
GM Xavier Kahlvet |

The elf “statue” seems unfazed by having a halberd pointed at him. ”Good sir, I am but a humble merchant of simple knick-knacks and magical services rendered; if you wish to air grievances I’m sure we can do so civilly instead of violently attacking my associates here.”

Edrakk Chrysanthemum |

Edrakk looks around the room, pretending to look through the wares.
Small room, not much room to move. Ranged is iffy. I could use camouflage or mistform, but I'd rather save them. Best bet is flank with Vitalis and use the lower-dose poisons I can replenish easily.
...wait, are they susceptible to poison? Okay, start with a blight bomb. Not a coagulated one, though, I wanna get all of them to kill two birds with... nevermind.
After a second, he clears his throat. "W-what wares do you h-have?" he says, hoping to diffuse the situation, his nervousness nonetheless poking through.

Vitalis Tanessen |

"Edrakk, you saw the same thing that I did in the center of the temple. They are sacrificing people, volunteers or not. No goodly being would stand idly in these halls. You'd be insane to think anything he gave you wasn't cursed or poisoned. Giving anyone in here the chance to avoid our blades is better than they deserve."

GM Xavier Kahlvet |

"Edrakk, you saw the same thing that I did in the center of the temple. They are sacrificing people, volunteers or not. No goodly being would stand idly in these halls. You'd be insane to think anything he gave you wasn't cursed or poisoned. Giving anyone in here the chance to avoid our blades is better than they deserve."
”Oh. You wound me, sir. Just because I am in the house of the Prince of Darkness does not make me a bad man. I am but a merchant tending to this meager shop here.”
After a second, he clears his throat. "W-what wares do you h-have?" he says, hoping to diffuse the situation, his nervousness nonetheless poking through.
”Oh, beyond what you see here we offer the normal things: healing spells, curse removal, and the like. I do have some magical items in my inventory, though,” The man looks right at Vitalis. ”I would prefer to not be at risk of being decapitated for showing my wares. I hope you understand.”

Vitalis Tanessen |

”Oh. You wound me, sir. Just because I am in the house of the Prince of Darkness does not make me a bad man. I am but a merchant tending to this meager shop here.”
"No, simply being in the Temple of Asmodeus does not. But keeping the company of devils and standing idly while humans are being sacrificed in the same building does."
"We don't have time for this! Keep your hands where I can see them if you are concerned about your life." Vitalis shouts at the shopkeeper.
Sorry Edrakk. Does Chance want to chime in with his bardic lore result to make our decision to attack easier?

GM Xavier Kahlvet |

Shopkeeper wrote:”Oh. You wound me, sir. Just because I am in the house of the Prince of Darkness does not make me a bad man. I am but a merchant tending to this meager shop here.”"No, simply being in the Temple of Asmodeus does not. But keeping the company of devils and standing idly while humans are being sacrificed in the same building does."
"We don't have time for this! Keep your hands where I can see them if you are concerned about your life." Vitalis shouts at the shopkeeper.
Sorry Edrakk. Does Chance want to chime in with his bardic lore result to make our decision to attack easier?
”They are being sacrificed of their own volition, but very well.”
Edrakk: 1d20 + 18 ⇒ (15) + 18 = 33
Jisara Stealth: 1d20 + 22 + 2 ⇒ (3) + 22 + 2 = 27
Vitalis Intimidation: 1d20 + 23 ⇒ (13) + 23 = 36
Ahrli Deception: 1d20 + 22 ⇒ (20) + 22 = 42
Coartis: 1d20 + 19 ⇒ (3) + 19 = 22
”May my wealth from wares protect me greatly.” ◆◆ Cast a Spell. The air in front of the elf “statue” begins to crystalize into a gemstone that orbits around him quickly and in an erratic pattern. He then ◆ casts shield.
All that Glitters
Round 1
==============
Ahrli
Vitalis
Edrakk
Jisara
Thatch
Chance
Black
White
==============

Vitalis Tanessen |

Blade of Justice: 1d20 + 23 ⇒ (4) + 23 = 27 Hero Point Reroll
Blade of Justice: 1d20 + 23 ⇒ (10) + 23 = 33
Spirit Damage: 5d10 + 2d4 + 1d6 + 7 ⇒ (4, 3, 10, 5, 9) + (3, 1) + (2) + 7 = 44Sonic: 1d6 ⇒ 3 (+4 persistent spirit damage.)
+2d4+1d6 is from holy and bane runes.
The blade of Vitalis' halberd glows with white light and transforms into pure spirit energy. He brings the weapon down upon the nearest devil (black). Then he takes a 5-ft. step closer to the golden elf to be within attack range.
◆◆Blade of Justice
◆Step

Edrakk Chrysanthemum |

Deferring to Chance for either courageous anthem or recall knowledge. Assuming nothing he learns negates the following turn (the devils aren't immune to poison):
Edit: GM reminded me devils are resistant to poison damage.
Edrakk sighs. So much for the element of surprise. He adjusts his harness before rapidly throwing two knives from his bandolier bombs at the closest devil.
◆ Vaultbreaker's Harness
◆ Dread Ampoule, Greater: 1d20 + 22 ⇒ (17) + 22 = 39, Mental: 3d6 + 3 ⇒ (5, 5, 5) + 3 = 18 + 3 splash, frightened 1
◆ Lodestone bomb, Coagulated: 1d20 + 17 ⇒ (20) + 17 = 37, 3d4 ⇒ (3, 1, 2) = 6 + 2d4+3 persistent force, clumsy 1 and enfeebled 1

“Chance” Ravennablitz |

Sorry - rough couple of days at work.
Chance blinks at the golden elf as his perspective shifts and he realizes who they’re facing. “Oh, of course, you must be Ahrli! We’ve read your contract! A body of liquid gold is quite a prize! But then of course, you paid quite a price. Still, how’s that working out? Excuse me a moment, won’t you?”
See under the spoiler addressed to Chance
◆: Cast a Spell: Chance begins his courageous anthem
”What good is sitting
And counting your gold?
Come hear the music play
Better live life before you’re old
Kintargo’s a cabaret
Stop rolling around
On top of your hoard
You’re no dragon inside a cave
The Bleaching’ll get you if you become bored, but
Kintargo’s a cabaret!”
"Flugantaj rokoj por ĵokeoj!" One of a pair of heavy metal bookends, each a remarkably detailed little statue of a smiling devil holding a signed contract in one hand and giving a big thumb’s up - arm stretched unrealistically long - with the other, flies off a shelf at the black-garbed fallen angel. Yes, I’ve been watching Fallout, sue me.
◆◆: Cast a Spell
Telekinetic projectile + inspire courage, vs Black: 1d20 + 21 + 1 ⇒ (19) + 21 + 1 = 417d6 + 1 ⇒ (5, 1, 4, 5, 5, 6, 5) + 1 = 32
↻: (whichever reaction is triggered first, if either):
↻: Shadow Projectile (Trigger an ally within 20 feet of you makes a ranged attack roll)
↻: Fortuitous Shift (if triggered)

