GM Xavier Kahlvet's Hell's Rebels 2e

Game Master KingTreyIII

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


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Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None

Edrakk grumbles, moving away and patching himself together some more, and hands Vitalis an elixir.

Doctor's Visitation, Self: 1d20 + 22 ⇒ (5) + 22 = 27, 2d8 + 40 ⇒ (8, 4) + 40 = 52
◆ Handing Vitalis Elixir of Life, Moderate
Hero Point: 1d20 + 22 ⇒ (16) + 22 = 38


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

Edrakk patches himself up then pulls out an elixir. I’m pretty sure Edrakk didn’t already have an elixir in hand, so I’m treating that action as pulling out an elixir (which he can then administer to Vitalis as an action, rather than just needing to hand it to him).

Void Damage: 6d8 ⇒ (8, 3, 8, 7, 6, 1) = 33
DC 15 flat: 1d20 ⇒ 6

Jisara retches successfully then sends electricity at Aluceda and Yellow!

Basic Reflex:
Aluceda: 1d20 + 19 ⇒ (3) + 19 = 22
Yellow: 1d20 + 20 ⇒ (12) + 20 = 32

Vitalis Escapes then attacks Orange before moving away. The attack missed.

The Monkey-Tiger-Snake attacks Chance!

◆ Monkey-Tiger-Snake jaws vs Chance: 1d20 + 24 ⇒ (19) + 24 = 43
Damage (doubled from crit): 3d10 + 7 ⇒ (3, 1, 8) + 7 = 19

The Monkey-Tiger-Snake then Feeds. Chance takes 10 damage and it heals that much.

It then whips around to bite at the gnome with its snake tail.

◆ Monkey-Tiger-Snake tail vs Chance; 2nd, agile: 1d20 + 24 - 4 ⇒ (10) + 24 - 4 = 30
Damage: 3d4 + 7 ⇒ (4, 4, 3) + 7 = 18 Poison Damage: 2d4 ⇒ (2, 3) = 5

Force Damage: 4d4 + 4 ⇒ (2, 3, 2, 2) + 4 = 13 Resisted some of that.
DC 15 flat: 1d20 ⇒ 10

Sanguine Servitors
Round 8
==============
Monkey-Tiger-Snake <Black> (-189 from “6” attacks [before resistances]) {4d4+4 persistent force; off-guard & distracted: Round 5 of 10}
Chance (-93) {drained 1; death ward}
Écorché <Orange> (-74)
Écorché <Yellow> (-86)
Aluceda Zohl <White> (-167)
Edrakk (-39) {6d8 persistent void; drained 1}
Jisara (-50) {bloody handprint; sickened 1; drained 1}
Thatch (-60) {drained 1}
Vitalis (-149) {Fast Healing 12: Round 2 of 4; +2 status vs mental; drained 1; sickened 2; bloody handprint}
==============


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

GM Screen:
8d6 ⇒ (2, 1, 2, 3, 1, 2, 1, 6) = 18

Botting Chance: Chance Steps back and casts phantom orchestra!

Basic Fort:
Sonic Damage: 8d6 ⇒ (1, 3, 5, 3, 6, 5, 1, 6) = 30
Monkey-Tiger-Snake: 1d20 + 21 ⇒ (5) + 21 = 26
Orange: 1d20 + 19 ⇒ (12) + 19 = 31
Yellow: 1d20 + 19 ⇒ (2) + 19 = 21

Fort vs Stagnate Time:
Orange: 1d20 + 19 ⇒ (20) + 19 = 39
Yellow: 1d20 + 19 ⇒ (8) + 19 = 27

Yellow loses an action.

Orange Strides forward and attacks Chance!

◆ Orange fist vs Chance: 1d20 + 20 ⇒ (15) + 20 = 35
Damage: 2d8 + 10 ⇒ (4, 7) + 10 = 21

↻ Unexpected Shift | DC 11 flat: 1d20 ⇒ 2

◆ Orange Grab vs Chance Fort DC w/drained 1: 1d20 + 19 ⇒ (19) + 19 = 38

Yellow then Strides forward and attacks Chance!

◆ Yellow fist vs Chance OG: 1d20 + 20 ⇒ (9) + 20 = 29
Damage: 2d8 + 10 ⇒ (2, 2) + 10 = 14

Vitalis then uses Liberating Step. Which prevents all of that damage (stopping Chance from going unconscious) and gives Chance a free attempt to Escape.

Chance Escape: 1d20 + 20 ⇒ (8) + 20 = 28 Failure

Aluceda heals 10 HP from fast healing.

Aluceda ◆◆◆ Casts a Spell as a wave of void energy engulfs everyone except Thatch! Harm

Basic Fort; drained 1:
Void Damage/Healing: 6d8 ⇒ (3, 8, 8, 2, 2, 8) = 31
Chance: 1d20 + 20 - 1 ⇒ (20) + 20 - 1 = 39 Success --> Crit Success (Nat 20)
Edrakk: 1d20 + 20 - 1 ⇒ (9) + 20 - 1 = 28 Failure
Jisara: 1d20 + 20 - 1 ⇒ (3) + 20 - 1 = 22 Critical Failure
Vitalis: 1d20 + 21 - 1 ⇒ (5) + 21 - 1 = 25 Failure

Gonna make the executive decision that Vitalis and Jisara reroll those in order to prevent being unconscious/close to unconscious, respectively.

Rerolls:
Jisara: 1d20 + 20 - 1 ⇒ (2) + 20 - 1 = 21 Critical Failure
Vitalis: 1d20 + 21 - 1 ⇒ (17) + 21 - 1 = 37 Success --> Crit Success (Juggernaut)

Tangent:
And I’m gonna start implementing a new philosophy with Hero Points of “if your reroll changes very little, I give the spent Hero Point right back to you.” Thus, Jisara still has a Hero Point.

At the start of his turn, Vitalis heals 12 HP, which is the last of the healing from life boost, so I’m removing it from the initiative card (despite it still having a fraction of a round of duration left).

I would also like to remind the party of a rule I just remembered: sickened creatures cannot willingly ingest anything

Sanguine Servitors
Round 8
==============
Monkey-Tiger-Snake <Black> (-188 from “6” attacks [before resistances]) {4d4+4 persistent force; off-guard & distracted: Round 5 of 10}
Chance (-114) {grabbed; drained 1; death ward}
Écorché <Orange> (-58)
Écorché <Yellow> (-85)
Aluceda Zohl <White> (-126)
Edrakk (-70) {6d8 persistent void; drained 1}
Jisara (-111) {bloody handprint; sickened 1; drained 1}
Thatch (-60) {drained 1}
Vitalis (-137) {+2 status vs mental; drained 1; sickened 2; bloody handprint}

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


LG Human Champion 13 |99/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 36 | Fort +23 (Sacred Body), Ref +16 (+19 vs. Damage), Will +21 (Divine Will) | Perc +18 | Focus: 0/1 | Hero Pts 1/3 |

Retch, drained 1, sickened 2: 1d20 + 22 - 3 ⇒ (3) + 22 - 3 = 22 Probably not

Blade of Justice, sickened 2: 1d20 + 23 - 2 ⇒ (15) + 23 - 2 = 36
Damage: 5d10 + 7 ⇒ (3, 6, 8, 8, 4) + 7 = 36Spirit: 2d4 ⇒ (2, 2) = 4Sonic: 1d6 ⇒ 1 Plus 4 Persistent Spirit
Flat DC 5: 1d20 ⇒ 7

The situation is not looking good. Vitalis tries to recover from some of his sickness but his head is still spinning. He recovers enough to see that the vampire is within his weapon's reach and takes a powerful swipe at her.

