

Edrakk Battle Medicine; DC 20: 1d20 + 15 ⇒ (17) + 15 = 32
Healing: 4d8 + 15 ⇒ (5, 7, 6, 3) + 15 = 36

Edrakk then pulls out a lesser elixir of life and throws it—bottle and all—into the shark’s mouth!

Healing: 3d6 + 6 ⇒ (3, 1, 3) + 6 = 13

Even stranger, though, is that the shark is completely willing—it didn’t even seem confused that one of its enemies suddenly started healing it.

Edrakk Will: 1d20 + 12 ⇒ (2) + 12 = 14

”Heh. It seems the beasts have finally seen the truth. Congratulations, you now are vermin rather than insects. The time for games has ceased; the true fight now begins.”

”Sangisen!”

From Chance’s, Edrakk’s, and Jisara’s points of view, they hear some kind of incantation, then see a slimy tentacle reach out from the wall to the east and touch Vitalis square on the chest! Cast a Spell. No, Jisara, you still didn’t see the spell being cast.

DC 5 flat: 1d20 ⇒ 15

Negative Damage: 6d6 ⇒ (4, 6, 2, 3, 6, 2) = 23

Vitalis basic Fort: 1d20 + 14 ⇒ (8) + 14 = 22 Failure

Vitalis:
As you are damaged by the aboleth’s magic, you see the life force it drained from you get transferred to Menotheguro!

”Refreshing. Now be gone with you!”

Menotheguro vs Vitalis FF: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 2d8 + 9 ⇒ (8, 7) + 9 = 24
DC 5 flat: 1d20 ⇒ 10

Pulling back the curtain A LOT:
The wall to the east (now marked on the map with a green line) is a hallucinatory terrain. Vitalis has successfully disbelieved it (meaning he can see through it), but the rest of the party have NOT. They are aware it is an illusion, so they can walk through it, but they cannot SEE through it. Vitalis, because of the haziness of the now-disbelieved illusion, things on the other side are concealed from you (the same is true for Menotheguro, hence the flat checks). The party is aware of what space Menotheguro is in, as well as the wall not being substantial, but currently only Vitalis can actually see the aboleth.

Menotheguro has been toying with you, using the Silent Spell metamagic ability to cast some spells without giving away his position. He initially cast a silent illusory creature to create “Menotha” (you all initially failed to disbelieve that image), then cast an invisibility (which DOESN’T have a verbal component) on the shark who then Sneaked out from behind the wall to not compromise Menotheguro’s position. Menotheguro then cast silent project images to try to actually cast his spells properly (except you guys kept POPPING IT!). He then cast…something on Edrakk, and finally, now that his position is compromised, Menotheguro cast vampiric touch on Vitalis.

And for the record: this is NOT the most convoluted combat in Book 3.

The shark continues to bite at Vitalis! And now that Menotheguro’s position is compromised, I can actually do flanking now!

Shark vs Vitalis FF; status: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
Damage: 2d8 + 9 ⇒ (3, 3) + 9 = 15

Shark vs Vitalis FF; 2nd, flurry, status: 1d20 + 16 - 3 + 2 ⇒ (19) + 16 - 3 + 2 = 34
Damage: 2d8 + 9 ⇒ (8, 2) + 9 = 19

Shark vs Vitalis FF; 3rd, flurry, status: 1d20 + 16 - 6 + 2 ⇒ (10) + 16 - 6 + 2 = 22
Damage: 2d8 + 9 ⇒ (5, 8) + 9 = 22

Edrakk:
You’re still dominated. This will be your next turn:

Take out lesser elixir of life.
Feed elixir to the shark
Swim (5 feet northwest, then 5 feet north)
Make a Will save to end the dominate

Not as it Seems
Round 5
==============
Menotheguro (+11)
Shark (-39)
Chance
Jisara [15’ above ground]
Vitalis (-70) {Enlarged; +2 vs mental}
Edrakk (-11)

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


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

Oh, $#%&!

"Edrakk! What in the Hells are you doing? Snap out of it!"

"Oh, we've all got issues!
Right here under the water,
Right here!
Gotta figger out a way
To keep the Hellknight fighting the algollthu!
Issues, issues, issues, issues, issues..."

Chance casts soothe again, hoping to keep Vitalis on his feet.

◆: Cast a spell, inspire courage
◆◆: Cast a spell, soothe (heightened to level 2)
Soothe (level 2): 2d10 + 8 ⇒ (10, 7) + 8 = 25
↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 16


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Vitalis points out the alghollthu's position. "The wall here is an illusion! The alghollthu hides behind it!"

Not liking his position flanked between two dangerous enemies, he swims around the shark.