GM Xavier Kahlvet |

Vitalis moves forward and attacks Black! First attack actually hits, but I’ll say you still use the Hero Point to go for a crit. Activates weakness to holy, and… Upon taking damage from the holy energy that the fallen angel was denied in its diabolic existence, the script on the coarti’s body as well as its eyes begin to bleed profusely! The devil takes 1d6 persistent bleed and is dazzled for as long as the bleed persists. Unfortunately, bleed damage is a type of physical damage, so the devil’s resistance to physical damage applies.
Deferring to Chance for either courageous anthem or recall knowledge. Assuming nothing he learns negates the following turn (the devils aren't immune to poison):
I’ll take this as meaning Edrakk Delays until after Chance.
Botting Jisara: Jisara casts shield then casts needle darts by turning her silver corset dagger into needles.
Jisara vs Black: 1d20 + 21 ⇒ (16) + 21 = 37
Silver Damage (doubled from crit): 8d4 ⇒ (1, 4, 4, 3, 1, 2, 3, 2) = 20 plus 6 persistent bleed
Chance begins singing and sends a statue at the devil! Crit, so that knocks down Black.
Edrakk throws bombs at White! Both are crits. I’m assuming the +3 in the mental damage is from the splash. Also, the lodestone’s splash is normally 2, so the persistent damage is 2d4+2 (doubled to 4d4+4).
Something I also forgot to mention: the Temple of Asmodeus has really weird architecture, so even in small rooms like this there is a 20-foot-high ceiling, giving the building a very cavernous feel.
White ◆ Strides forward. The fallen angel then unleashes a ◆◆ Despairing Shriek of their own fall from grace!
Chance: 1d20 + 20 ⇒ (14) + 20 = 34 Success --> Crit Success (Performer’s Heart)
Edrakk: 1d20 + 20 ⇒ (11) + 20 = 31 Success
Jisara: 1d20 + 18 ⇒ (12) + 18 = 30 Success
Thatch: 1d20 + 18 ⇒ (12) + 18 = 30 Success
Vitalis: 1d20 + 19 ⇒ (8) + 19 = 27 Success --> Crit Success (Divine Will)
Ahrli: 1d20 + 25 ⇒ (10) + 25 = 35 Crit Success
Ahrli, although being in the area, seems like he’s heard this cry a thousand times before.
Vitalis then protects Edrakk and attacks the devil! Resistance negates the damage.
↻ Vitalis Retributive Strike vs White w/frightened 2; courageous anthem: 1d20 + 23 + 1 ⇒ (3) + 23 + 1 = 27
Damage; courageous anthem, bane: 3d10 + 7 + 1 + 1d6 ⇒ (10, 6, 3) + 7 + 1 + (5) = 32 Spirit Damage; vs unholy: 2d4 ⇒ (3, 3) = 6 plus 4 persistent spirit
And just like Black, White begins to bleed profusely. 1d6 persistent bleed and dazzled for as long as the bleed is happening, but it instantly recharges its Despairing Shriek.
Force Damage: 4d4 + 4 ⇒ (1, 1, 3, 2) + 4 = 11
DC 15 flat: 1d20 ⇒ 13
4 spirit damage (plus weakness)
DC 15 flat: 1d20 ⇒ 20
Chance blinks at the golden elf as his perspective shifts and he realizes who they’re facing. “Oh, of course, you must be Ahrli! We’ve read your contract! A body of liquid gold is quite a prize! But then of course, you paid quite a price. Still, how’s that working out? Excuse me a moment, won’t you?”
”Oh yes, it has worked quite well for…” Ahrli’s expression suddenly shifts to one of realization. ”How…have you read my contract?!”
FYI to Vitalis: Ahrli does indeed have both the devil and unholy traits.
Seeing his devil allies easily fall, Ahrli utters ”Argent Prince, strike down these intruders!” ◆◆ Cast a Spell.
Suddenly, a vague outline of a creature appears between Ahrli and Vitalis. Vitalis knows that it is the silhouette of the archdevil Mammon. The creature nevertheless wields a spear that it attacks Vitalis with!
Ahrli vs Vitalis: 1d20 + 22 ⇒ (3) + 22 = 25
Spirit Damage: 3d8 ⇒ (2, 7, 5) = 14
”Protect me!” ◆ Sustain.
The ghostly figure then takes a step backward to shield Ahrli from Vitalis’s attack!
EDIT: Whoops. Forgot about White’s persistent bleed.
Bleed Damage: 1d6 ⇒ 3 Does nothing.
DC 15 flat: 1d20 ⇒ 1
EDIT 2: Forgot about Chance’s shadow projectile, but it doesn’t matter since it would’ve been for Jisara’s attack and Black’s dead anyways.
All that Glitters
Round 2
==============
Ahrli
Vitalis
Jisara (-10)
Thatch (-10)
Chance
Edrakk
White (-109) {frightened 1; 4d4+4 persistent force plus enfeebled 1 & clumsy 1; 1d6 persistent bleed & dazzled}
==============

Vitalis Tanessen |

Halberd, courageous anthem: 1d20 + 23 + 1 ⇒ (4) + 23 + 1 = 28
Damage: 3d10 + 7 + 1 ⇒ (8, 3, 1) + 7 + 1 = 20 Sonic: 1d6 ⇒ 6 Devil-Bane: 1d6 ⇒ 4
Blade of Justice, courageous anthem: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
Spirit Damage: 5d10 + 2d6 + 1d6 + 7 + 1 ⇒ (10, 10, 1, 7, 8) + (3, 2) + (4) + 7 + 1 = 53 Sonic: 1d6 ⇒ 4 (+4 persistent spirit damage)
Vitalis takes a regular swing at the devil to try to kill it. Then he uses Blade of Justice to attack Ahrli (as long as the ghostly thing doesn't prevent it).
◆Strike (White)
◆◆Blade of Justice (Ahrli)
Sorry for the short post, I wanted to get a quick post in before I left for my trip.

Edrakk Chrysanthemum |

Edrakk, hoping to avoid using too many resources, draws a flurry of daggers to attack White.
◆ +2 striking returning corrosive silver throwing knife, courageous anthem: 1d20 + 22 + 1 ⇒ (20) + 22 + 1 = 43, 2d4 + 1 ⇒ (4, 1) + 1 = 6+Acid: 1d6 ⇒ 4 + Leadenleg, DC 31
◆ +2 striking returning corrosive silver dagger, courageous anthem: 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27, 2d4 + 1 ⇒ (4, 3) + 1 = 8+Acid: 1d6 ⇒ 6 + Graveroot, DC 31
◆ +2 striking returning corrosive silver throwing knife, courageous anthem: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30, 2d4 + 1 ⇒ (3, 1) + 1 = 5+Acid: 1d6 ⇒ 2 + Leadenleg, DC 31
Probably not going to do much damage, but worth a shot.

“Chance” Ravennablitz |

”Oh yes, it has worked quite well for…” Ahrli's expression suddenly shifts to one of realization. “How…have you read my contract?!”
“Well, you know how it is when you start researching something and go down a rabbit hole. We took a stack of the infernal contracts from the Records Hall, the ones Barzillai’s people brokered for hotshots like you, and they made for some fascinating reading! Really surprising how little some people value their souls, isn’t it? Oops! Back to you in just a sec!“
Chance continues his inspiring song.
“What good’s permitting
Some devil of greed
To ruin your every day?
If Mammon owns you while you’re alive
You’re missing the cabaret!
You sold your soul
To turn to gold
Destined for Hell
We’ll end your waiting
In Cayden’s light you’re hyperventilating…”
Chance concentrates on Reprisal, activating its Sacred Glow. As the light from the Lucky Drunk’s sword fills the gift shop, the gnome asks, “By the way, Ahrli, you don’t happen to know where in the temple the Hell Engines are, do you? We simply must pay our respects to such remarkable pieces of divinely-inspired magical workmanship while we’re here! We would be happy to pay a reasonable price for the information!”
@GMXK: If Ahrli has the devil trait as well as unholy, does that count as having the fiend trait so that his weakness to holy damage will increase by 5 with Sacred Glow?
◆: Cast a Spell, courageous anthem
◆◆: Activate an Item, Reprisal’s Sacred Glow
↻: Fortuitous Shift (if triggered - going to hold off on shadow projectile for now)
FYI to Vitalis, Edrakk, and Jisara: Chance may not be able to keep up his courageous anthem next round while sustaining the Sacred Glow, but if he stops for round 3 he should be able to pick it up again in round 4.

Jisara |

Needle Darts vs White (or Ahrli): 1d20 + 21 + 1 ⇒ (12) + 21 + 1 = 34
Piercing, Silver: 8d4 + 1 ⇒ (4, 1, 3, 4, 4, 4, 2, 3) + 1 = 26
Jisara hurls another spray of sliver shards at the devils, before squeezing herself against the wall to evade any retribution.
◆◆ Cast needle darts
◆ Take Cover