"Gahhhh!"

◆Retch
◆◆Blade of Justice (Aluceda)


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

Jisara rushes through the area of slowed time once again, passing the vampire just before turning to blast the space behind her with frigid winds.

Cold, DC 30 basic Refle: 10d6 ⇒ (4, 3, 5, 1, 1, 1, 4, 2, 5, 2) = 28

Stride, then cast howling blizzard to the north.


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None

Edrakk administers a healing elixir to Vitalis before running between Chance and Jisara to keep them standing.

Elixir of Life, Vitalis: 5d6 + 12 ⇒ (4, 2, 5, 1, 4) + 12 = 28
Doctor's Visitation, Chance: 1d20 + 22 ⇒ (6) + 22 = 28, 2d8 + 40 ⇒ (6, 4) + 40 = 50
Doctor's Visitation, Jisara: 1d20 + 22 ⇒ (20) + 22 = 42, 4d8 + 40 ⇒ (7, 7, 6, 5) + 40 = 65
Hero Point Reroll: 1d20 + 22 ⇒ (7) + 22 = 29


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

Okay, since Edrakk intended to give Vitalis the elixir, I’m gonna say Edrakk Delays until after Vitalis (to give Vitalis the chance to potentially get rid of the sickened that’s preventing him from taking the elixir), which means he takes his persistent damage NOW.

Void Damage: 6d8 ⇒ (5, 7, 2, 1, 7, 7) = 29
DC 15 flat: 1d20 ⇒ 20

Jisara could not really get there in a normal Stride; she’d either have to Tumble Through Aluceda’s space, or use time jump to go the long way around. Just for the sake of not potentially invalidating Jisara’s turn, I’m gonna say she instead used the time jump to get there.

I also placed down a 60-foot cone, since the area is difficult terrain until the start of Jisara’s next turn.

Jisara jumps through time and sends a blizzard at her enemies!

Basic Reflex:
Aluceda: 1d20 + 19 ⇒ (8) + 19 = 27
Monkey-Tiger-Snake: 1d20 + 24 ⇒ (9) + 24 = 33
Yellow: 1d20 + 20 ⇒ (18) + 20 = 38

Vitalis retches FYI, the drained and sickened penalties do not stack then attacks Aluceda! And when he does, the woman vanishes in a puff of smoke!

I’m gonna be modifying Edrakk’s turn a bit, since he couldn’t give Vitalis the elixir and couldn’t do Doctor’s Visitation twice.

Edrakk uses Battle Medicine on Jisara using the nat 20 roll, since that was intended toward Jisara, then does a Doctor’s Visitation to Chance Failing both rolls (so he keeps the Hero Point due to my new Hero Point paradigm) and moving one square to the west, and gives Chance the elixir in his hand to prevent him from going down.

The Monkey-Tiger-Snake bites at Chance!

◆ Monkey-Tiger-Snake jaws vs Chance OG w/lesser cover: 1d20 + 24 ⇒ (14) + 24 = 38 Not a crit due to lesser cover
Damage: 3d10 + 7 ⇒ (4, 10, 3) + 7 = 24

The Monkey-Tiger-Snake then Feeds. Chance takes 10 damage and it heals the same amount. Chance is only conscious thanks to the elixir.

The Monkey-Tiger-Snake then becomes foggy once more. It entered its Cloud Form, meaning it’s now concealed against everyone.

Force Damage: 4d4 + 4 ⇒ (3, 3, 3, 4) + 4 = 17 Resisted some of that damage
DC 15 flat: 1d20 ⇒ 13

Sanguine Servitors
Round 9
==============
Monkey-Tiger-Snake <Black> (-209 from “7” attacks [before resistances]) {concealed; 4d4+4 persistent force; off-guard & distracted: Round 6 of 10}
Chance (-120) {grabbed; drained 1; death ward}
Écorché <Orange> (-58)
Écorché <Yellow> (-99)
Jisara (-46) {bloody handprint; sickened 1; drained 1}
Thatch (-60) {drained 1}
Vitalis (-137) {+2 status vs mental; drained 1; sickened 2; bloody handprint}
Edrakk (-99) {drained 1}
==============


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Chance … gurgles. He coughs and manages a few words to call on occult powers.

◆◆: Cast a spell, Translocate
Flat check (Grabbed, DC 5): 1d20 ⇒ 9

Chance disappears and reappears between Vitalis and Edrakk, then takes a moment to sustain the phantom orchestra.

◆: Sustain a spell, Phantom Orchestra
↻: Fortuitous Shift (if triggered)

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


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

GM Screen:
1d20 ⇒ 20

Chance teleports and sends his orchestra at the enemies again.

Basic Fort:
Sonic Damage: 8d6 ⇒ (1, 6, 6, 1, 1, 3, 2, 4) = 24
Monkey-Tiger-Snake: 1d20 + 21 ⇒ (8) + 21 = 29
Orange: 1d20 + 19 ⇒ (6) + 19 = 25
Yellow: 1d20 + 19 ⇒ (15) + 19 = 34

Orange Steps forward and attacks Edrakk!

◆ Orange fist vs Edrakk: 1d20 + 20 ⇒ (3) + 20 = 23
Damage: 2d8 + 10 ⇒ (1, 5) + 10 = 16

◆ Orange fist vs Edrakk; 2nd, agile: 1d20 + 20 - 4 ⇒ (10) + 20 - 4 = 26
Damage: 2d8 + 10 ⇒ (1, 2) + 10 = 13

Yellow Strides through the blizzard created by Jisara, seemingly unaffected by the difficult terrain it created. It then attacks Chance!

◆ Yellow fist vs Chance: 1d20 + 20 ⇒ (7) + 20 = 27
Damage: 2d8 + 10 ⇒ (8, 2) + 10 = 20

◆ Yellow fist vs Chance; 2nd, agile: 1d20 + 20 - 4 ⇒ (20) + 20 - 4 = 36
Damage (doubled from crit): 2d8 + 10 ⇒ (1, 8) + 10 = 19

And Vitalis intercepts at the last second to try to save Chance! The resistance won’t prevent Chance from going unconscious, but I’ll just say for the sake of simplicity that his initiative “moves” to right before both Orange and Yellow (which is where it was anyway).

