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

Game Master KingTreyIII

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


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| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
Chance Fort: 1d20 + 19 ⇒ (19) + 19 = 38
Unending Itch Stage 4.5

Gonna give Jisara a Hero Point for the enervation (even though that was technically me; I’m just trying to get better about giving out Hero Points).

Jisara sends a temporal anomaly at Hei-Fen.

Hei-Fen Fort; Raised Symbol, fatigued: 1d20 + 19 + 2 - 1 ⇒ (11) + 19 + 2 - 1 = 31 Success

FYI, Jisara, you already cast blood vendetta today

Chance sings and curses Hei-Fen to stop casting spells.

Vitalis moves over and attacks Yellow, knocking out that cultist. He then attacks Red. Hit, and Red will use ↻ Fear the Father.

Tangent:
A couple of posts back I said that the cultists’ ability to treat frightened creatures as off-guard was called “Fear the Father”; that’s my mistake, that ability is called Fearful Mistake (Fear the Father is their reaction).

Red Demoralize vs Vitalis Will DC w/courageous anthem: 1d20 + 18 ⇒ (7) + 18 = 25

Edrakk patches up Jisara and throws a bomb at Red! Crit, which also doubles the persistent damage.

Reading reading reading

Hei-Fen weighs her options as she glances up at the six-sided die hanging overhead. That requires casting. THAT requires casting. That doesn’t, but I shouldn’t use it against only HIM. And if that gnome can cast this once, he can cast it again. Can I take him out with THAT? Probably not. I need to change my style. And unfortunately, that means this thing is going to have to fall.

Ignoring the threat hanging overhead, Hei-Fen unfurls the scroll she’s been clutching in one hand and begins to speak from it! ◆◆ Cast a Spell. I’m going to say the suspended retribution resolves before she finishes Casting the Spell. And, unfortunately, zealous conviction specifies that the bonus is only to Will saves against mental effects, so she doesn’t get that bonus here. And because she’s slowed, she doesn’t have the extra action to Raise a Symbol first.

The six-sided die overhead then falls and, predictably, lands on a 1.

Hei-Fen basic Reflex; fatigued: 1d20 + 23 - 1 ⇒ (8) + 23 - 1 = 30

And that is the equivalent of taking a fireball to the face. Suspended retribution does, like, double the damage the damage other spells at that rank do.

GM Screen:
1d20 + 14 ⇒ (16) + 14 = 30

↻ Jisara:
Rank 6 divine righteous might

Hei-Fen’s face is suddenly engulfed in a mask of shadows, with a single white star around where her left eye should be. The shortsword she wields seems to shift, becoming wreathed in shadowy, unholy energy! Righteous might (as Jisara can tell you), meaning she gets 10 temp HP and resistance 3 to physical damage.

Jisara Fort: 1d20 + 19 ⇒ (19) + 19 = 38 Jisara is no longer poisoned!

Knowing what his enemies can do, Red ◆◆ Casts a Spell to heal himself.

Healing: 1d8 + 8 ⇒ (3) + 8 = 11

Red then siphons off the residual energy into his razor ◇ Divine Weapon and attacks Vitalis!

◆ Red vs Vitalis: 1d20 + 18 ⇒ (10) + 18 = 28
Damage: 2d4 + 7 ⇒ (2, 3) + 7 = 12 Spirit Damage; holy target: 2d4 ⇒ (3, 1) = 4

4 spirit damage.
DC 15 flat: 1d20 ⇒ 17

Poison Damage: 6d4 ⇒ (4, 4, 2, 4, 3, 3) = 20
DC 15 flat: 1d20 ⇒ 15

Sins of the Father
Round 5
==============
Hei-Fen (-66; +10) {fatigued; drained 1; +2 status to Will vs mental; Righteous Might: Round 0 of 10}
Red (-127) {+2 status to Will vs mental}
Jisara (-12)
Thatch (-3)
Chance (-36) {+2 vs mental; weakness 2 to slashing}
Vitalis (-34)
Edrakk (-36)

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


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

Halberd: 1d20 + 22 ⇒ (2) + 22 = 24
Damage: 3d10 + 7 ⇒ (7, 4, 5) + 7 = 23Fire: 1d6 ⇒ 4Spirit: 2d4 ⇒ (1, 1) = 2

Halberd: 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 3d10 + 7 ⇒ (9, 7, 1) + 7 = 24Fire: 1d6 ⇒ 4Spirit: 2d4 ⇒ (4, 2) = 6

Halberd: 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 3d10 + 7 ⇒ (1, 5, 4) + 7 = 17Fire: 1d6 ⇒ 4Spirit: 2d4 ⇒ (2, 3) = 5

Vitalis attacks Hei-Fen.

Those are some unfortunate rolls. If Thatch provides flanking, Vitalis has flanking but it probably doesn't help.

◆Strike x3 (Hei-Fen)


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

Jisara works to unravel Hei-Fen's magic, sundering it with a single gesture, before shouting "Now!" to Thatch.

The cat tenses, his tail wiggling briefly, but instead of pouncing, he flies apart into a thousand scraps of magical writing, tearing at Hei-Fen even as they try to bind her.

Dispel Magic, 5th-rank on Hei-Fen's Righteous Might: 1d20 + 20 ⇒ (20) + 20 = 40

Slashing from Stitched Familiar, DC 30 basic Reflex: 10d6 ⇒ (6, 5, 3, 6, 1, 2, 4, 4, 6, 4) = 41
Also immobilized on a failure for 1 round unless she Escapes

Jisara
◆◆ Cast dispel magic on Hei-Fen
◆ Command familiar

Thatch
◆◆ Stitched Familiar


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

Sorry - work has been exhausting this week.

Chance continues his inspiring song and stabs twice at the red cultist.

◆: cast a spell, courageous anthem
◆: Strike, Reprisal, unholy target, Courageous Anthem: 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 362d6 - 1 + 2d4 + 1 ⇒ (4, 3) - 1 + (4, 1) + 1 = 12

◆: Strike, Reprisal, unholy target, Courageous Anthem: 1d20 + 21 - 5 + 1 ⇒ (17) + 21 - 5 + 1 = 342d6 - 1 + 2d4 + 1 ⇒ (6, 5) - 1 + (4, 4) + 1 = 19[/ooc]
↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 18


| Strange Aeons | Prey for Death | ◆◇↻

Jisara unravels Hei-Fen’s magic, which causes the wererat to screech out a bestial sound that’s a cross between a hiss and a growl. Thatch then disintegrates and binds around Hei-Fen!

Hei-Fen basic Reflex; fatigued: 1d20 + 23 - 1 ⇒ (4) + 23 - 1 = 26 Oh come on! Reflex is NOT a bad save for her!

Chance begins singing and lunges at Red, who falls at his first Strike! Gonna substitute that second Strike for a shield. Oh damn. Could’ve sworn Chance had shield. Uh…Stride to Hei-Fen, I guess??

When Red falls, Hei-Fen once more cries ”Father, do not let his death be in vain!” Cast a Spell.

GM Screen:
Chance Fort: 1d20 + 19 ⇒ (19) + 19 = 38
Poison Damage: 1d6 ⇒ 4
Unending Itch Stage 3

1d20 + 14 ⇒ (6) + 14 = 20

Jisara:
Yeah, you crit failed. There’s no lie I could tell you that wouldn’t immediately be seen through with what I say immediately next.

Hei-Fen gains 14 temporary HP.

Vitalis attacks Hei-Fen, but the nimble rat dodges his attacks, even despite being anchored in place by Thatch.

Botting Edrakk: Edrakk Strides over to flank with Chance and stabs at Hei-Fen with the poisoned knife!

Edrakk vs Hei-Fen OG; courageous anthem: 1d20 + 21 + 1 ⇒ (4) + 21 + 1 = 26 Not a crit fail.
Damage; courageous anthem: 2d4 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9

Edrakk vs Hei-Fen OG; 2nd, agile, courageous anthem: 1d20 + 21 - 4 + 1 ⇒ (13) + 21 - 4 + 1 = 31 There ya go!
Damage; courageous anthem: 2d4 + 1 + 1 ⇒ (1, 1) + 1 + 1 = 4

Not a lot of damage, but enough to be affected by the curare (which I have house-ruled is at Edrakk’s class DC).

Hei-Fen Fort; Pinpoint Poisoner, fatigued: 1d20 + 19 - 2 - 1 ⇒ (13) + 19 - 2 - 1 = 29 Failure --> Success (incapacitation)

Hei-Fen weighs her options once more, and stares at Vitalis. The paladin…! And so she instead stares beyond him. Hei-Fen once more gives out a single, bestial hiss-growl as she Raises her Symbol straight toward Jisara, revealing her yellowed bucked teeth as she screeches ”You have fouled His works and His name! You cut down steadfast devotees to Him and attack His servant?! Father Skinsaw, come down now and smite this Hellspawn for her irreverence toward You!” ◆◆ Cast a Spell

Jisara feels a cold chill on the back of her neck. She instinctually spins around out of instinct, and behind her she sees a towering, cloaked figure with gloves, spiders crawling at their feet. But beneath the cloak is…nothing. It is as if the cloak were worn by an invisible man. Before she has time to even process, one of the figure’s seemingly-disembodied gloves swipes at her, and she feels a cold sting as the figure’s blade slices deep into her throat!

But the other PCs do not see this figure.

Mental Damage: 10d6 ⇒ (4, 1, 2, 3, 5, 4, 4, 2, 3, 2) = 30
Jisara “basic” Will; courageous anthem: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28 Failure

Jisara blinks and the cloaked figure is gone. She is shaken as she can still feel the figure’s blade practically beheading her in a single swipe. Jisara is frightened 2.

Sins of the Father
Round 6
==============
Hei-Fen (-107; +10) {fatigued; drained 1; +2 status to Will vs mental}
Red (-127) {+2 status to Will vs mental}
Jisara (-42) {frightened 2}
Thatch (-3)
Chance (-36) {+2 vs mental; weakness 2 to slashing}
Vitalis (-34)
Edrakk (-36)

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


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

Halberd: 1d20 + 22 ⇒ (13) + 22 = 35
Damage: 3d10 + 7 ⇒ (5, 3, 9) + 7 = 24Fire: 1d6 ⇒ 6Spirit: 2d4 ⇒ (1, 1) = 2

Halberd: 1d20 + 17 ⇒ (11) + 17 = 28
Damage: 3d10 + 7 ⇒ (1, 2, 5) + 7 = 15Fire: 1d6 ⇒ 6Spirit: 2d4 ⇒ (4, 4) = 8

Halberd: 1d20 + 12 ⇒ (16) + 12 = 28
Damage: 3d10 + 7 ⇒ (10, 7, 2) + 7 = 26Fire: 1d6 ⇒ 6Spirit: 2d4 ⇒ (3, 4) = 7

Vitalis attack Hei-Fen again.

"I've had enough of your foul mouth, witch. You've failed. It's time that your stain on Kintargo is removed from existence."

◆◆◆Strike x3


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

Just in case Vitalis hasn't already dropped Hei-Fen:

Chance continues his inspiring song and stabs at Hei-Fen, calling on the divine spark in his borrowed ancient sword.

◆: Cast a spell, courageous anthem
◆◆: Divine Retribution (Strike vs off-guard target), Reprisal, unholy target, Courageous Anthem: 1d20 + 21 + 1 ⇒ (16) + 21 + 1 = 382d6 - 1 + 2d4 + 1 + 1d6 ⇒ (2, 3) - 1 + (1, 3) + 1 + (4) = 13

↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 17

Sorry for the low-effort posts. Exhausting week at work and I seem to have gotten sick again right as I was recovering from COVID rebound.


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

Edrakk quickly draws the materials to craft a poison, applies it to his dagger, and takes another swipe at Hei-Fen.