Swim: 1d20 + 18 ⇒ (9) + 18 = 27

As dangerous as this alghollthu is, this shark is tearing me apart. I need to deal with quickly. Vitalis attacks the shark. Then he heals himself with a lay on hands to patch some of the wounds piling up on him.

Glaive: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
Damage: 2d10 + 6 + 2 ⇒ (5, 8) + 6 + 2 = 21

◆ Swim
◆ Strike (Shark)
◆ Lay on Hands (self +24 hp)


NG Male Tengu Alchemist (Toxicologist) 11 | HP 105/105 | AC 30, Resistance (Poison) 5 | F : +19 (Juggernaut) R: +20 W: +18 | Perc: +17, Stealth: +19 (+20 w/ hood or harness) | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 1/3 | Infused Reagents: 1/16 | Blight 5/7 Wort 1/2 Lead 2/2 Elix. Life 4/4 Mistform 1/2 Camo 2/2 Bot. Lightning 2/2 Frost 6/6 Grave 2/2 Galvanic 2/2 Fury 2/2 Dread 2/2 Thunder 2/2 | Active Conditions: Harness, Mistform, Frightened 2

Edrakk draws another health potion and dumps it into the shark's mouth, before swimming a bit away.

◆ Draw elixir of life
◆ Feed it to the shark
◆ Swim

Will Save: 1d20 + 12 ⇒ (9) + 12 = 21


| Strange Aeons | Hell's Rebels | ◆◇↻

Chance continues singing and healing Vitalis.

Botting Jisara: Jisara casts discern secrets on herself to figure out what’s going on with Edrakk.

GM Screen:
1d20 ⇒ 3

Jisara:
You aren’t sure.

She then Swims…

Jisara Athletics; DC 12: 1d20 + 7 ⇒ (12) + 7 = 19

…and casts life boost on Vitalis with her remaining Focus Point.

Vitalis heals 8 HP at the start of his turn. Vitalis hits the shark and moves away as he heals himself.

Edrakk feeds the shark another elixir and swims.

Healing: 3d6 + 6 ⇒ (2, 5, 2) + 6 = 15

Edrakk:
That wasn’t actually where I told you to go, but that position actually works better for what Menotheguro’s about to do. On your next turn, do this:

Take out blight bomb.
Throw blight bomb at Vitalis. RAW, this does NOT automatically grant you a new save.
Waste third action.
Roll Will save to end the dominate

”Now, feel the power of an alghollthu!”

Menotheguro Swims over to be next to the illusory wall, and when he does, Edrakk finds himself to be covered in transparent mucus that the alghollthu is secreting!

Edrakk Fort: 1d20 + 12 ⇒ (6) + 12 = 18 Failure

Edrakk now…can breathe water for 3 hours and can no longer breathe air for the same duration. It is the most inconsequential thing right now.

Menotheguro then incants as he ◆◆ Casts a Spell. Jisara still can’t Recognize Spell due to not being able to see him.

A single tentacle extends out from the illusory wall, and a black beam shoots out from the aboleth’s tentacle, piercing straight through Edrakk and Vitalis, stopping short of hitting Chance! 30-foot line shown on the map; Chance is BARELY out of range.

Fort Saves:
Edrakk: 1d20 + 12 ⇒ (8) + 12 = 20 Failure
Vitalis: 1d20 + 14 ⇒ (13) + 14 = 27 Success

A giant, black mark that pulsates with negative energy appears on Edrakk’s and Vitalis’s bodies where the beam pierced through them! Vitalis takes 2d8 persistent negative damage. Edrakk takes 4d8 persistent negative damage and is also drained 1.

The shark continues to tear into Vitalis! Yes, the shark has a 10-foot reach.

◆ Shark vs Vitalis; status: 1d20 + 16 + 2 ⇒ (16) + 16 + 2 = 34
Damage: 2d8 + 9 ⇒ (7, 3) + 9 = 19

◆ Shark vs Vitalis; 2nd, flurry, status: 1d20 + 16 - 3 + 2 ⇒ (19) + 16 - 3 + 2 = 34
Damage: 2d8 + 9 ⇒ (3, 4) + 9 = 16

◆ Shark vs Vitalis; 3rd, flurry, status: 1d20 + 16 - 6 + 2 ⇒ (17) + 16 - 6 + 2 = 29
Damage: 2d8 + 9 ⇒ (7, 4) + 9 = 20

At the start of his turn, Vitalis heals 8 HP.

The damage in the initiative card does not take into account the reduction of HP from the drained condition.