↻ Vitalis Retributive Strike vs Yellow w/lesser cover; sickened 2: 1d20 + 23 - 2 ⇒ (13) + 23 - 2 = 34
Damage: 3d10 + 7 ⇒ (9, 4, 7) + 7 = 27 Spirit Damage; vs unholy: 2d4 ⇒ (1, 3) = 4 Sonic Damage: 1d6 ⇒ 5 plus 4 persistent spirit (plus its weakness to slashing)
DC 5 flat: 1d20 ⇒ 8

4 spirit damage
DC 15 flat: 1d20 ⇒ 7

The difficult terrain from Jisara's howling blizzard is then over.

Sanguine Servitors
Round 9
==============
Monkey-Tiger-Snake <Black> (-233 from “7” attacks [before resistances]) {concealed; 4d4+4 persistent force; off-guard & distracted: Round 6 of 10}
Chance (-128) {unconscious; prone; dying 2; drained 1; death ward}
Écorché <Orange> (-82)
Écorché <Yellow> (-156) {4 persistent spirit}
Jisara (-46) {bloody handprint; sickened 1; drained 1}
Thatch (-60) {drained 1}
Vitalis (-137) {+2 status vs mental; drained 1; sickened 2; bloody handprint}
Edrakk (-99) {drained 1}

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


LG Human Champion 13 |99/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 36 | Fort +23 (Sacred Body), Ref +16 (+19 vs. Damage), Will +21 (Divine Will) | Perc +18 | Focus: 0/1 | Hero Pts 1/3 |

Retch, sickened 2: 1d20 + 22 - 2 ⇒ (7) + 22 - 2 = 27

Halberd, sickened 2: 1d20 + 23 - 2 ⇒ (19) + 23 - 2 = 40 Orange
Damage: 3d10 + 7 ⇒ (2, 1, 1) + 7 = 11Spirit: 2d4 ⇒ (1, 3) = 4Sonic: 1d6 ⇒ 6
Flat DC 5: 1d20 ⇒ 7

If that's a critical, push orange back north.

Lay on Hands, Chance for 42 hp, +2 AC (1 rd)

Vitalis tries to retch again. Then he shouts, "Duck!" and swings his halberd over Edrakk's head and into the ecorche to his left (orange). Finally, he bends down and expends his last lay on hands to restore Chance.

◆Retch
◆Strike (orange)
◆Lay on Hands (Chance)


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None

Edrakk stabs at the nearest creature before turning to give Vitalis an elixir.

Throwing Knife, Orange: 1d20 + 22 ⇒ (13) + 22 = 35, 2d4 + 1 ⇒ (4, 2) + 1 = 7, Acid: 1d6 ⇒ 6
◆◆ Draw/Give Vitalis Elixir of Life


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

Jisara gives Edrakk a grateful nod, before paying it forward herself and granting Chance some of her own healing magic. She follows it up with a slashing motion, drawing a jolt of electricity between the two closest monsters.

Electric Arc vs Yellow and Orange, DC 30 basic Reflex: 7d4 ⇒ (2, 4, 1, 4, 4, 3, 1) = 19

◆ Cast life boost on Chance
◆◆ Cast electric arc


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

Jisara begins healing Chance then sends electricity at two of the undead.

Basic Reflex:
Orange: 1d20 + 20 ⇒ (16) + 20 = 36
Yellow: 1d20 + 20 ⇒ (1) + 20 = 21

That gets rid of Yellow.

Vitalis retches, getting rid of his nausea regular success, which turns to a crit success thanks to Juggernaut. He then heals Chance and slices into Orange! Crit (with weakness), but doesn’t down Orange.

Edrakk stabs Orange then gives Vitalis an elixir.

Healing: 5d6 + 12 ⇒ (3, 4, 3, 1, 2) + 12 = 25

The Monkey-Tiger-Snake Flies over, Dismisses its Cloud Form, and bites at Jisara!

◆ Monkey-Tiger-Snake jaws vs Jisara w/sickened 1: 1d20 + 24 ⇒ (3) + 24 = 27
Damage: 3d10 + 7 ⇒ (5, 8, 3) + 7 = 23

Force Damage: 4d4 + 4 ⇒ (4, 2, 3, 3) + 4 = 16 Resists some of that.
DC 15 flat: 1d20 ⇒ 19

EDIT: Just remembered that Vitalis would still need to make a flat check to target Chance with the lay on hands.

DC 5 flat: 1d20 ⇒ 9

Screw it. We’ve been doing this combat for over a month and we’re all tired of this really sloggy combat. I’m botting people since these guys are so low on health.

GM Screen:
2d20 ⇒ (1, 5) = 6

Chance Sustains the phantom orchestra on top of the Monkey-Tiger-Snake.

Sonic Damage: 8d6 ⇒ (4, 2, 3, 4, 6, 4, 5, 6) = 34
Monkey-Tiger-Snake basic Fort: 1d20 + 21 ⇒ (3) + 21 = 24

Then sends a telekinetic projectile at Orange.

Chance vs Orange; prone: 1d20 + 21 - 2 ⇒ (11) + 21 - 2 = 30
Slashing Damage: 7d6 ⇒ (5, 1, 3, 5, 5, 5, 3) = 27

And the weakness downs Orange.

GM Screen:
1d6 ⇒ 3

Jisara vs Wand: 1d20 + 25 ⇒ (11) + 25 = 36
Jisara vs armor: 1d20 + 25 ⇒ (8) + 25 = 33
Vitalis vs modification: 1d20 + 15 ⇒ (14) + 15 = 29

8 IPP

KLOOONG

KLOOONG

KLOOONG

The Devil’s Bells once more ring out.

The PCs get ready to make an exit from the temple for the day after that brutal combat (especially once Jisara mentions that Aluceda cast sending mid-combat), only to remember that some of what they were fighting were vampires.

The Monkey-Tiger-Snake didn’t dissipate into mist to return to its coffin, so that means that it was likely a lesser vampire that couldn’t retreat upon being knocked unconscious. Thus, a wooden stake, some holy water, and a decapitation is enough to ensure the creature does not return.

The same cannot be said of Mistress Aluceda Zohl, as her body DEFINITELY turned into mist. However, following the aftermath of that combat, the PCs watch as the mist that Aluceda turns into moves toward the blood pool and disappears when it reaches the central pillar.

A search of this central pillar eventually finds a secret compartment. When the PCs open it, they come face-to-face with a naked, hairless, desiccated corpse—the corpse’s pointed ears giving away its true nature as the slowly-rebuilding body of the vampire Aluceda Zohl. Though, the PCs do find it quite odd that, of all the places for the high priestess of Zon-Kuthon to keep her coffin, it was in the Temple of Asmodeus rather than her own temple of Shadowsquare.