◆◆ Quick alchemy, perpetual potency: leadenleg
+2 striking returning throwing knife, leadenleg (DC 30, pinpoint poisoner, courageous anthem): 1d20 + 21 ⇒ (5) + 21 = 26, 2d4 + 1 ⇒ (3, 1) + 1 = 5


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

Jisara grabs at her neck, begging her patron for aid, even as she sends an orb of freezing cold hurtling at the wererat. As she does so, Thatch's runes flare to life again, providing a distraction for Vitalis.

Cold: 7d4 ⇒ (3, 3, 1, 1, 1, 4, 1) = 14 DC 28 basic Fortitude, weakness 6 to bludgeoning on a crit failure

◆ Cast life boost on myself, triggering Thatch's flanking ability
◆◆ Cast frostbite on Hei-fen


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
Chance Fort: 1d20 + 19 ⇒ (16) + 19 = 35
Poison Damage (retroactive from last 2 rounds too): 3d6 ⇒ (6, 2, 3) = 11
Unending Itch Stage 3.5

1d20 ⇒ 9

Oops. Forgot to delete Red from the initiative card.

Jisara begins healing herself then sends cold at Hei-Fen.

Hei-Fen basic Fort; drained 1, Raised Symbol: 1d20 + 19 - 1 + 2 ⇒ (8) + 19 - 1 + 2 = 28

Chance lashes out at Hei-Fen with Reprisal! As he stabs into her, her skin sears as she screams in pain! Crit, plus weakness to silver.
Deadly: 1d8 ⇒ 8

At that moment, Hei-Fen drops to the ground, unconscious. However, Jisara with see the unseen still going realizes that that is just an illusion; Hei-Fen is still conscious and made herself invisible. For transparency: She cast ↻ drop dead. I know it’s not written in there, but to me the spell makes the most sense if it has the subtle trait that was added into the Remaster. All that changes in this instance is that Jisara doesn’t spend her reaction Recognizing the Spell.

Vitalis, knowing that Hei-Fen is still there but invisible (thanks to Jisara), attacks the “empty” air in front of him! Retroactively applying courageous anthem. Also retroactively applying the flat checks

DC 11 flat: 1d20 ⇒ 8
DC 11 flat: 1d20 ⇒ 10
DC 11 flat: 1d20 ⇒ 10

Edrakk makes a poison, applies it to his weapon, then attacks Hei-Fen. That’s a miss, so I’m not gonna bother with the flat check; poison’s still on your weapon, though.

Hei-Fen, clearly in a moment of desperation, makes a brief motion with her shortsword (that only Jisara can see). ◆◆ She did SOMETHING, you’re just not sure exactly what. Hei-Fen then Sneaks Making this a non-secret roll for the sake of transparency. She also Sneaks at full Speed.

Hei-Fen Stealth: 1d20 + 24 ⇒ (11) + 24 = 35

Read and reread the Sneak rules; because Hei-Fen wasn’t hidden/undetected to Jisara at the start of her movement, her Stealth roll doesn’t apply against Jisara. So Jisara still knows what space Hei-Fen is in. But no one else does, so Jisara will need to either Point Out her location, or otherwise make Hei-Fen visible.

At the start of her turn, Jisara heals 12 HP.

Sins of the Father
Round 7
==============
Hei-Fen (-148) {invisible; fatigued; drained 1; +2 status to Will vs mental}
Jisara (-30) {frightened 1; Fast Healing 12: round 1 of 4}
Thatch (-3)
Chance (-51) {+2 vs mental; weakness 2 to slashing}
Vitalis (-34)
Edrakk (-36)

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


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

Jisara waits until Hei-Fen draws near, then she simply isn't there anymore.

She reappears next to Thatch, already gathering a burst of light before she flings it out at the wererat. Thatch bounds forward with a snarl on his lips.

◆ Cast time jump
◆◆ Cast revealing light on Hei-Fen's position, DC 29 Reflex


| Strange Aeons | Prey for Death | ◆◇↻

Posting now because this will determine everyone else’s turns: Jisara moves and uses a spell to reveal Hei-Fen.

Hei-Fen Reflex; fatigued: 1d20 + 23 - 1 ⇒ (14) + 23 - 1 = 36

So Hei-Fen’s invisibility is negated and she is concealed to everyone (except Jisara, who sees her perfectly) for 2 rounds.

Sins of the Father
Round 7
==============
Hei-Fen (-148) {invisible; Dazzled & negated invisibility: Round 0 of 2; fatigued; drained 1; +2 status to Will vs mental}
Jisara (-30) {Fast Healing 12: round 1 of 4}
Thatch (-3)
Chance (-51) {+2 vs mental; weakness 2 to slashing}
Vitalis (-34)
Edrakk (-36)

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


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

Chance continues singing inspiring tunes then flicks a finger to send debris from the battle flying through the air at Hei-fen.

“Cha-cha-cha-changes
She turns… into a rat
Cha-cha-cha-changes
Nothing wrong with that, ‘cept she’s a nasty murderous weasel!
Cha-cha-cha-changes…”

"Flugantaj rokoj por ĵokeoj!"

◆: Cast a Spell, inspire courage
◆◆: Cast a Spell
Telekinetic projectile + inspire courage: 1d20 + 20 + 1 ⇒ (5) + 20 + 1 = 267d6 + 1 ⇒ (3, 1, 2, 5, 4, 2, 1) + 1 = 19

↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 19

Flat Check vs. Concealment: 1d20 ⇒ 5


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

Vitalis dashes over to cut Hei-Fen off. "You aren't going anywhere except on the end of my pole."

Halberd, inspire courage: 1d20 + 22 + 1 ⇒ (9) + 22 + 1 = 32
Concealment: 1d20 ⇒ 16
Damage: 3d10 + 7 + 1 ⇒ (1, 9, 3) + 7 + 1 = 21Fire: 1d6 ⇒ 5Spirit: 2d4 ⇒ (3, 1) = 4

Halberd, inspire courage: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26
Concealment: 1d20 ⇒ 16
Damage: 3d10 + 7 + 1 ⇒ (1, 3, 6) + 7 + 1 = 18Fire: 1d6 ⇒ 3Spirit: 2d4 ⇒ (2, 2) = 4

◆Stride
◆Strike (Hei-Fen)
◆Strike (Hei-Fen)


| Strange Aeons | Prey for Death | ◆◇↻

Relatively low-effort post because today’s a weird day: Yeah, that turned out to be VERY not-true XD

Chance attacks and misses.

Vitalis moves up and attacks Hei-Fen, the silver of his halberd burning her skin and knocking her down!

While the Skinsaw cult was a method for Barzillai to control the city, it wasn’t a particularly important one; Hei-Fen’s assistance was more of a bonus for the Inquisitor. Barzillai’s Authority decreases by 10.

GM Screen:
Chance Perception: 1d20 + 18 ⇒ (5) + 18 = 23
Chance Fort; DC 34: 1d20 + 19 ⇒ (11) + 19 = 30
Poison Damage: 1d6 ⇒ 1
Stage 4

Chance Perception: 1d20 + 18 ⇒ (20) + 18 = 38
Chance Fort; DC 34: 1d20 + 19 ⇒ (12) + 19 = 31
Poison Damage: 1d6 ⇒ 3
Stage 5

Edrakk Crafting: 1d20 + 23 ⇒ (2) + 23 = 25
Edrakk Crafting: 1d20 + 23 ⇒ (5) + 23 = 28
Edrakk Crafting: 1d20 + 23 ⇒ (7) + 23 = 30
Edrakk Crafting: 1d20 + 23 ⇒ (6) + 23 = 29
Edrakk Crafting: 1d20 + 23 ⇒ (16) + 23 = 39

Just as the PCs are winding down, Chance notices an irritation that he didn’t notice previously in the heat of combat. He’d been scratching at this one spot on his thigh over the course of the combat—like one would unconsciously scratch at a mosquito bite. And as reveals his skin at that spot, he notices two things: 1) he has scratched that spot so much that he is bleeding there, 2) the bleeding wounds are festering far more than they should be. Chance is poisoned! When!? How!?

Tangent:
During the combat, Chance got poisoned and didn’t realize it. His saves have been secret checks, and the whole time I’ve been adding the damage into the initiative card and waiting for someone to point out that the damage didn’t seem to add up before I allowed Chance a Perception check to notice he was poisoned. No one ever noticed XD Which is really bad because that poison has done 33 damage to Chance before he noticed.

Realizing this is his particular area of expertise, Edrakk leaps to help Chance while the other PCs move to search for Lady Docur and Lictor Sabinus.

While he is aiding Chance see below, Edrakk is in a bit of a panic, but he finally realizes what this toxin is: an insidious poison known as unending itch that very slowly kills those afflicted. Stages are counted in rounds, but the max duration is 5 minutes!

Tangent:
For the spoiler below, I’m aware that “3.5” is technically larger than 3; I’m just using it as shorthand for “At stage 3, but made one successful save against the virulent.” Also, the rules are unclear about what happens if you hit that “Stage 3.5” and if you take nothing or if you take Stage 3 again; I’m making a call that it makes you take Stage 3 again because the rules state that “you are subjected to the effects of the new stage,” and there’s rules precedent for repeating stages with the wording “ If a failure or critical failure would increase the stage beyond the highest listed stage, the affliction instead repeats the effects of the highest stage.” Plus if that WEREN’T the case and you would take nothing, then RAW you wouldn’t be affected by a stage and thus there wouldn’t be another interval for you to make another save, which is OBVIOUSLY not the RAI.

Treating Chance’s Poison:
Chance started this at Stage 5. He’s been afflicted for 7 rounds (starting on round 8), so it’ll last for 43 more rounds before it completely dissipates. Chance is at 74 HP. You also have a scroll of 3rd-rank remove disease (that I remastered into cleanse affliction) that you can use. Unfortunately, a spell of that rank literally CANNOT counteract the rank 7 poison, but it does automatically reduce the stage by 1 regardless of the check, so if Chance ever hits stage 1, then the scroll will get used. If Chance gets too low (6 or fewer HP), I’m going to assume that Chance drinks one of the MANY healing consumables the party has accumulated this campaign.