Not as it Seems
Round 6
==============
Menotheguro (+11)
Shark (-45)
Chance
Jisara [15’ above ground]
Vitalis (-58) {Enlarged; +2 vs mental; Fast Healing 8: Round 1 of 4; 2d8 persistent negative}
Edrakk (-11) {drained 1; 4d8 persistent negative}

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


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Vitalis does not feel so good after being hit with whatever Menotheguro fired at him. Whatever it was, like a poison, it lingers in his body, sapping his health. He is frustrated that his ally seems to have lost his senses but it is beyond his ability to address that issue at the moment. He focuses on what he can do: kill this shark.

Halberd: 1d20 + 16 + 1 ⇒ (8) + 16 + 1 = 25
Damage: 2d10 + 6 + 2 ⇒ (5, 10) + 6 + 2 = 23

Halberd: 1d20 + 11 + 1 ⇒ (12) + 11 + 1 = 24
Damage: 2d10 + 6 + 2 ⇒ (8, 4) + 6 + 2 = 20

Swim: 1d20 + 18 ⇒ (2) + 18 = 20

◆ Strike (shark)
◆ Strike (shark)
◆ Swim


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

Quick clarification: Because both spells have the hex trait, I can't cast discern secrets and life boost on the same turn. That said, I'd still take just the regular Recall Knowledge action and its subsequent result so that I can heal Vitalis up.
Also, GM, can we borrow your (virtual) dice? lol

"Edrakk, get your head in the game!" Jisara shouts, before flinging out a beam from her hand at the shark. Should've done this to begin with! she thinks reproachfully. So flustered is she by her self-frustration, she fails to actually make any progress when she tries to swim away from the shark.

Ray of Enfeeblement, DC25 Fortitude: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
Athletics to Swim: 1d20 + 7 ⇒ (2) + 7 = 9

◆◆ Cast ray of enfeeblement on the shark. ◆ Swim (and fail).


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

I feel as though my usual strategy for playing casters - keep the fighter standing and between me and the bad guys - might be less effective in 2E.

Chance keeps singing and trying to heal Vitalis, but he's running out of spell slots.

◆: Cast a spell, inspire courage
◆◆: Cast a spell, soothe
Soothe (level 1): 1d10 + 4 ⇒ (4) + 4 = 8
↻: Unexpected Shift (if triggered)

Unexpected Shift:
DC16 flat check: 1d20 ⇒ 18


| Strange Aeons | Hell's Rebels | ◆◇↻

Chance continues to heal Vitalis.

Jisara sends a ray at the shark…

Shark Fort: 1d20 + 15 ⇒ (7) + 15 = 22

…and drains the shark’s strength! She then sinks down 10 feet.

Vitalis continues to attack the shark. First attack hits.

Negative Damage: 2d8 ⇒ (1, 8) = 9
DC 15 flat: 1d20 ⇒ 8

Botting Edrakk: Edrakk swims over, pulls out a blight bomb, and throws it at Vitalis! I’m NOT going to apply inspire courage

Edrakk vs Vitalis: 1d20 + 14 ⇒ (17) + 14 = 31
Poison Damage: 2d6 ⇒ (2, 3) = 5 plus 2 poison splash and 2d4 persistent poison.

Edrakk Will: 1d20 + 12 ⇒ (17) + 12 = 29

Edrakk:
You are no longer dominated.

Menotheguro glances over at the shark as it is hit with Jisara’s magic. ”If that is the game you wish to play, then very well.”

The aboleth finally exits from behind the illusory wall so he doesn’t have to deal with concealment and casts a spell as he places a single slimy tentacle on the shark.

↻ Jisara:
3rd-level arcane haste

The shark then begins moving at absurd speeds as it swims over to Vitalis and bites the paladin with insane speeds!

◆ Shark vs Vitalis; status, enfeebled 2: 1d20 + 16 + 2 - 2 ⇒ (18) + 16 + 2 - 2 = 34
Damage; enfeebled 2: 2d8 + 9 - 2 ⇒ (1, 2) + 9 - 2 = 10

◆ Shark vs Vitalis; 2nd, flurry, status, enfeebled 2: 1d20 + 16 - 3 + 2 - 2 ⇒ (5) + 16 - 3 + 2 - 2 = 18
Damage; enfeebled 2: 2d8 + 9 - 2 ⇒ (7, 2) + 9 - 2 = 16

◆ Shark vs Vitalis; 3rd, flurry, status, enfeebled 2: 1d20 + 16 - 6 + 2 - 2 ⇒ (18) + 16 - 6 + 2 - 2 = 28
Damage; enfeebled 2: 2d8 + 9 - 2 ⇒ (4, 8) + 9 - 2 = 19

At the start of his turn, Vitalis heals 8 HP.

EDIT: Forgot Edrakk's persistent damage.