The second unusual thing that the PCs note is that Aluceda’s body is very…unlike a Kuthite; she has very few scars and almost zero body modifications like piercings. There is one exception, however:

Trigger Warning: Details of body modification:
Aluceda’s left breast has numerous small ring piercings around it, and a thin wire has been used to connect these ring piercings while also being thread up-and-down through the Kuthite’s flesh. The wire and rings all connect into the shape of a Valentine’s Day heart. These small ring piercings are then further connected with wire that goes inward toward her nipple, creating this unique spiderweb-like design as the wire connects to one final ring that is around her nipple and “locked” in place by a stud piercing through her nipple.

Non-Triggering explanation:
Aluceda has a set of body modifications on her left breast that, combined with a threaded wire, makes a Valentine’s Day heart around a nipple piercing.

Vitalis, as a member of the Shelynite church, recognizes this strange body modification after a bit of thought: it’s an artistic way to emphasize the nipple piercing, which is a token received as part of a heartbond ritual. This throws all of the PCs for a loop, as none of them were aware of even a rumor that Aluceda Zohl was married.

Regardless, the PCs know they are short on time, and so use holy water and decapitation to ensure that Aluceda Zohl will not return, and then they make an exit from the temple to regroup and rest. And it is at THIS point that y’all take the time to identify loot.

Loot:
In the pile of gear that was Aluceda Zohl prior to turning into mist is a set of +1 resilient studded leather and a wand of 6th-rank enervation

Inventory Updated

And I will post again later, because I have to go do something for the next couple of hours.


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

Sunday 20 Pharast, 4716

*

20 Pharast Reprisals:
Authority: 1d6 ⇒ 3 13 Authority, so 1 Reprisal

1d100 ⇒ 23 Counterstrike No Reprisal (too little Authority)
Authority LOSS: 1d6 ⇒ 5

”Thrune is holing himself up so deeply into the temple that he can’t afford to send any more troops outside.”

*

GM Screen:
1d20 ⇒ 2

The PCs make their way back to where they were in the temple; they cannot afford to take many breaks, as the mephisto manifestation—the ritual used for Barzillai to redeem his wish—will have its casting time complete in 4 days’ time. And in 3 days, the duration of the Song of Silver expires.

The room to the east

This chamber seems to be both a vile chapel and a torture chamber. Tables for the torment and desecration of bodies sit in the middle of the room, their tops strewn with sinister tools. Barrels filled with noxious, damp earth sit against the walls. To the south stands a looming statue of Zon-Kuthon.

The various vivisection tools are worth 300 gp, save for a single knife, which is instead a +1 striking keen corset knife Inventory Updated

To the east

This large room contains several long worktables for the construction of coffins or the preparation of the dead for burial. A line of shelves to the southeast holds all manner of supplies and tools for these tasks, while to the northeast, an alcove contains dozens of empty urns for ashes. The center of the room features a circular, forge-like oven large enough to accommodate something the size of a coffin.

In this room are two simply-dressed, Nidalese the ethnicity humans. However, the PCs notice that these two men have had their lips stitched closed with wire. As soon as they notice the PCs, the two men cease their work (apparently making coffins) and attack!

Initiative:
Chance: 1d20 + 19 ⇒ (19) + 19 = 38
Edrakk: 1d20 + 18 ⇒ (3) + 18 = 21
Jisara Stealth: 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 40
Vitalis: 1d20 + 16 ⇒ (5) + 16 = 21

Monks: 1d20 + 19 ⇒ (12) + 19 = 31

Silent but Deadly
Round 1
==============
Jisara
Thatch
Chance

Monk <Red>
Monk <Yellow>
Edrakk/Vitalis
==============


LG Human Champion 13 |99/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 36 | Fort +23 (Sacred Body), Ref +16 (+19 vs. Damage), Will +21 (Divine Will) | Perc +18 | Focus: 0/1 | Hero Pts 1/3 |
GM Xavier wrote:
Vitalis, as a member of the Shelynite church, recognizes this strange body modification after a bit of thought: it’s an artistic way to emphasize the nipple piercing, which is a token received as part of a heartbond ritual.

"That's...interesting. But more disconcerting, if that is a heartbond ritual, whoever she was bonded with will probably be aware that we've killed her and I'm sure won't be happy about it."

GM Xavier wrote:
The PCs make their way back to where they were in the temple; they cannot afford to take many breaks, as the mephisto manifestation—the ritual used for Barzillai to redeem his wish—will have its casting time complete in 4 days’ time. And in 3 days, the duration of the Song of Silver expires.

"Thank Asmodeus that his ritual takes such a long time. There was no way I could have continued any further after that last fight."

Then Vitalis says a prayer to Shelyn to ward off any bad karma for saying something positive about Asmodeus.

GM Xavier wrote:
This large room contains several long worktables for the construction of coffins or the preparation of the dead for burial.

"More vampires? Hopefully if Aluceda was planning on creating a bunch of spawn, we stopped her before she got too far."

GM Xavier wrote:
However, the PCs notice that these two men have had their lips stitched closed with wire.

Vitalis frowns. Kuthites can be difficult to understand. "If you are enslaved, surrender and we will let you live. If you take up arms against us, we will show you no mercy."

I guess I can use Battle Cry to demoralize the Red one.

Intimidate: 1d20 + 23 ⇒ (11) + 23 = 34


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

Jisara repositions to get a clear view of who Vitalis is speaking to. She blinks once in mild surprise, and then throws an orb of freezing energy at the closer man.

Frostbite vs Red, DC 31 basic Fort: 7d4 ⇒ (2, 2, 3, 3, 4, 4, 2) = 20 Weakness 6 to bludgeoning on a crit failure


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Re: Aluceda’s heartbond
“It’s kind of encouraging, don’t you think? Even the most horrifying undead monster can find true love. I’d pay to see that opera!”

Re: vampire spawn
“Do you think they’re making more vampires the old fashioned way, like biting them on the neck, or making more vampires, like however they put together that chimera?”

Re: The Present Circumstances
Who sews their lips shut, and why? Chance wonders about their latest adversaries and moves into the room, singing an inspirational song.
◆: Recall Knowledge for what these lip-stitched Kuthites are and do. Question: special attacks (if any), otherwise resistances/immunities.
◇: Cast a spell, Loremaster’s Etude
◆: Stride
◆: Cast a spell, Courageous Anthem

↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 15


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

Jisara repositions and sends cold at one of them.

Red Fort: 1d20 + 24 ⇒ (7) + 24 = 31

Chance moves in and begins singing.