GM Xavier Kahlvet |

Hero Points have reset
Vitalis lunges at White and knocks out the devil before turning his attention to Ahrli! The spiritual guardian takes the first 10 points of damage, then stuff gets weird.
DC 11 flat: 1d20 ⇒ 19
As Vitalis attacks, the erratic gem gets in the way and shatters from the impact right at Vitalis! The gem takes another 30 points of the damage intended for Ahrli, meaning only 9 of the physical damage actually got through to him, though the rest of the non-physical got through. Also, weakness to holy
Slashing Damage: 6d8 ⇒ (5, 3, 5, 2, 3, 8) = 26
Vitalis basic Reflex: 1d20 + 17 ⇒ (3) + 17 = 20 Crit Fail.
Ahrli then ↻ Casts a Spell!
Vitalis Will: 1d20 + 19 ⇒ (13) + 19 = 32
Vitalis’s own anger against Ahrli blinds him. Until the end of Vitalis’s next turn, Ahrli is hidden to him, meaning Vitalis must make a DC 11 flat check to target him.
Adjusting Jisara’s actions to make sense. Jisara Strides into the room and casts needle darts at Ahrli. Hits, but the spiritual guardian takes the first 10 points of that damage instead of Ahrli.
@GMXK: If Ahrli has the devil trait as well as unholy, does that count as having the fiend trait so that his weakness to holy damage will increase by 5 with Sacred Glow?
He does indeed have the fiend trait and weakness to holy.
Also adjusting Chance’s turn so Ahrli will actually BE in the area of the light. Chance moves into the room and unleashes Reprisal’s Sacred Glow! So no courageous anthem this turn.
Edrakk then throws daggers at Ahrli! First crit only does acid damage (as the spiritual guardian takes the 10 physical damage first, since it would be without courageous anthem), so no poison can go through; second and third attacks missed. Not gonna bother with the stuff on a crit from the corrosive rune, since Ahrli isn’t wearing armor (he’s MADE OF METAL!)
Ahrli’s eyes dart over to Chance. ”Now THAT is just plain rude!” ◆ Sustain; the spiritual guardian teleports to Chance and attacks him!
Ahrli vs Chance; frightened 1: 1d20 + 22 - 1 ⇒ (12) + 22 - 1 = 33
Spirit Damage: 3d8 ⇒ (5, 7, 8) = 20
Vitalis uses Retributive Strike to protect Chance from all but 6 of that damage and makes an attack against Ahrli (though he is still hidden)
↻ Vitalis Retributive Strike vs Ahrli w/frightened 1: 1d20 + 23 ⇒ (4) + 23 = 27
Damage; bane: 3d10 + 7 + 1d6 ⇒ (9, 6, 5) + 7 + (5) = 32 Sonic Damage: 1d6 ⇒ 4 Spirit Damage; vs unholy: 2d4 ⇒ (3, 1) = 4 plus 4 persistent spirit
DC 11 flat: 1d20 ⇒ 6
”Well, if you’re so insistent on being so violent in my own place of business, then let us return that violence in fold!” ◆◆ Cast a Spell
Suddenly, each of the PCs feel their own life force begin to drain and rapidly siphon toward Ahrli! 30-foot cone directed to the west. Not gonna bother putting it down, since it’ll undoubtedly get everyone.
Chance: 1d20 + 20 ⇒ (5) + 20 = 25 Fail
Edrakk: 1d20 + 20 ⇒ (3) + 20 = 23 Fail
Jisara: 1d20 + 20 ⇒ (14) + 20 = 34 Success
Thatch: 1d20 + 20 ⇒ (1) + 20 = 21 Crit Fail
Vitalis: 1d20 + 21 ⇒ (9) + 21 = 30 Fail
Assuming Jisara rerolls Thatch’s save: 1d20 + 20 ⇒ (11) + 20 = 31 Fail Success (because of frightened)
Everyone takes all that damage, and Ahrli gains 23 temp HP. Also, Thatch is currently at 2 HP.
4 spirit damage plus weakness
DC 15 flat: 1d20 ⇒ 6
Also, you can’t specifically target the spiritual guardian; it can only take damage when it’s used to actively protect Ahrli.
All that Glitters
Round 3
==============
Ahrli (-47; +12) {frightened 1; 4 persistent spirit; hidden from Vitalis: Round 0 of 1}
Vitalis (-94)
Jisara (-33)
Thatch (-35)
Chance (-52)
Edrakk (-46)
==============

Vitalis Tanessen |

Moderate Potion of Healing: 3d10 + 10 ⇒ (7, 7, 4) + 10 = 28
Wounded and unable to see the enemy, Vitalis draws a healing potion to moderate some of his injuries.
"You can't hide forever!"
◇Release weapon
◆Draw potion
◆Drink Healing Potion (Moderate)
◆Grip weapon

“Chance” Ravennablitz |

“Rude? Come on, Ahrli, how do you expect to sell anything if your shop is so dim your goods look dingy?”
Chance concentrates a moment to keep Reprisal glowing before humming a few disconcertingly jaunty bars and calling out, “Who’s afraid of that ‘geist?” The invisible poltergeist swoops through Ahrli, draining life from the metallic merchant (I hope).
◆: Sustain activation
◆◆: Cast a spell, Pernicious Poltergeist[/ooc]
Void damage (DC 31 basic Fortitude save): 4d10 ⇒ (1, 3, 4, 10) = 18
↻: Fortuitous Shift (if triggered)

Jisara |

Jisara goes through a flurry of motions, casting a pair of spells and empowering her familiar in the process. The magical cat surges out from her robes into an entangling flurry of runes that try to tear the merchant apart.
Slashing, DC 31 basic Reflex: 10d6 ⇒ (4, 4, 6, 1, 2, 6, 5, 3, 3, 3) = 37
◆ Cast life boost on Thatch
◆ Command Thatch
◆ Cast shield
↻ Shield Block

Edrakk Chrysanthemum |

Sorry for the delay, I just finished my last week of classes before finals and school ramped up a lot.
Concerned about resource management, Edrakk moves over to get a clearer shot before throwing another magnetic bomb and poisoned dagger.
◆ Stride
◆ Lodestone Bomb, Coagulant: 1d20 + 22 ⇒ (14) + 22 = 36, 3d4 ⇒ (3, 3, 2) = 8 + 2d4+2 persistent force, clumsy 1 and enfeebled 1
◆ +2 striking returning corrosive throwing knife, leadenleg: 1d20 + 22 ⇒ (4) + 22 = 26, 2d4 + 1 ⇒ (1, 4) + 1 = 6+Acid: 1d6 ⇒ 3 + Leadenleg, DC 31

GM Xavier Kahlvet |

Vitalis chugs a healing potion. You actually messed up the dice for the healing; it should be 3d8. I’ll let the results stay, since you didn’t roll above an 8 anyway. Inventory Updated
Jisara heals Thatch and sends her familiar to attack Ahrli.
Ahrli basic Reflex; frightened 1: 1d20 + 19 - 1 ⇒ (5) + 19 - 1 = 23
Thatch then heals 12 HP from the fast healing.
Chance summons forth a poltergeist.
Ahrli basic Fort; frightened 1: 1d20 + 21 - 1 ⇒ (19) + 21 - 1 = 39
Edrakk moves over and sends a bomb and dagger at Ahrli. Missed with the dagger.
Ahrli growls as he is attacked and says ”May my wealth from wares protect me greatly!” ◆◆ Cast a Spell And another gemstone materializes and orbits him in an erratic pattern.
Ahrli then ◆ snaps his fingers and his spiritual guardian once more attacks Chance.
Ahrli vs Chance; frightened 1: 1d20 + 22 - 1 ⇒ (13) + 22 - 1 = 34
Spirit Damage: 3d8 ⇒ (3, 7, 3) = 13
And Retributive Strike again. Resistance completely negates the damage.
↻ Vitalis Retributive Strike vs Ahrli w/frightened 1: 1d20 + 23 ⇒ (13) + 23 = 36
Damage; bane: 3d10 + 7 + 1d6 ⇒ (10, 8, 5) + 7 + (2) = 32 Sonic Damage: 1d6 ⇒ 6 Spirit Damage; vs unholy: 2d4 ⇒ (2, 3) = 5 plus 4 persistent spirit activates weakness to holy
DC 11 flat: 1d20 ⇒ 16
And once more, Vitalis’s attack comes into contact with the gem orbiting Ahrli, which absorbs some 20 damage of the blow and shatters!
Slashing Damage: 4d8 ⇒ (5, 5, 2, 3) = 15
Vitalis basic Reflex: 1d20 + 17 ⇒ (1) + 17 = 18
4 spirit damage (plus weakness)
DC 15 flat: 1d20 ⇒ 3
Force Damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7
DC 15 flat: 1d20 ⇒ 9
All that Glitters
Round 4
==============
Ahrli (-145) {frightened 1; 4 persistent spirit; 2d4+2 persistent force & clumsy 1 & enfeebled 1}
Vitalis (-96)
Jisara (-33)
Thatch (-11) {Fast Healing 12: Round 1 of 4}
Chance (-52)
Edrakk (-46)
==============

“Chance” Ravennablitz |

Chance concentrates for a couple of moments to keep Reprisal glowing and to send the invisible poltergeist back through Ahrli, before picking up his inspiring song.
“Stop rolling around
On top of your hoard
You’re no dragon inside a cave
We Ravens will take down Kintargo’s inquisitor-lord
Numbered are Barzy’s days!”
◆: Sustain activation, Sacred Glow
◆: Sustain a spell, Pernicious Poltergeist
Void damage (DC 31 basic Fortitude save): 4d10 ⇒ (4, 9, 9, 7) = 29
◆: Cast a composition spell, Courageous Anthem
↻: Fortuitous Shift (if triggered)