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (1) + 21 = 22
Chance Fort; DC 34; Crit fail treat: 1d20 + 19 - 2 ⇒ (17) + 19 - 2 = 34 Stage 5.5
Poison Damage: 1d6 ⇒ 3 71

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (13) + 21 = 34
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24 5
Poison Damage: 1d6 ⇒ 4 67

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (3) + 21 = 24
Chance Fort; DC 34; crit fail treat: 1d20 + 19 ⇒ (17) + 19 = 36 5
Poison Damage: 1d6 ⇒ 5 62

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (4) + 21 = 25
Chance Fort; DC 34: 1d20 + 19 ⇒ (7) + 19 = 26 5
Poison Damage: 1d6 ⇒ 3 59

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (17) + 21 = 38
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (14) + 19 + 2 = 35 5.5
Poison Damage: 1d6 ⇒ 3 56

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (10) + 21 = 31
Chance Fort; DC 34: 1d20 + 19 ⇒ (16) + 19 = 35 4
Poison Damage: 1d6 ⇒ 3 53

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (3) + 21 = 24
Chance Fort; DC 34; crit fail treat: 1d20 + 19 - 2 ⇒ (1) + 19 - 2 = 18 5
Poison Damage: 1d6 ⇒ 5 48

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (17) + 21 = 38
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38 5.5
Poison Damage: 1d6 ⇒ 4 49

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (8) + 21 = 29
Chance Fort; DC 34: 1d20 + 19 ⇒ (3) + 19 = 22 5
Poison Damage: 1d6 ⇒ 5 44

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (3) + 21 = 24
Chance Fort; DC 34; crit fail treat: 1d20 + 19 - 2 ⇒ (9) + 19 - 2 = 26 5
Poison Damage: 1d6 ⇒ 3 41

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (16) + 21 = 37
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (14) + 19 + 2 = 35 5.5
Poison Damage: 1d6 ⇒ 6 35

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (18) + 21 = 39
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38 4
Poison Damage: 1d6 ⇒ 4 31

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (12) + 21 = 33
Chance Fort; DC 34: 1d20 + 19 ⇒ (19) + 19 = 38 4.5
Poison Damage: 1d6 ⇒ 5 26

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (19) + 21 = 40
Chance Fort; DC 34: 1d20 + 19 ⇒ (2) + 19 = 21 5
Poison Damage: 1d6 ⇒ 3 23

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (2) + 21 = 23
Chance Fort; DC 34; crit fail treat: 1d20 + 19 - 2 ⇒ (14) + 19 - 2 = 31 5
Poison Damage: 1d6 ⇒ 5 18

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (8) + 21 = 29
Chance Fort; DC 34: 1d20 + 19 ⇒ (10) + 19 = 29 5
Poison Damage: 1d6 ⇒ 6 12

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (2) + 21 = 23
Chance Fort; DC 34; crit fail treat: 1d20 + 19 - 2 ⇒ (6) + 19 - 2 = 23 5
Poison Damage: 1d6 ⇒ 2 10

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (16) + 21 = 37
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31 5
Poison Damage: 1d6 ⇒ 4 6

2 minor healing potions from the Silver Star
Healing: 2d8 ⇒ (1, 8) = 9 15

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (12) + 21 = 33
Chance Fort; DC 34: 1d20 + 19 ⇒ (15) + 19 = 34 5.5
Poison Damage: 1d6 ⇒ 4 11

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (20) + 21 = 41
Chance Fort; DC 34; critical treat: 1d20 + 19 + 4 ⇒ (6) + 19 + 4 = 29 5
Poison Damage: 1d6 ⇒ 5 6

6 lesser healing potions from Menador Keep
Healing: 12d8 + 30 ⇒ (1, 5, 5, 7, 5, 4, 3, 6, 1, 7, 6, 1) + 30 = 81 87

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (3) + 21 = 24
Chance Fort; DC 34; crit fail treat: 1d20 + 19 - 2 ⇒ (13) + 19 - 2 = 30 5
Poison Damage: 1d6 ⇒ 1 86

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (11) + 21 = 32
Chance Fort; DC 34: 1d20 + 19 ⇒ (8) + 19 = 27 5
Poison Damage: 1d6 ⇒ 6 80

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (3) + 21 = 24
Chance Fort; DC 34; crit fail treat: 1d20 + 19 - 2 ⇒ (7) + 19 - 2 = 24
Poison Damage: 1d6 ⇒ 2 78

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (10) + 21 = 31
Chance Fort; DC 34: 1d20 + 19 ⇒ (3) + 19 = 22 5
Poison Damage: 1d6 ⇒ 1 77

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (13) + 21 = 34
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22 5
Poison Damage: 1d6 ⇒ 4 73

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (14) + 21 = 35
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37 5.5
Poison Damage: 1d6 ⇒ 5 68

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (13) + 21 = 34
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (1) + 19 + 2 = 22 5
Poison Damage: 1d6 ⇒ 1 67

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (15) + 21 = 36
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (20) + 19 + 2 = 41 4
Poison Damage: 1d6 ⇒ 5 62

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (16) + 21 = 37
Chance Fort; DC 34; treated: 1d20 + 19 ⇒ (3) + 19 = 22 5
Poison Damage: 1d6 ⇒ 5 57

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (15) + 21 = 36
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39 5.5
Poison Damage: 1d6 ⇒ 1 56

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (19) + 21 = 40
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29 5
Poison Damage: 1d6 ⇒ 6 50

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (17) + 21 = 38
Chance Fort; DC 34; treated: 1d20 + 19 + 2 ⇒ (5) + 19 + 2 = 26 5
Poison Damage: 1d6 ⇒ 6 44

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (3) + 21 = 24
Chance Fort; DC 34; crit fail treat: 1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27 5
Poison Damage: 1d6 ⇒ 6 38

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (8) + 21 = 29
Chance Fort; DC 34: 1d20 + 19 ⇒ (1) + 19 = 20 5
Poison Damage: 1d6 ⇒ 3 35

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (4) + 21 = 25
Chance Fort; DC 34: 1d20 + 19 ⇒ (18) + 19 = 37 5.5
Poison Damage: 1d6 ⇒ 5 30

And it is at this point that I remember that Edrakk can Quick Alchemy a moderate antidote to give Chance a +3 item bonus to his saves (doesn’t stack with resilient, so it’s actually a net +2).

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (7) + 21 = 28
Chance Fort; DC 34; mod antidote: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31 5
Poison Damage: 1d6 ⇒ 2 28

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (10) + 21 = 31
Chance Fort; DC 34; mod antidote: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33 5
Poison Damage: 1d6 ⇒ 2 26

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (15) + 21 = 36
Chance Fort; DC 34; mod antidote; treated: 1d20 + 19 + 2 + 2 ⇒ (1) + 19 + 2 + 2 = 24 5
Poison Damage: 1d6 ⇒ 5 21

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (7) + 21 = 28
Chance Fort; DC 34; mod antidote: 1d20 + 19 + 2 ⇒ (2) + 19 + 2 = 23 5
Poison Damage: 1d6 ⇒ 6 15

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (19) + 21 = 40
Chance Fort; DC 34; mod antidote; treated: 1d20 + 19 + 2 + 2 ⇒ (19) + 19 + 2 + 2 = 42 5.5
Poison Damage: 1d6 ⇒ 4 11

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (7) + 21 = 28
Chance Fort; DC 34; mod antidote: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29 5
Poison Damage: 1d6 ⇒ 1 10

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (4) + 21 = 25
Chance Fort; DC 34; mod antidote: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30 5
Poison Damage: 1d6 ⇒ 1 9

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (17) + 21 = 38
Chance Fort; DC 34; mod antidote; treated: 1d20 + 19 + 2 + 2 ⇒ (16) + 19 + 2 + 2 = 39 5.5
Poison Damage: 1d6 ⇒ 4 6

6 lesser elixirs of life from the Lucky Bones (Chance doesn’t know when exactly this poison will subside, so I’m just assuming he chugs these immediately).

Healing: 18d6 + 36 ⇒ (2, 3, 3, 5, 5, 2, 4, 1, 6, 5, 6, 2, 4, 6, 4, 4, 5, 2) + 36 = 105 111

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (11) + 21 = 32
Chance Fort; DC 34; mod antidote: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27 5
Poison Damage: 1d6 ⇒ 1 110

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (19) + 21 = 40
Chance Fort; DC 34; mod antidote; treated: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27 5
Poison Damage: 1d6 ⇒ 3 107

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (12) + 21 = 33
Chance Fort; DC 34; mod antidote: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30 5
Poison Damage: 1d6 ⇒ 6 101

Edrakk Treat Poison; DC 34: 1d20 + 21 ⇒ (1) + 21 = 22
Chance Fort; DC 34; mod antidote; crit fail treat: 1d20 + 19 + 2 - 2 ⇒ (1) + 19 + 2 - 2 = 20 5
Poison Damage: 1d6 ⇒ 2 99

Chance clutches the next set of bottles of healing magic as Edrakk continues to try to treat the unending itch. But Chance it takes both of them a moment to realize that the itchiness and festering wounds are now gone. The poison has subsided. Fun face: that poison did a whopping 218 damage to Chance (average is 175).

The rest of the PCs easily find Lady Docur and Lictor Sabinus, both having been bound and gagged and stripped of all their equipment which the Skinsaw cult gifted to Barzillai.

As Lady Docur and Lictor Sabinus meet back up with Chance and Edrakk (just after Chance’s poison has subsided), the two find Chance to be different—a lot more off-putting and abrasive. And it is at this point that Jisara remembers that Chance was cursed by the jorogumo who was disguised as Lady Docur! FYI, the curse from Hei-Fen that made Chance weak to slashing only lasted 1 minute, so it’s definitely gone by now.

Chance is about ready to use that scroll of cleanse affliction he had on standby to get rid of the curse, but Jisara informs him that the magic in the scroll is too weak to remove a curse. cleanse affliction needs to be at least 4th rank to be able to counteract a curse.

Healing:
Jisara heals another 36 from life boost, then Refocuses
Vitalis uses lay on hands on Chance, then Refocuses
Edrakk Treat Wounds; DC 30: 1d20 + 21 ⇒ (4) + 21 = 25

Vitalis casts lay on hands on Edrakk then Refocuses twice
Jisara casts life boost on Vitalis then Refocuses twice
Edrakk Medicine on Thatch; DC 20[/dice: 1d20 + 21 ⇒ (3) + 21 = 24
Whatever he rolls on the dice is irrelevant; Thatch is fully healed.

GM Screen:
Jisara vs sword: 1d20 + 24 ⇒ (3) + 24 = 27
Edrakk vs vapor: 1d20 + 23 ⇒ (17) + 23 = 40
Edrakk vs pitch: 1d20 + 23 ⇒ (6) + 23 = 29
Edrakk vs pitch: 1d20 + 23 ⇒ (5) + 23 = 28
Edrakk vs pitch: 1d20 + 23 ⇒ (9) + 23 = 32

Hei-Fen carried some items of note. Jisara realizes that her shortsword is a +1 striking coating shortsword.

Edrakk finds that Hei-Fen also carried a vial filled with a poison that’s been infused with divine magic: a dose of daylight vapor.

Jisara ejects a single vial held in the extradimensional space connected to the shortsword’s coating rune, and Edrakk spends a good amount of time trying to figure out what it is, discovering that it is another divine-infused poison: spell-eating pitch

Inventory Updated

Gonna pause here to allow in-character reactions because this is A LOT to take in.


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

Vitalis is glad that the cultists decided to keep Docus and Sabinus alive.

And he is disturbed that Chance is cursed. That won't heal on its own. "Are you already, Chance? That poison gave us all quite the scare. Luckily, you are a tough little gnome. That curse has me a bit concerned though. Even if you think you can continue on, I need you at a hundred percent. Let's see if there isn't a cleric in Kintargo who we can pay to remove it."

GM Xavier wrote:
I presume you want to rest, but from the sounds of things y'all were going to go to the Record Hall to deal with Tiarise and her familiar Kelaxiax.

Yes


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

"Gorum's hairy arse, that was awful! The itching! The pain! The oozing, pustulating... URRRRRRRRRP!!!!" Chance lets out an enormous belch. "Those healing potions sure tasted better going down than they did coming up! Hey there, Lady Doc! Octo-Lictor! Knew we'd find you eventually."

The gnome pushes his glasses up his nose. "So. Jisara. You're saying I was poisoned, and I was cursed, and I was cursed again, and I'm still cursed by one of those curses? I mean, I've got a few curses I could spit out after the day I'm having, but now that I'm not covered in gigantic pimples exploding with pus like goo-filled volcanoes I don't think my heart's going to be in it. Are you sure I'm still cursed? What kind of curse? It won't stop me from drinking coffee, will it? It isn't the dreaded Coffee-Bean Curse? Wait, hold that thought!"

Vitalis Tanessen wrote:
"Are you already, Chance? That poison gave us all quite the scare. Luckily, you are a tough little gnome. That curse has me a bit concerned though. Even if you think you can continue on, I need you at a hundred percent. Let's see if there isn't a cleric in Kintargo who we can pay to remove it."

Chance spins around and jabs a finger up towards Vitalis's face. "You too? I mean, thanks, I am pretty tough. But you know, if I weren't at a hundred percent I'd tell you. I'd say, 'Vitalis! I am not at a hundred percent! Based on how I'm feeling, I think I'm at a ninety-three, ninety-four percent at worst! Hang on!"