GM Screen:
3d20 ⇒ (20, 9, 9) = 38

Chance:
Bardic Lore: These are Silent Shroud—a monastic order dedicated to Zon-Kuthon that keeps the order in the Nidalese city of Nisroch. They have been trained since birth in the Kuthite ways and are uncaring wardens of law and order. They wield powerful Qi stances that allow them to manipulate elements with their attacks. They have endured psychological conditioning and trauma that any attempt to damage their mind would be futile Translation: resistant to mental damage.

Both of the monks silently Cast a Spell as they each enter a different stance…

1d2 ⇒ 2

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

Suddenly, each of the monks has a special effect around them: Yellow’s fists become surrounded in churning whirlwinds, while Red’s shadow grows shadowy tendrils!

Red Strides with incredible speed, as the shadow tendrils suddenly lash out at Chance from a distance! ◆ Flurry of Maneuvers

Red Grapple vs Chance Fort DC; clinging shadows stance: 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36
Damage; Enforcer: 4 + 1d10 ⇒ 4 + (3) = 7 I’m gonna assume you DON’T use Unexpected Shift for that one.

Red shadow grasp vs Chance OG; 2nd, agile: 1d20 + 21 - 4 ⇒ (8) + 21 - 4 = 25
Void Damage; Enforcer: 2d4 + 12 + 1d10 ⇒ (4, 4) + 12 + (8) = 28

Yellow then enters a tight stance and unleashes a single, rapid punch that hits the air so hard that a violent gust of wind flies straight towards Vitalis!

◆◆ Yellow wind crash vs Vitalis: 1d20 + 21 ⇒ (5) + 21 = 26
Damage; One-Inch Punch, Enforcer: 2d6 + 8 + 2d6 + 1d10 ⇒ (3, 4) + 8 + (3, 1) + (6) = 25

Silent but Deadly
Round 1 —> 2
==============
Jisara
Thatch
Chance (-7) {grabbed}

Monk <Red> (-10)
Monk <Yellow>
Edrakk/Vitalis
==============


LG Human Champion 13 |99/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 36 | Fort +23 (Sacred Body), Ref +16 (+19 vs. Damage), Will +21 (Divine Will) | Perc +18 | Focus: 0/1 | Hero Pts 1/3 |

Vitalis is taken aback by the unexpected ranged attack. "So you choose violence. I'm not surprised but I am disappointed."

Vitalis moves towards the wind monk (yellow) to retaliate.

Halberd, courageous anthem: 1d20 + 23 + 1 ⇒ (1) + 23 + 1 = 25
Damage: 3d10 + 7 + 1 ⇒ (1, 8, 10) + 7 + 1 = 27Spirit: 2d4 ⇒ (1, 2) = 3Sonic: 1d6 ⇒ 5

Halberd, courageous anthem: 1d20 + 18 + 1 ⇒ (6) + 18 + 1 = 25
Damage: 3d10 + 7 + 1 ⇒ (7, 3, 3) + 7 + 1 = 21Spirit: 2d4 ⇒ (3, 4) = 7Sonic: 1d6 ⇒ 4

◆Stride
◆Strike (yellow)
◆Strike (yellow)


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None

If no one else is taking it, Edrakk will take the corset knife.

As last time, everyone gets a Bravo's Brew, Vitalis gets a Fury Cocktail, Moderate, Wyrmhide

Edrakk adjusts his harness, runs in, and throws a poisoned knife at one of the monks.

◆ Vaultbreaker's Harness
◆ Stride
Throwing Knife, Bandolier, Leadenleg: 1d20 + 22 + 1 ⇒ (16) + 22 + 1 = 39, 2d4 + 1 + 1 ⇒ (3, 4) + 1 + 1 = 9, Acid: 1d6 ⇒ 5 + Leadenleg, DC 31


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Chance continues his inspiring song (which I now have inspiration for) before trying to escape the creepy monk's grabby shadow hands:

"We didn't sneak in here to suffer,
We didn't break in here to complain,
We came here to shut down Thrune's ritual,
Let's put these goons down and cause Barzy some pain!
Let my body go go go,
Let my body gooooo!"

◆: Cast a spell, courageous anthem

◆: Escape, Unarmed attack, +1 status bonus from courageous anthem: 1d20 + 20 + 1 ⇒ (8) + 20 + 1 = 29

Drat! Well, this is unlikely to succeed.

◆: Escape, Unarmed attack, +1 status bonus from courageous anthem: 1d20 + 20 + 1 - 5 ⇒ (3) + 20 + 1 - 5 = 19

Question (I doubt it will matter but I'm typing this without seeing the result of the second attempt): an unarmed attack with a fist has the Agile weapon trait, would an attempt to Escape? If so, please add 1 to the result of Chance's second attempt.

↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 3


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

I’m just gonna give everyone a Hero Point again because I’m so bad at giving them out on a consistent basis.

Vitalis charges in and attacks Yellow. Forgot to mention: these guys are NOT unholy, so you only do 1d4 spirit damage instead of 2d4. Didn’t matter here since both of those missed.

Edrakk moves forward and throws a knife at one of the monks. I’m assuming Red, since he doesn’t have cover against you. That is also a crit (not wearing armor, so the corrosive rune doesn’t do anything extra).

Red Fort: 1d20 + 24 ⇒ (8) + 24 = 32

Botting Jisara: Jisara moves into the room and casts curse of death on Yellow!

Yellow Fort: 1d20 + 24 ⇒ (11) + 24 = 35

Void Damage: 5d6 ⇒ (6, 1, 4, 1, 1) = 13

Thatch then moves over toward Red and can provide flanking this round.

Chance sings and tries (and fails) to escape.

Tangent:
“Chance” Ravennablitz wrote:
Question (I doubt it will matter but I'm typing this without seeing the result of the second attempt): an unarmed attack with a fist has the Agile weapon trait, would an attempt to Escape? If so, please add 1 to the result of Chance's second attempt.

Unclear. Athletics specifically allows it (see the very last paragraph of this page) implies that that is the RAI, especially since Escape can SOMETIMES be an Athletics check. For now I’m gonna go with “if you have a free hand, then Escape is agile, otherwise it isn’t.”

Red winds up one of his shadow tendrils to attack Chance!

◆◆ Red shadow grasp vs Chance OG: 1d20 + 21 ⇒ (6) + 21 = 27
Void Damage; One-Inch Punch, Enforcer: 2d4 + 12 + 2d4 + 1d10 ⇒ (4, 3) + 12 + (2, 3) + (8) = 32

He then does a Flurry of Maneuvers.

Red Grapple vs Chance Fort DC; 2nd, agile, clinging shadows stance: 1d20 + 22 - 4 + 2 ⇒ (3) + 22 - 4 + 2 = 23
Damage; Enforcer: 4 + 1d10 ⇒ 4 + (5) = 9

Red Grapple vs Chance Fort DC; 3rd, agile, clinging shadows stance: 1d20 + 22 - 8 + 2 ⇒ (19) + 22 - 8 + 2 = 35
Damage; Enforcer: 4 + 1d10 ⇒ 4 + (7) = 11

Yellow then unleashes a single fast punch that sends a pulse of wind at Vitalis!