Vitalis Tanessen |

Blade of Justice, courageous anthem: 1d20 + 23 + 1 ⇒ (14) + 23 + 1 = 38
Spirit Damage: 5d10 + 2d4 + 1d6 + 7 + 1 ⇒ (1, 7, 7, 10, 4) + (3, 3) + (4) + 7 + 1 = 47Sonic: 1d6 ⇒ 3
Halberd, courageous anthem: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38
Damage: 3d10 + 1d6 + 7 + 1 ⇒ (6, 5, 7) + (1) + 7 + 1 = 27Spirit: 2d4 ⇒ (2, 3) = 5Sonic: 1d6 ⇒ 1
"There you are!" Vitalis exclaims once Ahrli's magical cloaking fades. "Your wealth won't protect you nor will it bring you joy in the afterlife. Alas it is too late for you to realize the error of your ways. Send my regards to Mammon."
◆◆Blade of Justice (Ahrli)
◆Strike (Ahrli)

Jisara |

Jisara simply rolls her eyes as the merchant invokes his fortune's protection, lazily waving her corset dagger at him to summon a flurry of silver shards.
Needle Darts vs Ahrli: 1d20 + 21 + 1 ⇒ (20) + 21 + 1 = 42
Piercing, Silver: 8d4 + 1 ⇒ (2, 2, 4, 4, 4, 4, 3, 1) + 1 = 25
◆◆ Cast needle darts
◆ Cast shield
↻ Shield Block

Edrakk Chrysanthemum |

Sorry all, finals week has started and has been. Exhausting, to say the least.
Edrakk quickly draws the materials for a simple acid bomb and throws it at Ahrli, before catching and rethrowing the dagger that just missed him.
◆◆ Acid Flask, Lesser (Quick Alchemy, Perpetual Infusion): 1d20 + 19 + 1 ⇒ (7) + 19 + 1 = 27, 1d6 persistent acid damage
◆ +2 silver striking returning throwing knife, Courageous Anthem: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34, 2d4 + 1 + 1 ⇒ (1, 3) + 1 + 1 = 6+[Acid]1d6[/dice] + leadenleg, DC 31

GM Xavier Kahlvet |

3 IPP
Y’know. I wish I would actually do the math first instead of waiting for everyone to post so I didn’t unnecessarily wait.
Vitalis lunges forward and stabs into the golden man, causing him to fall into a pile of liquid metal.
KLOOONG
KLOOONG
KLOOONG
As Ahrli falls, the Devil’s Bells inexplicably ring out, their sound echoing throughout the temple.
Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (19) + 22 = 41
Healing: 4d8 + 30 ⇒ (4, 2, 7, 3) + 30 = 46
Edrakk Treats Wounds while people do item identification.
Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (9) + 22 = 31
Healing: 2d8 + 30 ⇒ (5, 4) + 30 = 39
Behind Ahrli’s desk are several magical items in a small sack: two rings and a pair of boots.
Chance Ring 2: 1d20 + 23 ⇒ (12) + 23 = 35
Jisara Boots: 1d20 + 25 ⇒ (13) + 25 = 38
Jisara Goose: 1d20 + 25 ⇒ (18) + 25 = 43
Chance and Jisara both look at the magic items and determine their accursed nature: a ring of ravenousness, a ring of sneering charity, and a set of boots of dancing. What Ahrli was doing with these amidst his wares is anyone’s guess, but considering his place of business, said guess might not be far off.
Of more apparent interest is something that can be found in the remnants of Ahrli’s liquid body: As the liquid gold slowly turns to simple iron, it becomes more apparent that there are three two three see tangent golden objects that are NOT liquid, but instead solid; Ahrli was apparently hiding these objects inside his morphic body.
Two of the objects are simple masses of gold about the size of a human fist. What’s strange is that these masses of gold are oblong and ovalar, reminiscent of an unhatched egg. The masses of gold are heavy! Weighing nearly 10 pounds each, they must be made of SOLID gold!
More interestingly, though, is that the third item is a hollow statuette of a domestic goose made out of gold! And Jisara determines this to be a very interesting cursed item: a golden goose.
Long story short, I ended up with a “life-sized” goose statue with a thickness of 1 cm would weigh about 8 lbs. And light bulk is somewhere between a couple ounces to 5 lbs, which means that the description of this item makes ZERO sense! Is it life-sized?! Is it a statuette?! I don’t know!
Whatever. I’m gonna say it’s a 1:2 scale statuette of an actual goose, because then the numbers come out correctly. So the goose was with the eggs.
Jisara is able to determine that the golden goose has 1d6 + 2 ⇒ (1) + 2 = 3 uses left in it.
I’m gonna assume y’all take the non-cursed goose eggs and, at most, only take the goose itself to chuck it into the Yolubilis River (because paladin). You can contradict me if you wish, but I’m just gonna put the eggs in the inventory sheet based on that assumption.
To the northeast
This workshop seems to be focused on the creation of alchemical supplies and potions, although a small forge sits against the southern wall.
In this room is 750 gp worth of raw materials for the creation of potions, wands, and other magical items. Inventory Updated
Down the hall, first door on the right
Floor-to-ceiling shelves filled with hundreds upon hundreds of books line the walls of this room, while a long table with several high-backed chairs sits in the room’s center.
In this room are two obvious-devils—both have distinctly masculine physiques, but one is clearly a man and the other a woman. Both devils have long, curving horns extruding from their backs, draped over which are many lengths of parchment. The devils are standing (unable to sit comfortably due to their horns), the devils write furiously on several pieces of parchment upon the long table. When the PCs open the door, one of the devils looks up, sees the PCs, and immediately drops their quill as they motion for the other devil to be on guard!
Edrakk Stealth: 1d20 + 22 ⇒ (9) + 22 = 31
Jisara Stealth: 1d20 + 22 + 2 ⇒ (11) + 22 + 2 = 35
Vitalis: 1d20 + 16 ⇒ (5) + 16 = 21
Devils: 1d20 + 21 ⇒ (16) + 21 = 37
Black points an accusatory finger at Vitalis and shouts ”You dare desecrate this house to Asmodeus, Hellknight?! May your cries of pain fall on deaf ears!” ◆ Demoralize Vitalis, followed by ◆◆ Casting a Spell.
Black Intimidation vs Vitalis Will DC: 1d20 + 21 ⇒ (20) + 21 = 41
I’m gonna put a 10-foot emanation around Black for…no reason whatsoever ;)
White ◆ Strides over and shouts ”May His fire judge you!” ◆◆ Cast a Spell (it’s fireball). An explosion of fire then erupts in the hallway! White is in the area, but she’s a devil, so it’s a moot point.
Chance; Unexpected Shift: 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40 Success
Edrakk: 1d20 + 21 ⇒ (1) + 21 = 22 Failure --> Critical Failure (nat 1)
Jisara: 1d20 + 21 ⇒ (11) + 21 = 32 Success
Thatch: 1d20 + 21 ⇒ (12) + 21 = 33 Success
Vitalis; frightened 2: 1d20 + 17 - 2 ⇒ (7) + 17 - 2 = 22 Failure
Gonna resolve reaction stuff first before I get into a story thing.
↻ Chance Unexpected Shift | DC 11 flat: 1d20 ⇒ 19
Retributive Strike prevents 14 damage to Edrakk.
↻ Vitalis Retributive Strike vs White; frightened 2: 1d20 + 23 - 2 ⇒ (14) + 23 - 2 = 35
Damage; bane: 3d10 + 7 + 1d6 ⇒ (1, 9, 2) + 7 + (4) = 23 Sonic Damage: 1d6 ⇒ 2 Spirit Damage; vs unholy: 2d4 ⇒ (2, 3) = 5 plus 4 persistent spirit
But as the devil’s fire scorches over the PCs, they feel that the flames themselves burn hotter than they should, and they can only make one assumption: that devil’s words are correct, and Asmodeus Himself is not pleased with the PCs actions.
The PCs actions have drawn the minor attention of the Prince of Darkness himself. While he has sat idly by watching as this rebellion unfolded, the god of devils drew the line at such anathematic actions taking place within his own sacred grounds.
Technically the CHARACTERS do not know this, but I am informing the PLAYERS so it’s not just a giant question mark that feels like your GM is just being a jerk to you: So long as the PCs (and Thatch) are in the Temple of Asmodeus with rebellious intent (which is, y’know, gonna be basically the ONLY reason you’d be in this temple), then Asmodeus curses each of them with weakness 5 to fire.
This is the first time y’all took fire damage since entering the temple, so I’m addressing it now. You can roleplay that as you see fit, but I didn’t want to keep you (the players) in the dark about it for too long because then I’d just be seemingly adding in damage for no reason.
4 spirit damage (plus weakness to holy)
DC 15 flat: 1d20 ⇒ 10
Bureaucratic Nightmare
Round 1
==============
Black
White (-54) {4 persistent spirit}
Jisara (-25)
Thatch (-25)
Chance (-13)
Edrakk (-73)
Vitalis (-46) {frightened 2}
==============