Spinning around again, he bumps into Edrakk. "Edrakk! Tell Jisara and Vitalis and Lady Doc and Octo-Lick that I'm not cursed. This is ridiculous! Let's go kick some tail at the Record Hall! No offense intended! Definitely don't want to tick off our healer! Especially when he's also our poisoner!"


| Strange Aeons | Prey for Death | ◆◇↻
“Chance” Ravennablitz wrote:
Octo-Lictor!
“Chance” Ravennablitz wrote:
Octo-Lick

Octavio Sabinus stares daggers at Chance, and in a moment of major restraint takes a deep inhale and simply says ”We need to get that curse off of him.”


| Strange Aeons | Prey for Death | ◆◇↻

Moonday 7 Pharast, 4716

7 Pharast Reprisals:
Authority: 1d6 ⇒ 5 3 Reprisals

1d100 ⇒ 56 Increased Patrols
+2 Authority

”More patrols. Barzillai might just be getting nervous.”

1d100 ⇒ 11 Arson
Authority: 1d4 ⇒ 1
Casualties: 3d6 ⇒ (2, 6, 3) = 11
DC 34 basic Security: 1d20 + 23 ⇒ (15) + 23 = 38

”Barzillai is setting fire to random buildings now?! Luckily after the Night of Ashes we were prepared for that.” +0 Authority, +5 Casualties

1d100 ⇒ 34 Defamation
Authority: 1d4 ⇒ 4

”More of Thrune’s propaganda.”

*

Loyalty: 1d20 + 21 ⇒ (8) + 21 = 29

Octavio and Shensen are in the Lucky Bones; the former hands the latter a scroll. Shensen then casts from the scroll to break Chance’s curse.

Counteract Check: 1d20 + 21 ⇒ (3) + 21 = 24 Can’t reroll it because none of y’all are making the check. And I’m very much assuming you’d hand it off to the person with the higher bonus than y’all to do this. Plus, it’s not an absolutely debilitating curse, so I’m sure Chance’s player will have some fun with it.

”That…didn’t look like it worked…”

“That’s because it didn’t. These things don’t always work; it’s occasionally a coin flip.”

Octavio pinches the bridge of his nose. ”Unfortunately, that rank 4 scroll was the best we could get on short notice. We don’t have anyone powerful enough to just be able to cast it. Can’t you just prepare it differently today, Shensen? Or Lady Docur?”

“Not how our magic works, O. And I gotta bounce; I can’t leave the Silver Star for too long or we won’t know what Thrune will try to do.”

Without further debilitation, Shensen then teleports away.

”Well, Chance, you’re gonna be cursed for a bit longer—unless you happen to find another scroll. I’ll keep my guys looking, but this thing is a lot more potent than we really have the resources for. But, let’s move on to some other news…”

Secrecy: 1d20 + 25 ⇒ (2) + 25 = 27 It’s the last day of the month, Imma say someone rerolls it.

Reroll: 1d20 + 25 ⇒ (9) + 25 = 34

”Good news and bad news. The good news is that Tiarise and Councilwoman Eurleus are indeed in the Record Hall. Bad news…our intel tells us that Thrune has dispatched inquisitors there, too. A lot of them. And apparently the building itself has wards on it.

“Thrune uses his inquisitors very sparingly; whatever it is they are doing in there, Thrune does not want us to stop it. Which means that’s exactly what we have to do. Thankfully, it seems that Barzillai had to dispatch people elsewhere—the only people of note inside the Record Hall is Tiarise, Eurleus, and the group of inquisitors. And presumably Tiarise’s familiar. The building only has only one entrance—If you want to try to get another way in, you’ll have to make one.

“Unfortunately, our agents couldn’t do much else besides the intel. So what’s the game plan?”


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

"Obviously we go in there an bash some heads. Unless one of our magically talented teammates has a less straight-forward suggestion, my abilities limit me to using the front door."


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

Sorry to have been so slow to post - year-end was a mess at work. I should be back to what passes for normal, more or less.

Octavio wrote:
”Well, Chance, you’re gonna be cursed for a bit longer—unless you happen to find another scroll. I’ll keep my guys looking, but this thing is a lot more potent than we really have the resources for. But, let’s move on to some other news…”

“No need to fret, Octo-Lick. I feel fine. Maybe the scroll didn’t do doodly-squat because, like I’ve been telling you all, I’m not cursed! Maybe I’m just loosening up a little, you ever think of that?”

Vitalis Tanessen wrote:
"Obviously we go in there a bash some heads. Unless one of our magically talented teammates has a less straight-forward suggestion, my abilities limit me to using the front door."

“Well, actually… no, never mind.” Chance pulls a colorful pair of knotted bracelets from a pocket, then realizes they won’t help and puts them away. “Jisara, do you know any spells that would let us make our own entrance? Maybe we could get Captain Tightpants to pick up a scroll for us? Otherwise, what about disguises? Oh! I know I’ve suggested this before, but this time it could really work! We could dress up like pastry chefs and act like we’re bringing in free samples!”

He means Captain Cassius Sargaeta of the Scourge of Belial, of course.


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

I'm really sorry it's been so long--hit by both end-of-semester crash and holiday stress, and over the past week or so my partner has been visiting, so we've been busy with plans. I'll try to post over the next week or so, and I'll almost certainly be back to normal once school starts up and I have a schedule again, since I've found that makes me better at keeping up with everything.

“Chance” Ravennablitz wrote:


Spinning around again, he bumps into Edrakk. "Edrakk! Tell Jisara and Vitalis and Lady Doc and Octo-Lick that I'm not cursed. This is ridiculous! Let's go kick some tail at the Record Hall! No offense intended! Definitely don't want to tick off our healer! Especially when he's also our poisoner!"

Edrakk is somewhat surprised about the request. "I-I'm not a magical expert, I can't diagnose curses. I can do mundane afflictions, but magic is above my pay grade. I-I'd defer to Jisara on this."

“Chance” Ravennablitz wrote:


Vitalis Tanessen wrote:
"Obviously we go in there a bash some heads. Unless one of our magically talented teammates has a less straight-forward suggestion, my abilities limit me to using the front door."

“Well, actually… no, never mind.” Chance pulls a colorful pair of knotted bracelets from a pocket, then realizes they won’t help and puts them away. “Jisara, do you know any spells that would let us make our own entrance? Maybe we could get Captain Tightpants to pick up a scroll for us? Otherwise, what about disguises? Oh! I know I’ve suggested this before, but this time it could really work! We could dress up like pastry chefs and act like we’re bringing in free samples!”

He means Captain Cassius Sargaeta of the Scourge of Belial, of course.

"Ooh, I might know a couple of good recipes..." Edrakk's mind wanders through the library of recipes in his mind for a moment, before sense kicks in. "W-wait, we're fairly commonly known at this point. There's very little chance we'd be able to get past the first few guards like that. Maybe if we had some magical disguises, but I-I wouldn't be surprised if they were told to look out for any group of four of our general heights for some kinds of disguises."

"...although, I'm afraid I-I can't think of anything else to get us through, unfortunately. I vaguely remember hearing about some kind of fungus that can tunnel through walls, but I can't remember the name of it for the life of me, and I wouldn't know where to get it if I did."

There's a 1E alchemical item called Tunnel Creeper that I've been waiting for a chance to use, and this would be the perfect opportunity, but tragically I can't find a 2E equivalent.


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

Chance glares at Edrakk for a moment, then bursts out in raucous, snorting laughter. “Fine! Maybe I’m cursed! Well, then I’ll curse them back. F$$! Thrune and his s$@!-eating lickspittle lapdog toadies!”

Turning back to Vitalis, Chance jabs a finger up at the paladin. “Your family’s pile is pretty close to the Records Hall, isn’t it? Who owns the buildings in between? And who’s on the other side… oh, it’s that @&^$-eating lickspittle lapdog arch-toady Delronge, isn’t it? Well, she’s no help. She’s so far in Barzillai’s pocket her maid has to clean out the lint. But our close personal friend and ally, The Honorable Baroness Jarvis, her estate is right across the road from Records. Maybe she’d let us use it as a base for some reconnaissance, check her maps for alternative entrances, or even to dig a really long tunnel from her cellar to the Hall? Vitalis, you’d better be the one to ask her, though. You know, because I’m“ — the gnome makes finger-quotes — ‘cursed’.”

Looking at the map in the HR Player’s Guide, G1 is the Records Hall, the Tanessen Estate is G6 to the north, separated from the Records Hall by several small buildings; the Delronge Estate abuts Records to the south, and the Jarvis Estate is directly across the road to the east (at least, I think it is - it’s hard to tell from the map whether there’s a small building between Records and the road or if that’s part of the Records Hall).


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

"Well the thing with nobles is that they didn't gain their wealth and power by associating with the wrong people. That'd be us. Even if they support our cause, I doubt they'd risk Thrune's wraith while he's in power. But as long as we don't mention any Silver Raven activity, we could try getting invited for some afternoon tea. All we really need is a good view from a window."


Female Cambion Witch 13 | HP 138/138 | AC 31 | F: +21, R: +22, W: +19 (+2 circ vs Devils) | Perc: +18 (+21 Init), Stealth: +25 (+28 Init) | Speed 35ft | Hero Points: 1/3 | Focus Pool: 1/3 | Staff Charges: 7/7 | Reactions: Blood Vendetta, Coven Spell, Fight with Fear| Conditions: Fire Resist 5, Mind of Menace, See the Unseen, Tailwind
Quote:
"Maybe if we had some magical disguises, but I-I wouldn't be surprised if they were told to look out for any group of four of our general heights for some kinds of disguises."

"Like all those hats of disguise masquerade scarves I made for each of us?" Jisara says, with a mischievous smile.

"I could make a door, of sorts, by disintegrating a portion of the wall. But it's one of my more powerful spells, unfortunately."


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
1d10 ⇒ 4
5d20 ⇒ (15, 16, 16, 14, 3) = 64

Alright, gonna move things along since we’ve been dawdling for too long.

Tangent:
Jisara’s player informed me that she’d cast see the unseen as a pre-buff. I’m also gonna assume that y’all decide to go in guns-a-blazing because 1) Vitalis would then be able to be Large, and 2) Chance’s curse would make attempts to be deceptive very difficult. Yes, I’m railroading; I don’t care.

To the Records Hall

The Records Hall is a sturdy building, clearly meant to protect its contents from disasters such as flooding and fire. The front door is made of iron. Map Updated

Also gonna say this multiple times: one square equals 10 feet. One square equals 10 feet. ONE SQUARE EQUALS 10 FEET! I’ll try to get a graphic designer friend of mine to edit in the extra lines so each 5-foot square is shown.

In an attempt to be at least somewhat sneaky, Edrakk moves to the front door in an attempt to pick the lock. But as soon as he touches his tools to the lock, a single magical rune appears on the front door and explodes in a loud burst! I rolled checks; none of y’all noticed the trap.

Basic Fort:
Sonic Damage: 4d10 ⇒ (9, 8, 1, 1) = 19
Chance: 1d20 + 19 ⇒ (5) + 19 = 24
Edrakk: 1d20 + 19 ⇒ (1) + 19 = 20
Jisara: 1d20 + 19 ⇒ (1) + 19 = 20
Vitalis: 1d20 + 21 ⇒ (4) + 21 = 25

A grand total of FOUR CRIT FAILS! I hate to do this right out the gate, but I think I just have to assume that everyone rerolls that. That said, as a consolation, I will give out two Hero Points: one to Chance for the roleplaying of the curse, and one to Jisara because I know it’s been a tough time recently.