◆◆◆ Yellow wind crash vs Vitalis: 1d20 + 21 ⇒ (19) + 21 = 40
Damage; One-Inch-Punch; Enforcer: 2d6 + 8 + 4d6 + 1d10 ⇒ (3, 1) + 8 + (4, 1, 6, 2) + (2) = 27

Assuming Jisara Sustains Curse of Death on her turn:
Yellow Fort; fatigued: 1d20 + 24 - 1 ⇒ (9) + 24 - 1 = 32 No longer affected by curse of death

Silent but Deadly
Round 2 —> 3
==============
Jisara
Thatch
Chance (-18) {grabbed}

Monk <Red> (-38)
Monk <Yellow> (-13) {fatigued}
Vitalis (-23)
Edrakk

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


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None

Edrakk hurls a knife and a small vial of acid at the monk grappling Chance.

Throwing Knife, Bandolier, Red: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34, 2d4 + 1 + 1 ⇒ (1, 2) + 1 + 1 = 5, Acid: 1d6 ⇒ 3, Leadenleg, DC 31
◆◆ Acid Flask, Lesser, Red: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27, 1 splash+1d6 persistent acid


LG Human Champion 13 |99/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 36 | Fort +23 (Sacred Body), Ref +16 (+19 vs. Damage), Will +21 (Divine Will) | Perc +18 | Focus: 0/1 | Hero Pts 1/3 |
GM Xavier wrote:
Damage; One-Inch-Punch; Enforcer:

(1 inch punch? More like 10 foot punch. ;-). Btw, would my greater bracers of missile deflection work against any of these ranged wind attacks?)

Blade of Justice, courageous anthem: 1d20 + 23 + 1 ⇒ (19) + 23 + 1 = 43
Spirit: 5d10 + 1d4 + 7 + 1 ⇒ (6, 2, 9, 1, 2) + (3) + 7 + 1 = 31Sonic: 1d6 ⇒ 5 Plus 4 persistent spirit.
If that is a critical hit, it triggers the thundering property and push the enemy straight back NE.

Vitalis steps away from the wind monk to help Chance and strikes at the second blacksmith that has Chance grappled.

◆Step
◆◆Blade of Justice (red)


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

As Thatch's distracting runes begin to fade, Jisara channels her patron's magic again, this time to heal Vitalis's injuries. The familiar moves to keep the monk between him and Vitalis as the runes flare up again, while the witch fires off a blast of silver darts from her outstretched hand.

Needle Darts vs Red: 1d20 + 21 + 1 ⇒ (8) + 21 + 1 = 30
Piercing (Silver): 8d4 + 1 ⇒ (3, 2, 1, 3, 4, 4, 4, 4) + 1 = 26

Jisara
◆ Cast life boost on Vitalis, fast healing 12
◆◆ Cast needle darts vs Red

Thatch
◆ Step


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)
GM Xavier Kahlvet wrote:


“Chance” Ravennablitz wrote:
Question (I doubt it will matter but I’m typing this without seeing the result of the second attempt): an unarmed attack with a fist has the Agile weapon trait, would an attempt to Escape? If so, please add 1 to the result of Chance’s second attempt.
Unclear. Athletics specifically allows it ([see the very last paragraph of this page](https://2e.aonprd.com/Skills.aspx?ID=36)) implies that that is the RAI, especially since Escape can SOMETIMES be an Athletics check. For now I’m gonna go with “if you have a free hand, then Escape is agile, otherwise it isn’t.”

Thanks, this makes sense. I think Chance probably doesn’t have a hand free - the day before he had The Dischordance in one, Reprisal in the other - but that won’t always be the case.

“Let my body go go go!
Dammit, let me gooooo!”

◆: Cast a spell, courageous anthem

◆: Escape, Unarmed attack, +1 status bonus from courageous anthem: 1d20 + 20 + 1 ⇒ (9) + 20 + 1 = 30

Hero Point reroll
◆: Escape, Unarmed attack, +1 status bonus from courageous anthem: 1d20 + 20 + 1 ⇒ (19) + 20 + 1 = 40

Chance (hopefully) breaks free and lunges back to stab at the Kuthonite.
◆: Strike, Reprisal, courageous anthem : 1d20 + 22 + 1 - 5 ⇒ (16) + 22 + 1 - 5 = 342d6 - 1 + 1 + 1d4 ⇒ (5, 3) - 1 + 1 + (1) = 9
↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 12


| Strange Aeons | Hell's Rebels | Prey for Death | ◆◇↻
Vitalis Tanessen wrote:
Btw, would my greater bracers of missile deflection work against any of these ranged wind attacks?

No, because these are unarmed attacks, not weapon attacks.

I’m also gonna adjust Vitalis’s crit spec movement; I know Vitalis said NE, but 1) that puts it on top of Thatch (and I don’t wanna deal with overlapping tokens if I don’t have to), 2) makes me have to deal with the weird “forced movement on a grappling creature” thing, and 3) puts Red even FURTHER away from Chance, which makes the Strike he made on his turn even weirder. I’m gonna make the case that you move Red NW instead of NE for the simple reason of “that causes the fewest retcons.” And yes, I know the grapple technically ends because Red moved, but it was movement not of his own volition, and that still kept Chance within Red’s reach…It’s just an overall messy situation, and I can never remember what my go-to solution is. You just move Red NW, and the overall situation doesn’t change..

Vitalis lunges at Red!

Red Fort vs thundering; don’t roll a nat 1: 1d20 ⇒ 12

Edrakk throws a knife at Red and hits him.

Red Fort: 1d20 + 24 ⇒ (18) + 24 = 42

Then throws a bomb and misses. Still deals splash damage, including to Chance.

Jisara begins healing Vitalis and sends needles at Red. Also adjusting Thatch’s positioning to stay in-line with the flavor of how you were moving him.

Chance breaks free of the Kuthite’s grab and lunges at his attacker! Reminder, though: please check the map before you take your turn, Chance; Red was grabbing you with reach, so the Strike didn’t make sense before I decided to change which direction Vitalis’s crit spec sent him.

Red, while bruised, seems to be as ready to fight as ever—this Kuthite can definitely take a beating. Red then uses his shadow tendrils to unleash a [/ooc] Flurry of Maneuvers

Red Grapple vs Chance Fort DC; clinging shadows stance: 1d20 + 22 + 2 ⇒ (13) + 22 + 2 = 37
Damage; Enforcer: 4 + 1d10 ⇒ 4 + (7) = 11

Vitalis uses his Liberating Step [ooc]reducing the damage to 0 and giving Chance a free Escape attempt.