Vitalis Tanessen |

Upon finding all the cursed items, Vitalis whispers the Edrakk. "Bet you're glad you didn't buy any souvenirs now."
Vitalis hefts one of the eggs. "This might make a decent projectile. From Jisara's explanation of the golden goose, I'm reluctant to use these as payment. They are literally blood money."
Black points an accusatory finger at Vitalis and shouts ”You dare desecrate this house to Asmodeus, Hellknight?! May your cries of pain fall on deaf ears!” ◆ Demoralize Vitalis, followed by ◆◆ Casting a Spell.
Battle Cry - Demoralize: 1d20 + 23 ⇒ (6) + 23 = 29
◇Vitalis demoralizes back. Does this happen before Vitalis gets the frightened 2, since it happens when initiative is rolled? Otherwise subtract 2.Vitalis points a finger back. "I go where I please, devil! No devil has crossed my path and lived. You are bold to think you are any different."
◆Recall Knowledge on the contract devil. Hell Lore +18.
Halberd, frightened 2: 1d20 + 23 ⇒ (11) + 23 = 34
Damage: 3d10 + 1d6 + 7 ⇒ (9, 1, 8) + (4) + 7 = 29Spirit: 2d4 ⇒ (4, 4) = 8Sonic: 1d6 ⇒ 6
Long Jump 15 ft. DC 15, frightened 2: 1d20 + 25 - 2 ⇒ (3) + 25 - 2 = 26
Vitalis attacks the nearest devil (white) then leaps onto the long table in between the two enemies.
◇Battle Cry
◆Recall Knowledge
◆Strike (white)
◆Long Jump

“Chance” Ravennablitz |

Chance follows Vitalis into the room. “Devils here, devils there - you know, those fireballs are wasteful! All that heat is unnecessary if what you really want is light - like this!” Reprisal’s Sacred Glow fills the room.
◆: Stride
◆◆: Active an item
↻: (whichever reaction is triggered first, if either):
↻: Shadow Projectile (Trigger an ally within 20 feet of you makes a ranged attack roll)
↻: Fortuitous Shift (if triggered)

Edrakk Chrysanthemum |

Upon finding all the cursed items, Vitalis whispers the Edrakk. "Bet you're glad you didn't buy any souvenirs now."
"I was lying!! Because I didn't want to let everyone in the building know we were here!!!"
Once everyone's wounds are healed, Edrakk re-applies basic poisons to the knives he used. Using perpetual potency for leadenleg and graveroot.
Edrakk, moments after being thoroughly burned, sighs, pulls out a healing potion, and hurls a poisoned dagger at the nearest devil.
◆◆ Elixir of Life, Moderate: 5d6 + 12 ⇒ (4, 6, 5, 2, 4) + 12 = 33
◆ +2 striking returning corrosive throwing knife: 1d20 + 22 ⇒ (7) + 22 = 29, 2d4 + 1 ⇒ (4, 1) + 1 = 6+[Acid]1d6[/dice]+leadenleg, DC 31

GM Xavier Kahlvet |

◇Vitalis demoralizes back. Does this happen before Vitalis gets the frightened 2, since it happens when initiative is rolled? Otherwise subtract 2.
It would happen before, since it’s AS Vitalis is rolling initiative. That said, it was a failure.
Jisara Delays until after Edrakk.
Chance enters the room and unleashes the sacred glow of Reprisal!
Edrakk heals himself then throws a dagger at White, which ↻ Chance casts shadow projectile. And in response to THAT, Jisara ↻ uses Coven Spell giving it a +3 status bonus to damage.
Mental Damage; Coven Spell: 3d8 + 3 ⇒ (6, 6, 1) + 3 = 16
White Will; frightened 1, spell resistance: 1d20 + 23 - 1 + 1 ⇒ (7) + 23 - 1 + 1 = 30
And that means Edrakk’s Strike ONLY hits because of the shadow projectile.
Acid Damage (since Edrakk coded his post incorrectly): 1d6 ⇒ 1
White Fort; frightened 1: 1d20 + 18 - 1 ⇒ (19) + 18 - 1 = 36
Botting Jisara: Jisara Strides into the room and casts needle darts at White.
Jisara vs White w/frightened 1: 1d20 + 21 ⇒ (11) + 21 = 32
Damage: 8d4 ⇒ (3, 3, 2, 2, 1, 3, 2, 4) = 20
Vitalis contemplates these creatures before attacking one of them and jumping up on the table! And the devil falls to the holy power of Shelyn! Only knocked him down because of the weakness to holy.
Black sees two spellcasters and immediately springs into action, moving closer to Jisara and Chance. As he does so, the sound around them completely deafens! Black is surrounded by an aura of silence, since that was the spell he cast last turn. And due to the remaster, the ONLY spells that do NOT have “verbal components” are spells with the subtle trait, so the remaster made silence a lot more of a nuisance to casters.
Seeing the glow of Reprisal, Black ◆ moves to rush into Chance to gore him with his horns!
◆ Black horns vs Chance; frightened 1: 1d20 + 21 - 1 ⇒ (12) + 21 - 1 = 32
Damage: 3d10 + 11 ⇒ (7, 3, 2) + 11 = 23 plus 2d4 persistent bleed
But Vitalis moves to block!
↻ Vitalis Retributive Strike vs Black w/frightened 1: 1d20 + 23 ⇒ (16) + 23 = 39 Only a crit because of frightened; thank your bard.
Damage (doubled from crit); bane: 3d10 + 7 + 1d6 ⇒ (8, 2, 7) + 7 + (1) = 25 Sonic Damage (doubled from crit): 1d6 ⇒ 4 Spirit Damage (doubled from crit); vs unholy: 2d4 ⇒ (3, 1) = 4 plus 4 8 persistent spirit
And assuming Vitalis repositions Black to be further away from his allies.
Black then launches one of his contracts at Chance as if he were wielding a whip!
◆ Black binding contract vs Chance; 2nd, agile, frightened 1: 1d20 + 23 - 4 - 1 ⇒ (20) + 23 - 4 - 1 = 38
Damage (doubled from crit): 3d6 + 11 ⇒ (1, 2, 6) + 11 = 20 plus 2d4 4d4 persistent bleed
8 spirit damage (plus weakness)
DC 15 flat: 1d20 ⇒ 3
Bureaucratic Nightmare
Round 2
==============
Black (-104) {frightened 1; 8 persistent spirit}
Chance (-57) {4d4 persistent bleed}
Edrakk (-73)
Jisara (-25)
Thatch (-25)
Vitalis (-46) {frightened 1}
==============

Vitalis Tanessen |

Blade of Justice: 1d20 + 23 ⇒ (17) + 23 = 40
Spirit Damage: 5d10 + 2d4 + 1d6 + 7 ⇒ (7, 7, 6, 6, 1) + (4, 3) + (1) + 7 = 42Sonic: 1d6 ⇒ 3
Unable to speak in the silence, Vitalis wordlessly attacks.
Since the 39 was a crit, I'll assume a 40 is. If the devil is still alive, Vitalis will shift the devil 1 space south. Then use his last action to step northwest in front of the devil to try to help keep his allies out of the silence spell.
◆◆Blade of Justice (black)
◆Stride