Rerolls:
Chance: 1d20 + 19 ⇒ (14) + 19 = 33 Failure
Edrakk: 1d20 + 19 ⇒ (16) + 19 = 35 Success
Jisara: 1d20 + 19 ⇒ (20) + 19 = 39 Success --> Crit Success (nat 20)
Vitalis: 1d20 + 21 ⇒ (19) + 21 = 40 Success --> Crit Success (Juggernaut)

Chance is deafened for a bit a single round due to the ringing in his ears, and it becomes clear that any attempt at subtlety is now out the window, so Vitalis waits for Jisara and Edrakk to get in position roll Stealth for initiative and moves to kick the door open!

Vitalis Athletics; no crowbar: 1d20 + 23 - 2 ⇒ (13) + 23 - 2 = 34

And the door bursts open!

For the sake of expediency, I’m just gonna show the full map and the positions of creatures, since they’re also not making an attempt to be stealthy. Doors marked with a red line are currently open. All that the trap really did was buy the enemies a single round. And you’ll also notice that there’s a LOT of stuff going on in the southwest corner of the room. You hear A LOT of voices over there.

Initiative:
Chance: 1d20 + 18 ⇒ (3) + 18 = 21
Edrakk Stealth: 1d20 + 19 ⇒ (5) + 19 = 24
Jisara Stealth: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 24
Vitalis Athletics: 1d20 + 23 ⇒ (5) + 23 = 28

Black: 1d20 + 18 ⇒ (19) + 18 = 37
White: 1d20 + 21 ⇒ (9) + 21 = 30
Red: 1d20 + 21 ⇒ (18) + 21 = 39

And yes, y’all have your weapons drawn.

There is a lot of bickering and arguing in the southwest corner of the building; clearly a group trying to get organized. Red spends this round assuming battle positions.

Black Delays until after White.

White opens a door and Strides out. What the PCs see is a beautiful elf nephilim. While she clearly has devilish features, she also has a radiance that suggest celestial influences in her blood as well. She is the type of nephilim that has both fiend and celestial influences. And yes, that is the best image I could go with; shut up XD

The woman then enters a martial arts fighting stance and shouts ”Ravens!” not as a call to the PCs, but it seems to be more of a warning to her allies.

Then, suddenly APPEARING out of nowhere right behind White is another woman: a dirty-blonde woman with black-and-red clothing and a facial tattoo of three lines along her cheek. She holds a heavily-serrated dagger in one hand.

I will inform y’all that White is Councilwoman Eurleus and Black is Tiarise. Character Profiles Updated

The Victors Who Define History
Round 1
==============
Red
Eurleus
Tiarise
Vitalis
Edrakk (-9)/Jisara
Chance (-19)

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


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

Undaunted by her appearance, Vitalis charges into the room and smash Councilwoman Eurleus into yesterday.

Halberd, Fury Cocktail: 1d20 + 22 + 2 ⇒ (20) + 22 + 2 = 44
Damage: 3d10 + 7 ⇒ (9, 2, 6) + 7 = 24Fire: 1d6 ⇒ 3Spirit: 1d4 ⇒ 4

Double damage for crit. Push her back SE. If unholy, add another 1d4 spirit.

"That's right! Ravens! Come and get some!"

◆Stride
◆Stride
◆Strike (Eurleus)


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

As he does every morning, Chance casts false life vitality, giving him 11 10 temporary hit points (because the number of temp HP is no longer tied to his spellcasting ability modifier - thanks, Remaster!).

Chance can see debris flying and falling to the ground around him, but he can't hear anything except a loud ringing. He shakes his head to clear it, but it doesn't help.

The gnome watches Vitalis march forward into the Hall, clearly shouting at someone inside, but he can't make out what the paladin is saying. He looks down at his hand to confirm that he managed to hold onto Reprisal, then hurries inside after Vitalis, ducking into an alcove hoping to get some cover before trying to sing an inspiring song.

"Barzi Thrune'll leave town, Kintargo!
Bet a shiny silver in Kintargo,
We'll be free!

"Imagine a Thrune-free Kintargo!
Cleared of Barzillai and his minions,
'Til there's none!

"They want us to be
Afraid and lonely
But we stand with blades drawn
And yawn, and say...
(Are you still here, Thrunies?)

"Kintargo! Kintargo!
We'll fight for
Kintargo
Until Barzi Thrune goes away!"

◆: Stride
◆: Stride
◆: Cast a Spell, Courageous Anthem

DC 5 flat check to Cast a Spell while Deafened: 1d20 ⇒ 10
↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 14


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

Same item list as last time for Edrakk, replacing the Numbing Tonic with the Fury Cocktail. He'll have a Galvanic Chew in before combat, as that lasts 10 minutes.

Edrakk adjusts his harness before running in, taking a position opposite Chance.

◆ Vaultbreaker's Harness (1 min)
◆◆ Stride x2


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

Jisara disappears from view entirely before making her way into the building itself, doing her best to avoid notice in the chaos.

◆◆ Cast 4th-rank invisibility on myself
◆ Sneak


| Strange Aeons | Prey for Death | ◆◇↻

Vitalis charges forward and attacks Eurleus! Not only does she have the unholy trait, she ALSO has the devil trait. And weakness to holy. The fire damage (and persistent fire damage from the crit) is irrelevant to her because she has resistance to fire.

Extra Damage (bane and holy); doubled from crit: 1d6 + 1d4 ⇒ (2) + (3) = 5

Edrakk adjusts his harness and moves forward.

Jisara turns invisible and sneaks in.

“Chance” Ravennablitz wrote:
As he does every morning, Chance casts false life vitality, giving him 11 10 temporary hit points (because the number of temp HP is no longer tied to his spellcasting ability modifier - thanks, Remaster!).

Retroactively “healed” Chance 10 HP because of the false vitality. Also, I apologize for not being clearer: Chance was deafened the round immediately prior to initiative being rolled.

Chance moves forward and begins singing.

The troop, finally a cohesive unit, begins the arduous task of moving two-by-two through the narrow, 5-foot archway. ◆◆ Form Up twice. (See the spoiler below, because explaining the troop’s turn beyond “just trust me” is a f*cking doozey.)

As they come into view, it becomes clear that this is a troop of the inquisitors that Barzillai stationed here. The troop finally Strides forward. Which, once again, requires them to Form Up as a free action to condense into a 20-foot-by-20-foot space then Stride up to their Speed.

Attempting to explain the Form Ups by using a MONSTROSITY of tokens:
Okay, this is going to be really convoluted.

Pre-Form-Ups The (mostly) red circles are where the troop was at the start of the turn. They Formed Up around the Blue circle.

After ◆ Form Up #1 The (mostly) red-bordered pictures that are transparent are the troop’s second iteration. (I bordered the first Form Up square in blue on the second iteration as well). The second Form Up was around the square that has the green border

After ◆ Form Up #2 The dashed-bordered, transparent, and (mostly) cyan-bordered ones are the result of the second Form Up and is the troop’s third iteration. The troop’s third Form Up (made as a free action as part of a Stride) was around the square that has the yellow border (which became the troop’s bottom-leftmost corner).

After ◇ Form Up #3 The transparent, dotted-bordered, and (mostly) red-bordered ones is the troop’s iteration immediately prior to its Stride. I marked the previous Form Up in yellow for ease of visualization.

After ◆ Stride The opaque, solid-lined, (mostly) red-bordered troop that’s right next to Vitalis is the troop’s final space after their Stride. I marked the third Form Up square in yellow for ease of visualization. I placed an green arrow from the center of its previous space to its current space.

GOD! Trying to explain troops via PbP is a nightmare!

Eurleus spits out blood from Vitalis’s attack, then Strides to the other side of him. The rules are very ambiguous about whether or not troops can provide flanking. I’m going to go with my gut and say “it’s made up of constituent creatures with a 5-foot reach, so it DOES provide flanking.”

Eurleus then unleashes a Flurry of Blows! She lashes out at Vitalis with the quick strikes of a venomous cobra!

Eurleus cobra fang vs Vitalis OG: 1d20 + 22 ⇒ (15) + 22 = 37
Poison Damage: 2d4 + 14 ⇒ (3, 3) + 14 = 20 Acid Damage: 1d6 ⇒ 4 Sonic Damage: 1d6 ⇒ 6

Eurleus cobra fang vs Vitalis OG; 2nd, agile: 1d20 + 22 - 4 ⇒ (11) + 22 - 4 = 29
Poison Damage: 2d4 + 14 ⇒ (4, 4) + 14 = 22 Acid Damage: 1d6 ⇒ 3 Sonic Damage: 1d6 ⇒ 2

Eurleus then Strides away as she disengages from Vitalis.

Tiarise looks over her shoulder and shouts ”Kelaxiax! Now!” ◆ Command familiar.

After about a second, an iron key magically appears in the double-doors on the far side of the room, and said doors open ever so slightly. Unbeknownst to y’all (except maybe Jisara, since she had see the unseen) Tiarise’s familiar turned invisible and took a key to the southern doors. Kelaxiax’s actions THIS turn were to Interact to unlock the door with the key, and Interact to strugglingly open the door slightly ajar. And knowing what I know about that door, I’m calling that a hostile action, so Kelaxiax’s invisibility ends.

Tiarise then glares at Vitalis and points her dagger accusatorily at him.

”Eurleus is harmed; you come seeking truth?
Hear me now: an eye for an eye, a tooth for a tooth!”

◆ Cast a Spell.

GM Screen:
1d20 ⇒ 11

↻ Jisara:
This woman’s occult magic is unfamiliar to you, but her method of casting is disturbingly familiar: She just cast some kind of hex. She is a witch!

As Tiarise is speaking her rhyming spell, her familiar turns to Eurleus.

”You have worked hard, servant of Hell.
Know that devils fulfil their bargains very well.”

Familiar of the Fulfilled Bargain: Eurleus gains 7 temporary HP that lasts 1 round.

Finally, Tiarise quickly spins around and sticks the fingers of her free hand in her mouth as she lets out a loud whistle. ”Megonya! Dinnertime!”

A new challenger approaches!

Suddenly, the southern doors that Kelaxiax left ajar burst open! Nothing is immediately visible, but it is clear that some unseen beast is bounding straight toward Vitalis! ◆ Stride, ◆ Pounce (a Stride and a Strike).

Megonya jaws vs Vitalis OG: 1d20 + 20 ⇒ (16) + 20 = 36
Damage: 2d12 + 9 ⇒ (1, 8) + 9 = 18

As Vitalis is bitten into, his attacker becomes visible: a skeletal beast whose “body” glows with the light of the dying embers of a fire, its body dripping with magmatic fluid. This thing is a hellhound! No…not hound. It has claws and a very different skeletal structure. This is a feline. A hellcat!

The hellcat Megonya looks over and decides to ignore Vitalis further, Striding over to Chance!

Tangent:
Technically, Pounce doesn’t have a frequency of once per round, so I could have Pounced Chance there. But, like…Cat Pounce (for the animal companion) is only once per turn, and I find it really silly for a creature to basically get six actions for the price of three. I house-rule that Pounce is only once per turn, because otherwise it gets WAY too broken.

…Good lord. To anyone who looks at the map before reading my post, I am so sorry for the absolute monstrosity going on on this map.

The Victors Who Define History
Round 2
==============
Red
Eurleus (-71; +7)
Tiarise
Kelaxiax
Megonya
Vitalis (-48)
Edrakk (-9)
Jisara
Chance (-9)

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


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

You're right. This map is nuts.

"You guys can handle one hellcat, can't you?" Vitalis calls back to the others. Then continues to march forward. This time Tiarise stands in his way.