Chance Escape; courageous anthem: 1d20 + 20 + 1 ⇒ (20) + 20 + 1 = 41

The crit allows Chance to Stride 5 feet, then Vitalis’s Liberating Step also allows Chance to Step afterward. So it happens in quick succession, I’ll ignore the “no ending in an ally’s space” thing and say he Strides into Edrakk’s space (SW), then Steps to the east out of Edrakk’s space.

Red Grapple vs Edrakk Fort DC; 2nd, agile, clinging shadows stance: 1d20 + 22 - 4 + 2 ⇒ (4) + 22 - 4 + 2 = 24
Damage; Enforcer: 4 + 1d10 ⇒ 4 + (10) = 14

Red sends a lash at Edrakk…

◆ Red shadow grasp vs Edrakk; 3rd, agile: 1d20 + 21 - 8 ⇒ (4) + 21 - 8 = 17
Void Damage; Enforcer: 2d4 + 12 + 1d10 ⇒ (2, 1) + 12 + (7) = 22

…then Strides around the strange oven.

Yellow Strides, then Casts a Spell.

GM Screen:
1d20 ⇒ 6

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

The winds surrounding Yellow suddenly become infused with spiritual energy as he swiftly punches the air three times and the wind buffets Vitalis! Flurry of Blows made as part of that spell.

Yellow wind crash vs Vitalis; Qi Strike: 1d20 + 21 + 1 ⇒ (3) + 21 + 1 = 25
Damage; Enforcer: 2d6 + 8 + 1d10 ⇒ (2, 4) + 8 + (1) = 15 Spirit Damage: 1d6 ⇒ 2

Yellow wind crash vs Vitalis; 2nd, agile, Qi Strike: 1d20 + 21 - 4 + 1 ⇒ (10) + 21 - 4 + 1 = 28
Damage; Enforcer: 2d6 + 8 + 1d10 ⇒ (6, 1) + 8 + (9) = 24 Spirit Damage: 1d6 ⇒ 2

◆ Yellow wind crash vs Vitalis; 3rd, agile: 1d20 + 21 - 8 ⇒ (20) + 21 - 8 = 33
Damage (doubled from crit); Enforcer: 2d6 + 8 + 1d10 ⇒ (3, 3) + 8 + (1) = 15

Red takes 8 spirit damage.
DC 15 flat: 1d20 ⇒ 2

At the start of his turn, Vitalis heals 12 HP.

Silent but Deadly
Round 3 —> 4
==============
Jisara
Thatch
Chance (-19)

Monk <Red> (-161) {8 persistent spirit}
Monk <Yellow> (-13) {fatigued}
Vitalis (-37) {Fast Healing 12: Round 1 of 4}
Edrakk

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


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Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None

Happy moon landing day, everyone!

Edrakk frowns. "Finally, I've got someone who can actually be poisoned, and they keep being fine."

He moves through his allies and hurls, in rapid succession, a bomb and a poisoned knife at one of the monks.

◆ Stride
Blight Bomb, Red: 1d20 + 22 + 1 ⇒ (4) + 22 + 1 = 27, 3d6 + 3 ⇒ (5, 4, 1) + 3 = 13, 3d4 persistent poison
Throwing Knife, Red: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37, 2d4 + 1 + 1 ⇒ (2, 1) + 1 + 1 = 5, Acid: 1d6 ⇒ 2, Graveroot, DC 31


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

"Let my ... thanks, Vitalis! ... hmmm
Back to Nidal you go go go
Back to Nidal you goooooo!"

Chance improvises new lyrics to his inspiring song and sends the fragments from one of Edrakk's bombs at Yellow.

"Flugantaj rokoj por ĵokeoj!"

◆: Cast a Spell, courageous anthem
◆◆: Cast a Spell
Telekinetic projectile + inspire courage: 1d20 + 21 + 1 ⇒ (11) + 21 + 1 = 337d6 + 1 ⇒ (3, 3, 1, 5, 4, 4, 6) + 1 = 27

↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 2


LG Human Champion 13 |99/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 36 | Fort +23 (Sacred Body), Ref +16 (+19 vs. Damage), Will +21 (Divine Will) | Perc +18 | Focus: 0/1 | Hero Pts 1/3 |
GM Xavier wrote:
I’m also gonna adjust Vitalis’s crit spec movement;

No problem. Thatch moved after I posted.

Halberd: 1d20 + 23 + 1 ⇒ (2) + 23 + 1 = 26
Damage: 3d10 + 7 + 1 ⇒ (9, 10, 9) + 7 + 1 = 36Spirit: 1d4 ⇒ 4Sonic: 1d6 ⇒ 5

Halberd: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
Damage: 3d10 + 7 + 1 ⇒ (2, 3, 10) + 7 + 1 = 23Spirit: 1d4 ⇒ 2Sonic: 1d6 ⇒ 2

Vitalis moves within range of both monks and slashes at the badly injured one (red).

◆Stride
◆Strike (red)
◆Strike (red)


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

Thatch sprints after the monk, easily keeping pace and swiping at their feet with his claws. He slides to a stop behind them, fur bristling with arcane power.

For her part, Jisara simply repeats what worked so well last time: she casts a simple hex while tossing one of her favorite cantrips at the monk.

Needle Darts vs Red: 1d20 + 21 + 1 ⇒ (20) + 21 + 1 = 42 Well, then I suppose that's double damage and persistent bleed 6. If Red is dead already before my turn comes up, send it to Yellow.
Piercing, Silver: 8d4 + 1 ⇒ (2, 2, 2, 4, 2, 1, 1, 2) + 1 = 17

Thatch
◆ Stride

Jisara
◆ Cast discern secrets on Vitalis and Chance, you each get a free Recall Knowledge/Seek action with a +1 status bonus
◆◆ Cast needle darts vs Red.


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

I’m gonna assume that Vitalis Delays until after Jisara, just so he can properly utilize Thatch’s flanking. And I’ll just shift Edrakk to the top of the initiative card for my own convenience.

Edrakk moves over and throws items at Red. Bomb misses, dealing 3 splash. The knife hits.

Red Fort: 1d20 + 24 ⇒ (6) + 24 = 30

Poison Damage: 1d8 ⇒ 1

Jisara casts a hex and sends needles at Red. Not gonna bother with the Recall Knowledge; there really isn’t much else for y’all to learn about these guys, and I know it was mostly to activate Thatch’s ability to flank.

Vitalis moves up and attacks. Only the second attack hit, unsurprisingly.

Chance sings and sends a projectile at Yellow, though Jisara helps as well ↻ Coven Spell for an additional +5 damage (+6 that doesn’t stack with courageous anthem).

The wind that has gathered around Yellow makes Chance’s projectile slightly off-target, but not enough to make it miss. Translation: hit, but Yellow has increased AC against ranged attacks.

Yellow Strides to flank Vitalis and then makes a Flurry of Maneuvers!