GM Xavier Kahlvet |

Zella: 3d6 ⇒ (2, 2, 6) = 10 Dex
Oh, that devil is VERY dead. You forgot about your own frightened condition (which I also forgot about during your Retributive Strike), but whatever; it was a massive crit that killed it anyways.
KLOOONG
KLOOONG
KLOOONG
KLOOONG
KLOOONG
KLOOONG
KLOOONG
The Devil’s Bells ring out once again.
DC 15 flat: 1d20 ⇒ 5
Edrakk Medicine to Administer First Aid: 1d20 + 22 ⇒ (5) + 22 = 27 Success
DC 10 flat: 1d20 ⇒ 10
Jisara casts life boost on Vitalis (healing 48), Vitalis casts lay on hands on Edrakk (healing 36), then both Refocus while Edrakk Treats Wounds.
Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (2) + 22 = 24
Jisara casts life boost on Chance, Vitalis casts lay on hands on Edrakk, then both Refocus while Edrakk Treats Wounds.
Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (2) + 22 = 24
Jisara casts life boost on Thatch, Vitalis casts lay on hands on Jisara, then both Refocus while Edrakk Treats Wounds.
Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (4) + 22 = 26
Healing: 2d8 + 40 ⇒ (2, 4) + 40 = 46
Jisara casts life boost on Chance, Vitalis casts lay on hands on Edrakk (fully healing everyone), then both Refocus.
As the PCs look over the paperwork the devils were slaving over, and realize that they were each in the midst of casting a diabolic pact ritual, which apparently involves them submitting various bureaucratic forms to their superiors in an attempt to justify sending more resources.
Down the hall, take a right, first door on your left
The northwest wall of this room features several towering mirrors. Cabinets line the walls to the northeast and southwest.
Jisara vs censer: 1d20 + 23 ⇒ (14) + 23 = 37
As the PCs look around the room, they eventually find an item that Jisara identifies as a bloodburn censer, along with four sticks of incense each worth 5 gp. Inventory Updated
Middle room in this hallway
Nearly a dozen scrivener’s desks line the walls of this room. Between them stand wooden towers containing stacks of parchment, ink, pens, and tiny razors and knives for the scraping away of text from paper or parchment.
In this room are five people: two Green and Blue are obvious members of the Asmodean clergy and men of the cloth. Two others Orange and Yellow are warriors of Asmodeus wearing heavy armor and a mace at their hips. All four of these people are sitting at desks overseen by the fifth person: a long-haired Varisian woman wearing a thick, red scarf that has obvious blades at each end of it.
As soon as the door opens, each of the Asmodeans jump up from heir seats, ready to attack!
I also forgot about the Standard Dungeoncrawl Procedure I made a while back, so I’m gonna say that Edrakk is Searching (so we can have more than a single pair of eyes looking out for traps), so he rolls Perception for initiative.
Edrakk: 1d20 + 18 ⇒ (5) + 18 = 23
Jisara Stealth: 1d20 + 22 + 2 ⇒ (11) + 22 + 2 = 35
Vitalis: 1d20 + 16 ⇒ (5) + 16 = 21
Asmodean Priests; consecration: 1d20 + 19 + 1 ⇒ (7) + 19 + 1 = 27
Asmodean Warriors; consecration: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33
Zella Zidlii: 1d20 + 18 ⇒ (5) + 18 = 23
What Fate Has in Store
Round 1
==============
Jisara
Thatch
Orange
Yellow
Green
Zella Zidlii
Edrakk
Vitalis
Chance
==============

Vitalis Tanessen |

The devil may not have been intimidated by my words, but my halberd did the trick.
Vitalis reflexively looks up when the bell rings. "Is it going to keep doing that? It's very loud."
When they enter the next room. "No words? That's fine by me. Makes things faster."
Battle Cry: 1d20 + 23 ⇒ (10) + 23 = 33 Free action to demoralize Orange.

Tusk the Half-Bot |

Jisara takes a step or two to adjust her sightline through the door into the room before sending a forked bolt of lightning from her outstretched hand to orange and blue.
◆: Step/Stride (if needed, cast shield if not)
◆◆: Cast a Spell: Electric Arc (6th rank)
Electricity damage (basic Reflex DC 31): 7d4 ⇒ (3, 1, 3, 3, 2, 2, 3) = 17
↻: Blood Vendetta (if triggered & appropriate)

GM Xavier Kahlvet |

Successful Demoralize on Orange.
I appreciate the bot; Hero Point to Chance for it. Also, Jisara would have to go INTO the room for more than one target.
Blue: 1d20 + 13 ⇒ (12) + 13 = 25
Green ◆ Strides over and ◆◆ Casts a Spell. Gonna assume Jisara does NOT use Recognize Spell since she’s now in the front.
A thin, ephemeral, red cord connects between Green’s torso and Zella’s, before it vanishes.
Blue ◆ Strides then ◆◆ Casts a Spell that Chance will soon recognize as the effects of a noise blast. Red radius
Edrakk: 1d20 + 20 ⇒ (3) + 20 = 23 Failure
Jisara: 1d20 + 20 ⇒ (8) + 20 = 28 Failure
Thatch: 1d20 + 20 ⇒ (13) + 20 = 33 Success
Vitalis: 1d20 + 21 ⇒ (9) + 21 = 30 Success
Orange and Yellow both ◆◆ Cast the same Spell on themselves, suddenly becoming surrounded in bright red scarves that move erratically. They then use the power of Asmodeus to bless their movement as they both make a ↻ Zealous Rush! If they cast a spell to buff only themselves, they stride up to 10 feet, or their full Speed if they used a two-action spell.
They both then ◆ take out their maces because they were not armed. Though I will say that Zella is currently considered to be wielding her weapon since it’s the bladed scarf she’s currently wearing, and she could easily just grip it as a “reaction” to seeing people she doesn’t recognize enter the room.
The woman, Zella Zidlii, ◆◆ casts haste on herself, then ◆ begins siphoning off the residual magic of her spell. Y’all know, out of character, that Zella is a magus, so I’ll just say that she used Arcane Cascade. She also gains 5 temp HP upon using the action and at the start of each of her turns.
A note to the players: All enemies in this combat have the unholy trait, and Zella has the devil trait.
What Fate Has in Store
Round 1 —> 2
==============
Jisara (-13) {Deafened: Round 0 of 1}
Thatch (-6)
Orange (-17) {Whirling scarves: Round 0 of 10}
Yellow {Whirling scarves: Round 0 of 10}
Green
Blue (-17)
Zella Zidlii (+5) {Arcane Cascade (force; 5 temp HP each turn); Hated: Round 0 of 10}
Edrakk (-13) {Deafened: Round 0 of 1}
Vitalis (-6)
Chance
==============

Vitalis Tanessen |

(Did Orange make a Will save DC 20 to reduce his frightened condition from my lesser dread armor? I know it's a low DC, but I'll take whatever opportunities I can get.)
Halberd: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 3d10 + 7 ⇒ (8, 5, 5) + 7 = 25Spirit: 2d4 ⇒ (1, 3) = 4Sonic: 1d6 ⇒ 2
Halberd: 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 3d10 + 7 ⇒ (9, 9, 2) + 7 = 27Spirit: 2d4 ⇒ (4, 2) = 6Sonic: 1d6 ⇒ 2
"I'll let you guys with spells deal with these scarves. I'll cleave through the casters."
Vitalis enters the room and slashes at the cloaked Asmodean against the back wall (blue).
◆Stride
◆Strike (Blue)
◆Strike (Blue)

GM Xavier Kahlvet |

(Did Orange make a Will save DC 20 to reduce his frightened condition from my lesser dread armor? I know it's a low DC, but I'll take whatever opportunities I can get.)
I'll roll that now:
Orange Will; frightened 1, consecration: 1d20 + 21 - 1 + 1 ⇒ (6) + 21 - 1 + 1 = 27
"I'll let you guys with spells deal with these scarves. I'll cleave through the casters."
Jisara and Edrakk: "WHAT???"