Halberd, courageous anthem: 1d20 + 22 + 1 ⇒ (15) + 22 + 1 = 38
Damage: 3d10 + 7 + 1 ⇒ (5, 9, 8) + 7 + 1 = 30 Fire: 1d6 ⇒ 2 Spirit: 1d4 ⇒ 2

Halberd, courageous anthem: 1d20 + 17 + 1 ⇒ (15) + 17 + 1 = 33
Damage: 3d10 + 7 + 1 ⇒ (7, 2, 7) + 7 + 1 = 24 Fire: 1d6 ⇒ 1 Spirit: 1d4 ⇒ 3

◆Stride
◆Strike (Black/Tiarise)
◆Strike (Black/Tiarise)


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.
Vitalis Tanessen wrote:
"You guys can handle one hellcat, can't you?" Vitalis calls back to the others.

“Oh, um, sure. No problem. Good devil kitty. Now, now, I’m not dinner - Hells, I’m barely even a snack!”

Chance continues his courage-inspiring song and tries to remember whatever he might have heard about hellcats. He casts loremaster’s etude to dig deep for any scrap of relevant information.

Lacking an easy way to put some distance between him and the large, cat-shaped, lava-filled, skeletal fiend, he lashes out with Reprisal.

◇: Cast a Focus Spell, Loremaster’s Etude
◆: Recall Knowledge (Occultism +21 or Bardic Lore +18) vs. Hellcat (roll twice and take the better result)
◆: Cast a Spell, Courageous Anthem
◆: Strike, Reprisal, unholy target, Courageous Anthem: 1d20 + 21 + 1 ⇒ (2) + 21 + 1 = 242d6 - 1 + 2d4 + 1 ⇒ (2, 5) - 1 + (4, 3) + 1 = 14

(Reduce damage on a hit by the second d4 if the hellcat doesn’t have the unholy trait.)
↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 11


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

Okay. Okay. It's a... cat? Of some sort? I mean, I know some things about cats--mostly that they like birds a bit too much for my taste, although Thatch has been nice enough to not see me as food--but somehow I. Don't think much of that applies here.

Okay. Think. What do we know. It's... fiery? I'm sure there's some arcane reason for that, but for now... frost?

Edrakk slowly steps out from his alcove, drawing with infinitesimal movements a vial of frost, before hurling it at the cat, and immediately retreating to the alcove behind Vitalis, nearly tripping over his cloak.

I figure where I'll be most effective is being near Vitalis so I can bomb the troops and heal him.

◆ Stride
Frost Bomb: 1d20 + 21 + 1 ⇒ (5) + 21 + 1 = 27, 2d6 + 2 ⇒ (3, 5) + 2 = 10 + 2 splash, takes a -10 ft penalty to speed
◆ Stride


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

Jisara smirks, knowing her own illusion magic will hold firm, as she conjures an enormous, indoor blizzard that tears through their foes. Meanwhile, Thatch continues up ahead of her, heading for the relative safety of a nearby corner.

Cold, DC 30 basic Reflex: 10d6 ⇒ (6, 2, 3, 2, 3, 1, 2, 6, 2, 2) = 29

Jisara
◆◆◆ Cast howling blizzard, centered on the corner marked by a cloud shape.
Thatch
◆ Stride


| Strange Aeons | Prey for Death | ◆◇↻

Away with you, monstrosity of tokens!

Also, just remembered that Vitalis is clumsy 1 from the fury cocktail; putting that as a condition now.

Vitalis charges forward and attacks Tiarise! Same situation as Eurleus: she is unholy, and a devil, so bane applies, but the fire basically does not. Just gonna substitute the 1d6 fire into the 1d6 bane. And, y’know, weakness to holy.

Extra Spirit Damage: 2d4 ⇒ (4, 2) = 6

As Vitalis attacks Tiarise, both she and her familiar simultaneously shout

”Blood ablate
Reciprocate!”
↻ rank 4 blood vendetta

Vitalis Fort: 1d20 + 21 ⇒ (16) + 21 = 37 Success --> Critical Success (Juggernaut)

Edrakk moves over and throws a bomb at the hellcat. Which hits. Retroactively applying the extra damage from courageous anthem. Chance also takes 2 splash damage. The hellcat is NOT weak to cold damage.

Jisara conjures a blizzard!

Basic Reflex:
Red: 1d20 + 17 ⇒ (5) + 17 = 22
Eurleus: 1d20 + 24 ⇒ (12) + 24 = 36
Tiarise: 1d20 + 18 ⇒ (11) + 18 = 29
Kelaxiax: 1d20 + 18 ⇒ (11) + 18 = 29

GM Screen:
3d20 ⇒ (10, 4, 5) = 19

Chance:
Bardic Lore: A hellcat is resistant (NOT immune) to fire damage, physical damage (except silver), and magic. It is vulnerable to holy damage.

Chance sings and thrusts with Reprisal, but misses.

Okay, this is gonna be a suboptimal round, but I can’t NOT do this.

”Surround him!”

The troop of inquisitors Form Up yellow token indicates which one they were Forming Up around to completely surround Vitalis and corner Edrakk! The inquisitors then raise their maces to all point directly at Vitalis from their various angles.

”FIRE!!!”

The inquisitors all begin uttering the exact same incantation (though not simultaneously) and bombard Vitalis with bolts of scorching-hot flame in a circular firing squad! ◆◆ Cast a Spell

Note about the troop’s spellcasting:
So, the constituent members of the troop cannot cast spells of, say, 5th rank, but they are all casting these lower-rank spells at the same time, statistically meaning that some of them must have succeeded and crit succeeded. Mechanically, this manifests as if they were casting a singular spell of a higher rank, so the troop is all about casting lower-ranked spells that have been heightened to higher slots.

↻ Jisara:
You have no idea what exactly they just cast.

Red vs Vitalis w/clumsy 1: 1d20 + 17 ⇒ (7) + 17 = 24
Fire Damage: 12d6 ⇒ (1, 6, 4, 1, 1, 1, 5, 3, 5, 3, 4, 2) = 36

The rays all seem to completely miss Vitalis, but nevertheless set the ground at his feet aflame! Vitalis, if you end your turn in any of the four squares of your current space, you take an additional 6d6 fire damage (no save). Same goes for anyone else who ends their turn in one of those four squares.

Eurleus Delays until after Tiarise/Kelaxiax.

Tiarise grins as she extends a hand toward the flaming paladin.

”Silver Ravens, you wish for peace?
Then these hostilities you must cease!”
◆ Cast a Spell

Assuming Vitalis responds with an understandable “Hell no!” after just being assaulted with fire: Vitalis Will: 1d20 + 19 ⇒ (6) + 19 = 25 Failure

Technically this save happens when Vitalis next takes a hostile action, but let’s be honest here, that’ll happen really soon.

Kelaxiax shouts ”You defy our pact of peace
And your power shall now decrease!”

Vitalis takes a -1 status penalty to attack rolls and damage rolls for…as long as I say so. Additionally, Kelaxiax gives Eurleus 7 temp HP.

Tiarise Strides, trudging through the snow created by Jisara, then points her dagger menacingly and repeats ”An eye for an eye...”

And Kelaxiax finishes ”…a tooth for a tooth.” ◆ Sustain a Spell. Kelaxiax also gives Tiarise 7 temp HP.

Eurleus Strides, easily bounding through the snow, she then exerts herself as she lunges through the troop at Vitalis! ◆ Cobra Envenom; Eurleus makes a cobra fang Strike with an extra 5 feet of reach that also deals persistent damage.

Eurleus vs Vitalis w/clumsy 1 & lesser cover: 1d20 + 22 ⇒ (18) + 22 = 40 Very close to a crit, but not quite.
Poison Damage: 2d4 + 14 ⇒ (4, 3) + 14 = 21 Acid Damage: 1d6 ⇒ 2 Sonic Damage: 1d6 ⇒ 4 plus 4d4 persistent poison

Eurleus then Tumbles Through…

Eurleus vs Vitalis Reflex DC w/clumsy 1: 1d20 + 23 ⇒ (15) + 23 = 38

…then jumps straight at the paladin and ricochets herself off his breastplate to land right next to Edrakk!

As Chance looks at the hellcat, its form wavers as it seems to Fade into the Light.

Suddenly, the hellcat’s growls echo from right behind the invisible Jisara! ◆◆ Menacing Growl

Jisara Will: 1d20 + 17 ⇒ (20) + 17 = 37

But she knows this thing’s tricks; an auditory illusion. The hellcat never moved!

And indeed it didn’t, for the cat reappears right where it was previously. There’s ambiguity over whether or not debuffing is a hostile action; I’m going to say it is just to be conservative. But Megonya doesn’t seem to care about Chance, it instead Pounces after a different prey: Thatch! Who is NOT invisible.

Megonya jaws vs Thatch: 1d20 + 20 ⇒ (15) + 20 = 35
Damage: 2d12 + 9 ⇒ (6, 2) + 9 = 17

The Victors Who Define History
Round 3
==============
Red (-44)
Tiarise (-90; +7)
Kelaxiax (-14)
Eurleus (-78; +7)
Megonya (-11)
Vitalis (-75) {clumsy 1; -1 to attack & damage; 4d4 persistent poison}
Edrakk (-9)
Jisara {invisible}
Thatch (-17)
Chance (-11)

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


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

Edrakk watches the troops form around them, realizing his mistake in positioning, and then in further confusion when Eurleus performs her parkour to get by him. He looks between the increasing threats before sighing in frustration, reaching into his bag, and downing a vial of dark purple liquid. "One thing at a time." Then he turns and starts trying to squeeze between the advancing soldiers to patch up Vitalis's wounds.

◆◆ Mistform Elixir, Moderate
Battle Medicine, DC 30: 1d20 + 21 ⇒ (2) + 21 = 23, 2d8 + 40 ⇒ (7, 7) + 40 = 54


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

Let me know if this works. Vitalis will also wait for Edrakk to act first before he goes, so he can be healed, even though it looks like it failed.

Athletics, High Jump, Quick Jump DC 30: 1d20 + 24 ⇒ (16) + 24 = 40
Althetics, Long Jump, Wall Jump DC 15: 1d20 + 24 ⇒ (2) + 24 = 26

Vitalis glances at Edrakk and feels a pang of regret but he does not want to be standing in burning flames. Eurleus isn't the only one who can do parkour. Vitalis leaps eight feet into the air then kicks off the wall and flips over the horde of inquisitors to land in front of Tiarise.

Halberd, courageous anthem, -1 attack: 1d20 + 22 ⇒ (16) + 22 = 38
Damage, courageous anthem, -1 damage: 3d10 + 7 ⇒ (8, 3, 1) + 7 = 19Spirit: 2d4 ⇒ (4, 2) = 6Bane: 1d6 ⇒ 6

"Hell no!" Vitalis attacks Tiarise again.

Persistent Poison: 4d4 ⇒ (2, 3, 3, 4) = 12
Persistent Check DC 15: 1d20 ⇒ 6 Nope

◆High Jump, Quick Jump
◆Long Jump, Wall Jump
◆Strike Tiarise (Black)


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

Enraged, Jisara fires an invisible bolt of pure destruction at the hellcat threatening her familiar, even as Thatch runs for safety.

Disintegrate vs Megonya: 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 34 Assuming it's off-guard since I'm invisible.
Damage, DC 30 basic Fort save: 12d10 ⇒ (8, 3, 8, 5, 3, 10, 3, 8, 8, 3, 6, 1) = 66 If I crit the attack, treat its save as one degree worse.

Jisara
◆◆ Cast disintegrate
◆ Sneak, Stealth +21
Thatch
◆ 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 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.

Chance calls out what he remembers about hellcats (in the GM’s spoiler with his name on it) continues his courageous anthem before calling on the wild winds of the Plane of Air to find him sounds that he can blend into music. Faded echoes, the nearly-inaudible final screams of the dying, whispered secrets - he weaves them all into an overwhelming cacophony to be performed by an invisible orchestra. He drops his phantom performers right in the middle of the mass of Asmodean inquisitors.