Negative Damage: 4d8 ⇒ (3, 8, 7, 2) = 20
DC 15 flat: 1d20 ⇒ 11

Not as it Seems
Round 7
==============
Menotheguro (+11)
Shark (-68) {enfeebled 2: Round 1 of 10; Hasted: Round 0 of 10}
Chance
Jisara [5’ above ground]
Vitalis (-75) {Enlarged; +2 vs mental; Fast Healing 8: Round 2 of 4; 2d8 persistent negative; 2d4 persistent poison}
Edrakk (-31) {drained 1; 4d8 persistent negative}

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


LG Human Champion 12 | 176/176 hp (Resist Mental 5, Slashing 4, Bludgeoning 4) | AC 32 | Fort +21 (Juggernaut), Ref +14 (+17 vs. Damage), Will +19 (Divine Will) | Perc +16 | Focus: 2/2 | Hero Pts 0/3 |

Vitalis's head spins. Between the poison, the negative energy drain, and his shredded body, he knows he's in big trouble. He takes another swing at the shark and gives up more ground to it. Finally, he expends the last bit of healing power in his arsenal and hopes that it's enough.

Halberd: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
Damage: 2d10 + 6 + 2 ⇒ (4, 2) + 6 + 2 = 14

Swim: 1d20 + 18 ⇒ (8) + 18 = 26

◆ Strike (shark)
◆ Swim
◆ Lay on Hands (self +24 hp)


Female Cambion Witch 12 | HP 128/128 | AC 30 | F: +20, R: +21, W: +18 | Perc: +17 (+20 Init), Stealth: +22 (+24 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 3/3 | Staff Charges: 6/6 | Reactions: Blood Vendetta, Fight with Fear| Conditions: Mind of Menace, Tailwind

The GM's dice are hot! Damn!

"Oh, we'll be having none of that," Jisara snarls, trying to unravel the spell cast on the shark. Then, sinking the rest of the way to the sea floor, she taps the reserve of her patron's power hidden deep within her familiar.

4th-level Dispel Magic vs Haste: 1d20 + 15 ⇒ (4) + 15 = 19 Well, that's not great, but if it's anything other than a critical failure it should still work. If it is still a crit failure I'll reroll it with a hero point.

◆◆ Cast dispel magic at 4th-level. ◆ Use familiar focus to regain a focus point.


Male wellspring (fell) gnome bard (enigma) 12 (Ritualist dedication) | Perception (M) +19, low-light vis. | Bardic Lore +18, Diplo(E) +22, Occult(M) & Perform(M)* +23 (*+2 Perf {oratory)} | HP: 140+10/140 | AC 30 quenching | F: +20, R: +21, W: +20 (success=crit) | Focus Pts: 2/2 | Spells: 6 3/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +21 (DC 31), Reprisal +22 (2d6-1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str silv dagger +21 (2d4-1), +1 str shortbow +21 (2d6 P, ddly d10, 60' range) |*Active: Resist Fire 5

Chance shouts when the tengu turns on Vitalis. "Edrakk! Stop doing that!"

He continues his inspiring song for a moment, then sends a sharp splinter from the caved in hull of the shipwreck speeding through the water at the shark.

"Flugantaj nadloj por ĵokeoj!"

◆: Cast a Spell, inspire courage
◆◆: Cast a Spell
Telekinetic projectile + inspire courage: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 304d6 + 4 + 1 ⇒ (2, 3, 2, 5) + 4 + 1 = 17


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NG Male Tengu Alchemist (Toxicologist) 11 | HP 105/105 | AC 30, Resistance (Poison) 5 | F : +19 (Juggernaut) R: +20 W: +18 | Perc: +17, Stealth: +19 (+20 w/ hood or harness) | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 1/3 | Infused Reagents: 1/16 | Blight 5/7 Wort 1/2 Lead 2/2 Elix. Life 4/4 Mistform 1/2 Camo 2/2 Bot. Lightning 2/2 Frost 6/6 Grave 2/2 Galvanic 2/2 Fury 2/2 Dread 2/2 Thunder 2/2 | Active Conditions: Harness, Mistform, Frightened 2

Edrakk, finally snapping free of the mind control, looks at the remnants of his poison on Vitalis with horror and lets out a yelp. Without missing a beat, he swims over to the paladin and frantically starts to heal the injuries he caused, a barrage of apologies flowing from his mouth.

◆ Swim
Battle Medicine, using the Medic Dedication to use it a second time on Vitalis, DC 30: 1d20 + 15 ⇒ (3) + 15 = 18

...are you kidding me.

However, in his fervor, he ends up making some of the paladin's wounds worse!

Critical Failure: 1d8 ⇒ 5

He yelps again before using his gloves' healing magic, hoping to at least undo the damage he just did.

Healer's Gloves on Vitalis: 2d8 + 7 ⇒ (6, 8) + 7 = 21

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