Edrakk Chrysanthemum |

"At least it's finally something with biology."
Edrakk adjusts his harness and runs in, dodging around tables and allies, until he's standing across one of the people with scarves. Quickly, he draws and attacks them with a poisoned knife.
◆ Vaultbreaker's Harness
◆ Stride (idk where I'm allowed to go, so if I can get to where I am I will to flank with Jisara, but otherwise put me one square to the right.)
◆ Throwing Knife (Bandolier): 1d20 + 22 ⇒ (5) + 22 = 27, 2d4 + 1 ⇒ (3, 4) + 1 = 8+Acid: 1d6 ⇒ 1 + Leadenleg, DC 31, -2 on save (if current position allowed)
Flat Check: 1d20 ⇒ 10

“Chance” Ravennablitz |

Chance begins to sing!
“Kintargo will be free some sunny morning!
Ding dong the Bells are gonna CLANG!
I’m telling you no whopper
Mayor Thrune will come a cropper
And the church can’t protect ol’ Barzy’s gang!”
"Flugantaj rokoj por ĵokeoj!" A razor blade rockets off one of the desks and flies at orange (slashing damage).
◆: Cast a Spell, inspire courage
◆◆: Cast a Spell
Telekinetic projectile + inspire courage (S), 6th rank: 1d20 + 21 + 1 ⇒ (18) + 21 + 1 = 407d6 + 1 ⇒ (2, 4, 6, 6, 4, 4, 1) + 1 = 28
↻: Fortuitous Shift (if triggered)

Tusk the Half-Bot |

Jisara glares at Zella and focuses her patron’s power on the magus.
◆◆: Curse of Death (DC 31 Fort)
Negative damage (assuming Stage 1) + fatigue: 5d6 ⇒ (6, 1, 1, 3, 2) = 13
Then she stabs at orange (or yellow, if orange is down) with her corset knife.
◆: +1 striking wounding silver (low) corset knife: 1d20 + 21 + 1 ⇒ (12) + 21 + 1 = 342d4 ⇒ (2, 4) = 6
+1d6 persistent bleed
↻: Blood Vendetta (if triggered & appropriate)

GM Xavier Kahlvet |

Edrakk moves over and stabs at Orange. Hits only because of the flank.
Orange Fort; Pinpoint Poisoner, consecration: 1d20 + 18 - 2 + 1 ⇒ (5) + 18 - 2 + 1 = 22 The consecration prevented a crit fail.
Poison Damage: 1d10 ⇒ 2
Vitalis moves close and attacks one of the priests! Aaaand…didn’t give him blood vendetta. Ah well. Blue’s still up.
◆: Cast a Spell, inspire courage
Inspire courage? What’s that? XD
Chance sings and sends a blade at Orange! Jisara uses Coven Spell to give that +6 to damage (doesn’t stack with courageous anthem)
DC 7 flat: 1d20 ⇒ 8 It’s DC 7 because you used a ranged attack.
Jisara sends a curse at Zella!
Zella Fort: 1d20 + 24 ⇒ (16) + 24 = 40
She then stabs Orange.
DC 5 flat: 1d20 ⇒ 6
Yellow ◆◆ Casts a Spell as he suddenly vanishes from existence and appears on the other side of Vitalis and attacks him!
Yellow vs Vitalis OG; consecration: 1d20 + 19 + 1 ⇒ (2) + 19 + 1 = 22
Damage: 2d8 + 11 ⇒ (5, 3) + 11 = 19 Force Damage (you take this even though he missed): 1d8 ⇒ 4
Then swings at Vitalis again!
◆ Yellow vs Vitalis OG; 2nd, consecration: 1d20 + 19 - 5 + 1 ⇒ (14) + 19 - 5 + 1 = 29
Damage: 2d8 + 11 ⇒ (7, 7) + 11 = 25
Orange instead channels the power of Asmodeus into his mace as he attacks Vitalis!
◆◆ Orange Channel Smite vs Vitalis OG; consecration: 1d20 + 19 + 1 ⇒ (10) + 19 + 1 = 30
Damage: 2d8 + 11 ⇒ (1, 1) + 11 = 13 Void Damage; Harming Hands: 5d10 ⇒ (8, 3, 3, 3, 1) = 18
Orange then presses his free hand against Vitalis’s chest as he ◆ casts harm once again!
Void Damage; Harming Hands: 5d10 ⇒ (5, 2, 2, 10, 4) = 23
Vitalis basic Fort: 1d20 + 21 ⇒ (9) + 21 = 30 Success --> Crit Success (Juggernaut)
Bleed Damage: 1d6 ⇒ 3
DC 15 flat: 1d20 ⇒ 5
Blue ◆◆ casts heal on himself…
Healing: 3d8 + 24 ⇒ (2, 7, 5) + 24 = 38
…then presses a hand against Vitalis and also ◆ casts harm.
Void Damage; Harming Hands: 4d10 ⇒ (7, 8, 1, 4) = 20
Vitalis basic Fort: 1d20 + 21 ⇒ (8) + 21 = 29 Failure
Green ◆◆ Casts a Spell as a spiritual version of a mace appears and attacks Vitalis twice!
Green spiritual armament vs Vitalis; consecration: 1d20 + 20 + 1 ⇒ (10) + 20 + 1 = 31
Spirit Damage: 2d8 ⇒ (4, 8) = 12
◆ Green spiritual armament vs Vitalis; 2nd, consecration: 1d20 + 20 - 5 + 1 ⇒ (9) + 20 - 5 + 1 = 25
Spirit Damage: 2d8 ⇒ (4, 3) = 7
Zella gains 5 temp HP.
Zella ◆ Strides over and snaps two of the fingers still holding onto her scarf and three cards fly out of a deck-holder on her hip. ◆ Harrow Casting
DC 11 flat to see if she can use Harrow Casting again this combat: 1d20 ⇒ 4 Awww. Well at least the magus now has BETTER action economy.
Card A: 1d6 ⇒ 11d9 ⇒ 2
Card B: 1d6 ⇒ 41d9 ⇒ 8
Card C: 1d6 ⇒ 61d9 ⇒ 8
Two of the cards fly back into the deck at her hip, then the third card flips over to reveal itself to be The Beating! The card itself represents an assault from all quarters, an appropriate omen for the Hellknight being attacked from all sides. Her next spell (including as part of a Spellstrike) deals additional force damage equal to the rank of the spell.
The Varisian woman utters an incantation as the blades at the end of her scarf each begin to pulse between the different colors of the rainbow and she moves to attack Vitalis!
◆◆ Zella Spellstrike vs Vitalis OG w/lesser cover: 1d20 + 22 ⇒ (13) + 22 = 35
Damage: 2d6 + 12 ⇒ (2, 4) + 12 = 18 plus 8 force damage
ROYGBIV+: 1d8 ⇒ 3 OOF! That’s bad!
Zella’s magic flashes a bright yellow as Vitalis is shocked to his core! Vitalis takes an additional 50 electricity damage! Which, by the way, is the most damage he can take from that spell on a non-crit. The only worse one is the one that makes him slowed 1 (no save) AND teleports him INTO ANOTHER ENCOUNTER on a failed save!
Void Damage: 5d6 ⇒ (1, 3, 2, 6, 1) = 13
EDIT 2: Orange Fort vs Leadenleg; consecration: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31 Only makes it because of the consecrate (which is why the NPCs said that turning off the consecration should be y'all's first priority).
What Fate Has in Store
Round 2 —> 3
==============
Jisara (-13)
Thatch (-6)
Orange (-58) {1d6 persistent bleed; Whirling scarves: Round 1 of 10}
Yellow {Whirling scarves: Round 1 of 10}
Green
Blue (-45)
Zella Zidlii (-16) {fatigued; Arcane Cascade (force; 5 temp HP each turn); Hasted: Round 1 of 10; curse of death: Stage 1 only}
Edrakk (-13)
Vitalis (-129)
Chance
==============

Vitalis Tanessen |

"Is that all you got?" Vitalis stands defiantly after enduring a barrage of attacks.
He heals himself then charges his halberd with holy energy and strikes at Zella who moved within his reach.
Blade of Justice: 1d20 + 23 ⇒ (7) + 23 = 30
Spirit Damage: 5d10 + 2d4 + 1d6 + 7 ⇒ (6, 10, 3, 2, 5) + (4, 3) + (5) + 7 = 45Sonic: 1d6 ⇒ 6 +4 persistent spirit damage.
Lay on Hands for 42 hp.
◆Lay on Hands (Self)
◆◆Blade of Justice (Zella)

Edrakk Chrysanthemum |

Edrakk moves around to attack Zella with two different daggers.
◆ Stride
◆ Throwing Knife, Bandolier, Clubhead Poison, Flanking: 1d20 + 22 + 1 ⇒ (4) + 22 + 1 = 27, 2d4 + 1 + 1 ⇒ (3, 4) + 1 + 1 = 9+1d6 ⇒ 3+Clubhead Poison, Pinpoint Poisoner, DC 32
◆ Throwing Knife, Bandolier, Blisterwort, Flanking: 1d20 + 18 + 1 ⇒ (9) + 18 + 1 = 28, 2d4 + 1 + 1 ⇒ (2, 3) + 1 + 1 = 7+1d6 ⇒ 2+Blisterwort, Pinpoint Poisoner, DC 31
Hero Point: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34