◆: Cast a spell, Courageous Anthem
◆◆: Cast a spell, Phantom Orchestra

Sonic damage, 10’ burst, DC 30 basic Fort: 8d6 ⇒ (5, 2, 5, 6, 1, 6, 2, 5) = 32
Area of effect: 4 squares near Edrakk, outlined in blue
↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 6


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
1d4 ⇒ 2

Vitalis Delays

Edrakk drinks an elixir and tries (and fails) to patch up Vitalis.

So…I am reading all of the associated rules, and…yeah, no, everything you just did is RAW. Take your dang Hero Point. Also, please stop almost critting my bosses XD

Vitalis parkours over the troop and slashes at Tiarise!

”Blood ablate
Reciprocate!”
↻ rank 2 blood vendetta

Vitalis Fort: 1d20 + 21 ⇒ (12) + 21 = 33 Failure

Bleed Damage: 2d6 ⇒ (4, 2) = 6
DC 15 flat: 1d20 ⇒ 4

Jisara enacts vengeance against Megonya for harming her familiar!

Megonya Fort; spell resistance: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26

FYI, Chance, it’s a 10-foot burst. Made a proper template for you.

Chance summons an air elemental orchestra upon the inquisitors.

Red Fort: 1d20 + 23 ⇒ (3) + 23 = 26

And this knocks out a quarter of the inquisitors!

The troop Delays until after Tiarise.

Tiarise shouts ”Kelaxiax! To me!” patron’s puppet; free action to Command Kelaxiax. Also gives Tiarise 7 temp HP.

Kelaxiax flies over and perches on Tiarise’s shoulder. Basically, Tiarise and Kelaxiax are basically going to be one unit now. Meant to do that last turn, but SOMEONE had to make difficult terrain.

Tiarise and Kelaxiax then point at Vitalis and repeat ”You defy our pact of peace…” ◆ Sustain a Spell. This gives the troop 7 temp HP (don’t ask me how that works).

”You fight me with stupidity
While I have quicksilver’s fluidity.”
Dumb rhyme, I know. ◆◆ Cast a Spell.

GM Screen:
2d20 ⇒ (8, 3) = 11

↻ Jisara:
You don’t know what she just cast.

Tiarise’s and Kelaxiax’s bodies shift and ripple into a silvery liquid and rushes forward! She Strides up to twice her Speed as part of Casting the Spell.

Her silvery body squeezes and spreads all over Vitalis before bouncing off and bounding away from him. Mercury poisoning time!

Tangent:
The spell is ambiguous whether or not moving through a creature’s space as part of the spell is treated as difficult terrain or not. It mentions Tumble Through (“without a check to Tumble Through”), and that action states that it’s difficult terrain while moving through a creature’s space. Just to make the most conservative guess, I’m going to go with it IS treated as difficult terrain, as if you automatically succeed at a check to Tumble Through.

Vitalis Fort: 1d20 + 21 ⇒ (20) + 21 = 41 Critical Success Dang it.

As she stops, Tiarise reforms to her previous self and shouts ”Get him, you idiots!”

The inquisitors Form Up to surround Vitalis once more, and use their flaming maces to attack in a ◆◆ Wild Swing!

Basic Reflex:
Bludgeoning Damage: 2d8 + 8 ⇒ (3, 2) + 8 = 13 Fire Damage: 2d6 ⇒ (6, 6) = 12
Edrakk: 1d20 + 20 ⇒ (17) + 20 = 37 Critical Success
Vitalis; clumsy 1: 1d20 + 17 - 1 ⇒ (6) + 17 - 1 = 22 Failure

And Vitalis has resistance to bludgeoning, so not all of that went through.

Eurleus makes several wide motions as she incants ”Come to me, beings of Stygia!” ◆◆ Cast a Spell

Types of Serpents:
1d6 ⇒ 2 White
1d6 ⇒ 3 Blue
1d6 ⇒ 1 Black
1d6 ⇒ 5 Green
1d6 ⇒ 5 Green
1d6 ⇒ 6 My choice, so Red

Eurleus’s body is then covered by six ephemeral serpents that slither about her body. She then lashes out at Edrakk with a Flurry of Blows.

Eurleus cobra fang vs Edrakk: 1d20 + 22 ⇒ (17) + 22 = 39
Poison Damage: 2d4 + 14 ⇒ (1, 4) + 14 = 19 Acid Damage: 1d6 ⇒ 5 Sonic Damage: 1d6 ⇒ 5
DC 5 flat: 1d20 ⇒ 17

Eurleus cobra fang vs Edrakk; 2nd, agile: 1d20 + 22 - 4 ⇒ (10) + 22 - 4 = 28
Poison Damage: 2d4 + 14 ⇒ (3, 2) + 14 = 19 Acid Damage: 1d6 ⇒ 2 Sonic Damage: 1d6 ⇒ 6

DC 5 flat: 1d20 ⇒ 1

Resistance to poison, so not all of that went through.

Megonya once more Fades into Light, then Pounces and attacks where the hellcat KNOWS Jisara is! See the unseen makes you NOT off-guard to this attack.

Megonya jaws vs Jisara: 1d20 + 20 ⇒ (13) + 20 = 33
Damage: 2d12 + 9 ⇒ (4, 12) + 9 = 25
DC 11 flat: 1d20 ⇒ 15

Unfortunately, you used your reaction already, so no blood vendetta.

Then Megonya swipes at Chance and Thatch!

◆ Megonya claw vs Chance; 2nd, agile: 1d20 + 20 - 4 ⇒ (3) + 20 - 4 = 19
Damage: 2d8 + 9 ⇒ (5, 8) + 9 = 22

◆ Megonya claw vs Thatch; 3rd, agile: 1d20 + 20 - 8 ⇒ (13) + 20 - 8 = 25
Damage: 2d8 + 9 ⇒ (5, 7) + 9 = 21

The Victors Who Define History
Round 4
==============
Tiarise (-119; +7)
Kelaxiax (-14)
Red (-91; +7)
Eurleus (-78; +7)
Megonya (-77)
Edrakk (-33)
Vitalis (-114) {clumsy 1; -1 to attack & damage; 4d4 persistent poison; 2d6 persistent bleed & weakness 1 to piercing and slashing}
Jisara (-25) {invisible}
Thatch (-17)
Chance (-11)

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


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

Vitalis is annoyed at this inquisitors harassing and surrounding him. "Fine! You're just asking to be cut down. So be it!"

Halberd, courageous anthem, -1 to attack: 1d20 + 22 ⇒ (17) + 22 = 39
Damage, courageous anthem, -1 to damage: 3d10 + 7 ⇒ (7, 1, 2) + 7 = 17Fire: 1d6 ⇒ 4Spirit: 1d4 ⇒ 1

Halberd, courageous anthem, -1 to attack: 1d20 + 17 ⇒ (8) + 17 = 25
Damage, courageous anthem, -1 to damage: 3d10 + 7 ⇒ (7, 8, 3) + 7 = 25Fire: 1d6 ⇒ 1Spirit: 1d4 ⇒ 3

Vitalis attacks the troops twice. Then patches himself up with a lay on hands. (+42 hp)

Persistent Poison: 4d4 ⇒ (1, 1, 1, 2) = 5
Persistent Check DC 15: 1d20 ⇒ 11

Persistent Bleed: 2d6 ⇒ (6, 2) = 8
Persistent Check DC 15: 1d20 ⇒ 10

◆Strike (Troops, Red)
◆Strike (Troops, Red)
◆Lay on Hands (Self)


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

Jisara enacts her own blood vengeance on the hellcat, plunging her corset knife into its back. Meanwhile, Thatch runs toward Vitalis, getting close enough to serve as a channel for the healing magic of Jisara's patron.

Corset knife vs Megonya: 1d20 + 20 + 1 ⇒ (10) + 20 + 1 = 31
Piercing (Silver): 2d4 + 1 ⇒ (2, 4) + 1 = 7 plus 1d6 persistent bleed damage from wounding

Jisara
◆ Strike
◆ Familiar Conduit
◆ Cast life boost on Vitalis, using Thatch as the origin
Thatch
◆ 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 (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 2/3, 4 3/3, 3 2/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), +1 str flmg rapier +22 (2d6+1 P +1d6 F, ddly d8), +2 str shortbow +22 (3d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital.

Chance continues his inspirational tune, then shifts the incorporeal ensemble to blast more of the blasted inquisitors with its cacophony. As the echo dies down he lunges forward to stab at Megonya with Cayden’s rapier.

◆: Cast a Spell, Courageous Anthem
◆: Sustain a Spell, Phantom Orchestra

Sonic damage, 10’ burst, DC 30 basic Fort: 8d6 ⇒ (6, 5, 4, 1, 2, 6, 4, 2) = 30
Area of effect: template moved to cover 4 squares of the inquisitors.
◆: Strike, Reprisal, unholy target, Courageous Anthem: 1d20 + 21 + 1 ⇒ (18) + 21 + 1 = 402d6 - 1 + 2d4 + 1 ⇒ (4, 4) - 1 + (3, 2) + 1 = 13
↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 20


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

Edrakk, after taking a moment to recover from the blows, smacks his beak together in thought. "Not bad," he says, wheezing it out a bit. "Snake venom's a classic, and am I getting... subtle hints of strychnine? I-I'm impressed."

He steps back a bit, readying a poisoned dagger and a bomb. "Still, even if it has flavor, it lacks depth. I'd recommend something more solid and robust to back it up, maybe some kind of fungi? Destroying Angel's a popular choice." With this, he hurls the vial of yellowed fungi at her.

◆ Stride
◆ Draw dagger
Blight bomb, Courageous Anthem: 1d20 + 21 ⇒ (8) + 21 = 29, 3d6 + 3 ⇒ (4, 6, 1) + 3 = 14 + 3d4 persistent poison


| Strange Aeons | Prey for Death | ◆◇↻

Hero Points reset in a week.

Edrakk moves over and throws a bomb at Eurleus. And I don’t care if this next thing is bending the RAW quite a bit; it’s fun. Eurleus makes a wide sweeping motion with her body as she grabs Edrakk’s bomb midair and uses the bomb’s momentum to make a semicircle in the air and throw it right back at Edrakk!

Eurleus vs Edrakk: 1d20 + 21 ⇒ (11) + 21 = 32
DC 5 flat: 1d20 ⇒ 11

So EDRAKK takes that 14 poison damage (reduced to 9 by resistance) and 3d4 persistent poison damage. An argument could be made that she would still take the splash damage since Edrakk didn’t critically miss, but she has poison resistance, so it’s a moot point.

Poison Damage: 3d4 ⇒ (4, 2, 3) = 9 (reduced to 4)
DC 15 flat: 1d20 ⇒ 2

Vitalis attacks the troop and heals himself. Could you stop almost critting my bad guys?! Also, the troop is ALSO unholy; they’re warpriests of Asmodeus.

Extra Spirit Damage: 1d4 ⇒ 2

In response to being attacked by Vitalis, the troop retaliates with magic! ↻ rank 6 blood vendetta

Vitalis Will: 1d20 + 19 ⇒ (6) + 19 = 25

So now Vitalis is taking 6d6 persistent bleed and has weakness 3 to slashing/piercing.

Extra bleed damage: 4d6 ⇒ (5, 2, 3, 6) = 16

Jisara stabs her silver corset knife into the hellcat and begins healing Vitalis.

Chance continues his ensemble…

Red Fort: 1d20 + 23 ⇒ (9) + 23 = 32

…that knocks out a third of the troop! And now the troop is no longer contiguous. Double-checked the rules: nothing says they have to stay contiguous, just that they usually are based on the actions. Chance then stabs his rapier hard into the Hellcat! Crit.

Deadly: 1d8 ⇒ 7

Tiarise once more points an accusatory finger at Vitalis.

”Hellknight of Torrent, you defy both Measure and Chain
By the might of the Crimson Son: atone; end this chaotic campaign!”
◆◆ Cast a Spell; this gives Tiarise 7 temp HP.

GM Screen:
1d20 ⇒ 18

↻ Jisara:
6th-rank occult over the coals

Again, assuming Vitalis very much does NOT comply with this woman’s antics: Kelaxiax responds ”Then He shall take His due through your pain!”

Vitalis Will: 1d20 + 19 ⇒ (12) + 19 = 31 Failure.

Vitalis screams as some higher entity begins taking his life force! Vitalis is drained 1 and takes 6d8 persistent void damage. Once again, the HP reduction from drained is NOT shown in the initiative card below.

Tiarise and Kelaxiax once more echo ”You defy our pact of peace…” ◆ Sustain a Spell; there isn’t another creature to give temp HP to (Kelaxiax cannot choose himself).

”ATTACK!!!”

The remainder of the inquisitor troop go all-out against Vitalis! ◆◆◆ Wild Swing.

Bludgeoning Damage: 3d8 + 12 ⇒ (4, 4, 6) + 12 = 26 Fire Damage: 3d6 ⇒ (6, 2, 4) = 12
Vitalis basic Reflex; clumsy 1: 1d20 + 17 - 1 ⇒ (5) + 17 - 1 = 21 Failure.

Vitalis is currently at 16 HP.

Eurleus Strides over to Edrakk then whips her body around and throws the blue serpent she created earlier at Vitalis!

Blue Serpent vs Vitalis w/lesser cover & clumsy 1: 1d20 + 17 ⇒ (9) + 17 = 26
Electricity Damage: 7d6 ⇒ (5, 1, 6, 5, 3, 4, 4) = 28

She then turns her attention back to Edrakk and does a Flurry of Blows!

Eurleus cobra fang vs Edrakk; 2nd, agile: 1d20 + 22 - 4 ⇒ (19) + 22 - 4 = 37
Poison Damage: 2d4 + 14 ⇒ (3, 1) + 14 = 18 Acid Damage: 1d6 ⇒ 5 Sonic Damage: 1d6 ⇒ 6
DC 5 flat: 1d20 ⇒ 11

Eurleus cobra fang vs Edrakk; 3rd, agile: 1d20 + 22 - 8 ⇒ (12) + 22 - 8 = 26
Poison Damage: 2d4 + 14 ⇒ (1, 2) + 14 = 17 Acid Damage: 1d6 ⇒ 2 Sonic Damage: 1d6 ⇒ 1
DC 5 flat: 1d20 ⇒ 18
Once again, Edrakk has resistance to poison.

Megonya once more Fades into the Light and attacks Chance!

◆ Megonya jaws vs Chance OG: 1d20 + 20 ⇒ (13) + 20 = 33
Damage: 2d12 + 9 ⇒ (7, 3) + 9 = 19

…then Jisara.

◆ Megonya claw vs Jisara; 2nd, agile: 1d20 + 20 - 4 ⇒ (17) + 20 - 4 = 33
Damage: 2d8 + 9 ⇒ (1, 2) + 9 = 12

DC 11 flat: 1d20 ⇒ 8

…then Pounces over to attack Thatch!

Megonya claw vs Thatch; 3rd, agile: 1d20 + 20 - 8 ⇒ (15) + 20 - 8 = 27
Damage: 2d8 + 9 ⇒ (2, 5) + 9 = 16

Bleed Damage: 1d6 ⇒ 2 Bleed is a type of physical damage, so the hellcat takes nothing.
DC 15 flat: 1d20 ⇒ 7

At the start of his turn, Vitalis heals 12 HP. And at the end of his turn, he'll take an average of...58 damage from persistent damage. Which will definitely knock him unconscious.

The Victors Who Define History
Round 5
==============
Tiarise (-119; +7)
Kelaxiax (-14)
Red (-137)
Eurleus (-78; +7)
Megonya (-122) {1d6 persistent bleed}
Edrakk (-70) {3d4 persistent poison}
Vitalis (-127) {Fast Healing 12: Round 1 of 4; clumsy 1; drained 1; -1 to attack & damage; 6d8 persistent void; 4d4 persistent poison; 6d6 persistent bleed & weakness 3 to piercing and slashing}
Jisara (-25) {invisible}
Thatch (-17)
Chance (-30)

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


LG Human Champion 13 |139/190 hp (Resist Fire 10, Mental 4, Slashing 4, Bludgeoning 3) | AC 37 | Fort +24 (Sacred Body), Ref +17 (+20 vs. Damage), Will +22 (Divine Will) | Perc +18 | Focus: 1/1 | Hero Pts 1/3 |
GM Xavier wrote:
And at the end of his turn, he'll take an average of...58 damage from persistent damage. Which will definitely knock him unconscious.

Gotta catch 'em all. Persistent damage.

"If I'm going down, I'm taking you with me!" Vitalis oozes blood and poison but he charges through the opening in the mob and goes straight for Tiarise again.

Halberd: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 3d10 + 7 ⇒ (9, 1, 6) + 7 = 23Spirit: 2d4 ⇒ (3, 4) = 7Devil-Bane: 1d6 ⇒ 3

GM Xavier wrote:
Could you stop almost critting my bad guys?!

How about an actual crit? Assuming a 41 is a crit on Tiarise.

If it is a critical hit, I'll use my reaction to trigger the healing effect from the holy property on my weapon, healing double Tiarise's level. Also push her north.

Vitalis also heals himself again with his last lay on hands. +42 hp

◆Stride
◆Strike (Tiarise)
◆Lay on Hands (Self)

Void Damage: 6d8 ⇒ (6, 1, 6, 2, 7, 4) = 26
Check DC 15: 1d20 ⇒ 17 One down!

Poison Damage: 4d4 ⇒ (1, 4, 3, 3) = 11
Check DC 15: 1d20 ⇒ 5

Bleed Damage: 6d6 ⇒ (1, 1, 3, 1, 6, 6) = 18
Check DC 15: 1d20 ⇒ 8

So if my math is correct, Vitalis is at 11 hp + whatever he heals from the holy (if he does).


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

Panicking somewhat, Edrakk stumbles backwards towards Vitalis, pouring as much healing as he possibly has into the paladin, before stepping back again and momentarily turning to his own wounds.

Doctor's Visitation, Edrakk: 1d20 + 21 ⇒ (8) + 21 = 29, 2d8 + 40 ⇒ (6, 8) + 40 = 54 So close...
Healer's Gloves, Greater, Vitalis: 4d6 + 15 ⇒ (4, 6, 4, 3) + 15 = 32
Doctor's Visitation, Edrakk: 1d20 + 21 ⇒ (16) + 21 = 37, 2d8 + 40 ⇒ (7, 4) + 40 = 51


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

When the hellcat once again attacks her familiar, Jisara reacts by slamming a nearby chair into its exposed back with bonecrunching force. Thatch, for his part, flies apart into a cloud of teeth and claws which descends upon Eurleus.

Telekinetic Projectile vs Megonya: 1d20 + 20 + 1 ⇒ (20) + 20 + 1 = 41
Bludgeoning: 7d6 + 1 ⇒ (5, 6, 5, 6, 1, 3, 2) + 1 = 29

Slashing vs Eurleus, DC 30 basic Reflex: 10d6 ⇒ (2, 5, 1, 2, 4, 6, 4, 6, 1, 1) = 32 Immobilized for 1 round on failure

Jisara
◆◆ Cast telekinetic projectile
◆ Command familiar
Thatch
◆◆ Stitched Familiar


| Strange Aeons | Prey for Death | ◆◇↻

It was brought to my attention that the bleed damage on the hellcat was from a silver weapon, so I’m going to allow it to overcome the hellcat’s physical resistance, as otherwise there’s no way for bleed damage to overcome that. Also, the weakness from blood vendetta apparently doesn’t scale; my bad.

Edrakk Delays until after Vitalis.

Poison Damage: 3d4 ⇒ (3, 4, 4) = 11
DC 15 flat: 1d20 ⇒ 11

Vitalis moves over and cleaves into Tiarise! Yes, that is a crit, and Tiarise is down.

Edrakk heals himself and Vitalis. Doctor’s Visitation has the flourish trait, so you couldn’t do it twice; you’re still adjacent to Vitalis.

Jisara absolutely annihilates the hellcat and sends Thatch at Eurleus!

Eurleus basic Reflex: 1d20 + 24 ⇒ (6) + 24 = 30

Botting Chance: Chance casts courageous anthem, Strides, then Sustains his orchestra over the troop and Eurleus.

Basic Fortitude:
Sonic Damage: 8d6 ⇒ (2, 5, 3, 3, 1, 5, 3, 3) = 25
Eurleus; Cobra Stance: 1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36
Red: 1d20 + 23 ⇒ (16) + 23 = 39

Red Strides which includes a free-action Form Up then all ◆◆ Cast a Spell

GM Screen:
1d20 ⇒ 13

↻ Jisara:
The equivalent of a divine, 5th-rank heal

Healing to Tiarise: 5d8 + 40 ⇒ (6, 7, 6, 2, 4) + 40 = 65

Eurleus Strides over to Vitalis and utters through gritted teeth ”Now you die.” ◆ Flurry of Blows

Eurleus cobra fang vs Vitalis w/clumsy 1: 1d20 + 22 ⇒ (20) + 22 = 42
Poison Damage (doubled from crit): 2d4 + 14 ⇒ (4, 1) + 14 = 19 Acid Damage (doubled from crit): 1d6 ⇒ 2 Sonic Damage (doubled from crit): 1d6 ⇒ 5
Deadly: 1d10 ⇒ 6

Acid Damage to Armor; Hardness: 3d6 - 9 ⇒ (2, 3, 3) - 9 = -1

Vitalis Fort vs deafened; DC 24; drained 1: 1d20 + 21 - 1 ⇒ (13) + 21 - 1 = 33

Eurleus cobra fang vs Vitalis w/clumsy 1; 2nd, agile: 1d20 + 22 - 4 ⇒ (10) + 22 - 4 = 28
Poison Damage: 2d4 + 14 ⇒ (4, 3) + 14 = 21 Acid Damage: 1d6 ⇒ 4 Sonic Damage: 1d6 ⇒ 4

◆ Eurleus cobra fang vs Vitalis w/clumsy 1; 3rd, agile: 1d20 + 22 - 8 ⇒ (18) + 22 - 8 = 32
Poison Damage: 2d4 + 14 ⇒ (1, 2) + 14 = 17 Acid Damage: 1d6 ⇒ 6 Sonic Damage: 1d6 ⇒ 6

And that knocks him out.

Eurleus knocks Vitalis to the ground with her last hit.

Tiarise Stands up and looks at the unconscious body of Vitalis and cackles maniacally. Counts as both casting and Sustaining a hex, so Tiarise and Eurleus both get 7 temp HP.

Tiarise then picks up the dagger she dropped and Strides away from Vitalis, aware that the paladin is unlikely to stay down for long.

The Victors Who Define History
Round 6
==============
Red (-164)
Vitalis (-151) {unconscious; prone; dying 1; Fast Healing 12: Round 2 of 4; clumsy 1; drained 1; -1 to attack & damage; 4d4 persistent poison; 6d6 persistent bleed & weakness 1 to piercing and slashing}
Eurleus (-87; +7)
Tiarise (-85; +7) {wounded 1}
Kelaxiax (-14)
Edrakk (-25) {3d4 persistent poison}
Jisara (-25) {invisible}
Thatch (-17)
Chance (-30)

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

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