“Chance” Ravennablitz |

Chance sings another verse of his inspiring song before calling on his favorite thing that goes bump in the night. Orange feels, but does not see, the poltergeist fly through him and tear at his soul.
Area of effect is marked in light blue, but this round the spell only affects Orange and is invisible.
◆: Cast a composition spell, Courageous Anthem
◆◆: Cast a spell, Pernicious Poltergeist[/ooc]
Void damage vs Orange (DC 31 basic Fortitude save): 4d10 ⇒ (9, 10, 6, 3) = 28
↻: Fortuitous Shift (if triggered)

GM Xavier Kahlvet |

And I completely forgot about a thing earlier: Green should’ve taken half (rounded up) of whatever Zella took. So Zella is only at -2 (taking temp HP into account) while Green is at -14.
Edrakk moves over and attacks Zella! First one hit because of the reroll. Though, interestingly, Green seems to wince in pain more than Zella. Zella takes half damage and Green takes the remainder. She still takes the poison, though.
Zella Fort; fatigued, Pinpoint Poisoner: 1d20 + 24 - 1 - 2 ⇒ (1) + 24 - 1 - 2 = 22
Poison Damage: 4d8 ⇒ (1, 2, 3, 5) = 11 Zella takes half that while Green takes the remainder. Though SHE still takes the other effects.
Vitalis heals himself and lunges at Zella! BARELY a hit.
From my reading of the effect, Zella takes half damage AFTER adding in her weaknesses/resistances. Persistent damage is different, though; that’s technically a condition, so the halving would occur during each instance of the persistent damage.
Chance sings then summons forth a poltergeist.
Zella; fatigued: 1d20 + 24 - 1 ⇒ (17) + 24 - 1 = 40 Curse of death prevented a crit. Zella still only takes half.
Jisara begins healing Vitalis as she maintains her hex.
Orange ◆ Steps down to get a better view out the door, then ◆◆ Casts a Spell as he suddenly appears right behind Chance!
Orange vs Chance; consecration: 1d20 + 19 + 1 ⇒ (3) + 19 + 1 = 23
Damage: 2d8 + 11 ⇒ (2, 8) + 11 = 21 Force Damage (even though he missed): 1d8 ⇒ 3
Yellow unleashes the void and attacks Vitalis!
◆◆ Yellow Channel Smite vs Vitalis OG; consecration: 1d20 + 19 + 1 ⇒ (3) + 19 + 1 = 23
Damage: 2d8 + 11 ⇒ (1, 1) + 11 = 13 Void Damage; Harming Hands: 5d10 ⇒ (1, 2, 10, 10, 3) = 26
◆ Yellow vs Vitalis OG; 2nd, consecration: 1d20 + 19 - 5 + 1 ⇒ (15) + 19 - 5 + 1 = 30
Damage: 2d8 + 11 ⇒ (5, 4) + 11 = 20
Green ◆◆ casts heal on himself…
Healing: 3d8 + 24 ⇒ (7, 4, 2) + 24 = 37
Then Sustains his spell against Vitalis.
◆ Green spiritual armament vs Vitalis; consecration: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37
Spirit Damage: 2d8 ⇒ (8, 3) = 11
Blue ◆◆◆ casts harm on Vitalis three times!
Vitalis 1: 1d20 + 21 ⇒ (9) + 21 = 30 Success --> Crit Success (Juggernaut)
Void Damage; Harming Hands: 4d10 ⇒ (8, 5, 8, 4) = 25
Vitalis 2: 1d20 + 21 ⇒ (6) + 21 = 27 Failure
Void Damage; Harming Hands: 4d10 ⇒ (1, 10, 1, 3) = 15
Vitalis 3: 1d20 + 21 ⇒ (2) + 21 = 23 Failure
Zella gains 5 temp HP, but also loses an action (specifically the action from haste) due to being stunned from the poison.
Zella glares back at Edrakk, but doesn’t say a word, for she knows she has a much more important task. She ◆ Casts a Spell…
…and the blades on her scarf start to frost with icicles.
She turns her attention once more towards Vitalis as she otherwise-wordlessly utters an incantation that causes the blades on her scarf to turn pitch-black—a spell that Jisara is all too familiar with: disintegrate!
◆◆ Zella Spellstrike vs Vitalis OG: 1d20 + 22 ⇒ (1) + 22 = 23 Well, that is NOT a good thing to see after using a rank 6 spell XD
Damage: 2d6 + 12 ⇒ (1, 4) + 12 = 17 Cold Damage: 1d6 ⇒ 6 plus 2 force damage
hypothetical Vitalis basic Fort: 1d20 + 21 ⇒ (16) + 21 = 37 Well, wouldn’t have done much anyways.
4 spirit damage, plus weakness (Zella takes half and Green takes the remainder)
DC 15 flat: 1d20 ⇒ 1
Orange Bleed (because I forgot): 1d6 ⇒ 5
DC 15 flat: 1d20 ⇒ 1
Poison Damage: 5d8 ⇒ (3, 2, 2, 7, 5) = 19 Again, she only takes half that damage, but takes all the other penalties.
At the start of Vitalis’s turn: he regains 12 HP.
What Fate Has in Store
Round 3 —> 4
==============
Jisara (-13)
Thatch (-6)
Orange (-91) {1d6 persistent bleed; Whirling scarves: Round 2 of 10}
Yellow {Whirling scarves: Round 2 of 10}
Green (-26)
Blue (-59)
Zella Zidlii (-55) {stunned 1; 4 persistent spirit; fatigued; Arcane Cascade (force; 5 temp HP each turn); Hasted: Round 2 of 10; runic impression (frost): Round 0 of 10; Clubhead Poison DC 32: Stage 3: off-guard & no reactions}
Edrakk (-13)
Vitalis (-146) {Fast Healing 12: Round 1 of 4}
Chance (-3)
==============

Vitalis Tanessen |

"Okay. All your stings are starting to hurt now. I've had enough!"
Vitalis turns back to the cultist (blue) and chops him down.
Blade of Justice: 1d20 + 23 ⇒ (15) + 23 = 38
Spirit Damage: 5d10 + 2d4 + 7 ⇒ (5, 9, 7, 9, 1) + (2, 2) + 7 = 42Sonic: 1d6 ⇒ 5Plus 4 persistent spirit damage
Halberd: 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 3d10 + 7 ⇒ (3, 10, 8) + 7 = 28Spirit: 2d4 ⇒ (2, 3) = 5Sonic: 1d6 ⇒ 5
If blue dies before Vitalis' second hit, next hit towards Zella instead.
◆◆Blade of Justice (Blue)
◆Strike (Blue)

Edrakk Chrysanthemum |

Edrakk swings at Zella again with a knife before running to heal Vitalis and throwing a bomb of yellow poison at the one attacking Chance.
◆ Throwing Knife, Blisterwort, Pinpoint Poisoner, Courageous Anthem: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31, 2d4 + 1 + 1 ⇒ (4, 1) + 1 + 1 = 7+1d6 ⇒ 4+Blisterwort, DC 31
◆ Doctor's Visitation, Vitalis, DC 30: 1d20 + 22 ⇒ (17) + 22 = 39, 2d8 + 40 ⇒ (8, 2) + 40 = 50
◆ Blight Bomb, Courageous Anthem, Orange: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31, 3d6 + 3 ⇒ (1, 5, 5) + 3 = 14+3d4 persistent poison

“Chance” Ravennablitz |

“I’ll get to you in a moment!”
Chance continues to sing and concentrates on sending the invisible spectre through Zella before spinning around and stabbing at Orange with Reprisal.
◆: Cast a composition spell, Courageous Anthem
◆: Sustain a spell, Pernicious Poltergeist (Deathly Assault)
Void damage vs Zella (DC 31 basic Fortitude save): 4d10 ⇒ (10, 6, 10, 10) = 36
◆: Reprisal vs. Orange, courageous anthem: 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 262d6 - 1 + 1 + 2d4 ⇒ (2, 1) - 1 + 1 + (4, 2) = 9
Hero point reroll for attack
Reprisal vs. Orange, courageous anthem: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41
↻: Fortuitous Shift (if triggered)

“Chance” Ravennablitz |

Deadly d8, just in case: 1d8 ⇒ 6

Tusk the Half-Bot |

Jisara sustains her curse on Zella, then casts Needle Darts to throw slivers from her silver knife at Zella.
◆: Sustain a hex, Curse of Death
◆◆: Cast a spell, Needle Darts (6th rank, silver)
Spell attack, courageous anthem, piercing damage, silver: 1d20 + 21 + 1 ⇒ (7) + 21 + 1 = 298d4 + 1 ⇒ (4, 2, 1, 4, 4, 4, 3, 3) + 1 = 26
↻: Blood Vendetta (if triggered & appropriate)