Yellow Trip vs Vitalis Reflex DC: 1d20 + 22 ⇒ (14) + 22 = 36

Yellow fist vs Vitalis OG; 2nd, agile: 1d20 + 21 - 4 ⇒ (17) + 21 - 4 = 34
Damage; Enforcer: 2d6 + 12 + 1d10 ⇒ (5, 1) + 12 + (9) = 27

◆ Yellow fist vs Vitalis OG; 3rd, agile: 1d20 + 21 - 8 ⇒ (19) + 21 - 8 = 32
Damage; Enforcer: 2d6 + 12 + 1d10 ⇒ (5, 5) + 12 + (7) = 29

Red likewise unleashes a Flurry of Maneuvers on Vitalis!

Red Grapple vs Vitalis Fort DC; clinging shadows stance: 1d20 + 22 + 2 ⇒ (14) + 22 + 2 = 38
Damage; Enforcer: 4 + 1d10 ⇒ 4 + (1) = 5 That is bludgeoning damage, so Vitalis does resist some of it.

Now that Vitalis is grabbed, it means that he must first Escape before he can Stand, meaning he MUST take the -2 from being prone.

Red shadow grasp vs Vitalis OG; 2nd, agile: 1d20 + 21 - 4 ⇒ (8) + 21 - 4 = 25
Void Damage; Enforcer: 2d4 + 12 + 1d10 ⇒ (1, 1) + 12 + (4) = 18

◆◆ Red shadow grasp vs Vitalis OG; 3rd, agile: 1d20 + 21 - 8 ⇒ (5) + 21 - 8 = 18
Void Damage; One-Inch Punch, Enforcer: 2d4 + 12 + 2d4 + 1d10 ⇒ (4, 2) + 12 + (2, 1) + (9) = 30

8 spirit and 6 bleed damage to Red
DC 15 flat vs spirit: 1d20 ⇒ 6
DC 15 flat vs bleed: 1d20 ⇒ 4

At the start of Edrakk’s turn: Red Fort: 1d20 + 24 ⇒ (15) + 24 = 39 Cured of the graveroot.

At the start of Vitalis’s turn, he heals 12 HP.

Silent but Deadly
Round 5
==============
Edrakk
Jisara
Thatch
Vitalis (-74) {Fast Healing 12: Round 2 of 4; prone; grabbed}
Chance (-19)

Monk <Red> (-249) {8 persistent spirit; 6 persistent bleed}
Monk <Yellow> (-45) {fatigued}
==============


LG Human Champion 13 |99/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 36 | Fort +23 (Sacred Body), Ref +16 (+19 vs. Damage), Will +21 (Divine Will) | Perc +18 | Focus: 0/1 | Hero Pts 1/3 |

"Fluggaenkoecchicebolsen! I'm not into this."

Athletics - Escape: 1d20 + 24 - 2 ⇒ (13) + 24 - 2 = 35

If that's a success, Vitalis will stand and attack yellow. If not, use my attack roll for a second Athletics check and then stand.

Halberd, courageous anthem: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39
Damage: 3d10 + 7 + 1 ⇒ (10, 8, 10) + 7 + 1 = 36Spirit: 1d4 ⇒ 2Sonic: 1d6 ⇒ 4
Crit: +8 Persistent Spirit damage, Fort DC 24 Thundering, and move SW.

◆Escape
◆Stand
◆Strike (yellow)

Or if 1st Escape failed:

◆Escape
◆Escape
◆Stand


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

Jisara, incredulous that her foe remains standing, maintains the conduit to her patron while she throws even more shards of metal at the wounded monk. Thatch uses the cover of her continued attack to dart between the legs of one monk and through the other, hoping to distract them enough for Vitalis to strike a telling blow.

Needle Darts vs Red: 1d20 + 21 + 1 ⇒ (11) + 21 + 1 = 33
Piercing, Silver: 8d4 + 1 ⇒ (3, 2, 3, 1, 2, 1, 1, 1) + 1 = 15

Thatch
◆ Stride

Jisara
◆ Sustain discern secrets
◆◆ Cast needle darts vs Red


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Chance continues his song and flings more debris at Yellow.

"Flugantaj rokoj por ĵokeoj!"

◆: Cast a Spell, courageous anthem
◆◆: Cast a Spell
Telekinetic projectile + inspire courage: 1d20 + 21 + 1 ⇒ (2) + 21 + 1 = 247d6 + 1 ⇒ (6, 1, 2, 4, 3, 1, 1) + 1 = 19

↻: Fortuitous Shift (if triggered)

Fortuitous Shift flat check:
DC11 flat check: 1d20 ⇒ 10

Sorry for the low-effort post, tied up all day.


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None

Sorry for the late post, had a project yesterday and a midterm this morning.

Edrakk takes a few swings at Yellow before moving away.

Knife, Graveroot: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31, 2d4 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9, Acid: 1d6 ⇒ 4, Graveroot, DC 31
Knife, Leadenleg: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31, 2d4 + 1 + 1 ⇒ (2, 4) + 1 + 1 = 8, Acid: 1d6 ⇒ 1, Leadenleg, DC 31
◆ Stride


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

Hero Points reset in a week.

Oh dear lord, I cannot read! In my notes, these monks have 215 HP, and I kept reading it as 251!

Doing a retcon:
Red ACTUALLY went down from Vitalis’s second Strike last round, meaning all I really have to retcon is 1 point of damage to Vitalis (5 damage, reduced by Vitalis’s resistance to bludgeoning). Plus, y’know, Vitalis’s grabbed condition. But I can retcon that pretty easily.

Edrakk attacks Yellow.

Yellow Fort vs Graveroot; fatigued: 1d20 + 24 - 1 ⇒ (13) + 24 - 1 = 36

Yellow Fort vs Leadenleg; fatigued: 1d20 + 24 - 1 ⇒ (18) + 24 - 1 = 41

Jisara continues sending shards of metal at Yellow! Hits.

Adjusting Vitalis’s turn because of my own screwup: Vitalis Stands and does a Blade of Justice at Yellow! Gonna just ignore that Escape attempt and roll with the nat 20. You don’t NORMALLY do the persistent spirit damage on a crit, only on a crit with a Blade of Justice (unless I’m forgetting something). But since you didn’t have to Escape, the extra action can go towards that Blade of Justice.

Extra Dice from Blade of Justice: 2d10 ⇒ (6, 8) = 14

So a total of 112 damage from that crit (not including the persistent damage).

Yellow Fort vs thundering; fatigued | DC 24: 1d20 + 24 - 1 ⇒ (15) + 24 - 1 = 38

Chance sends a projectile, while Jisara does Coven Spell on that projectile! Nevertheless misses.

Yellow does a single, powerful punch at Vitalis!

◆◆◆ Yellow vs Vitalis: 1d20 + 21 ⇒ (9) + 21 = 30
Damage; One-Inch Punch, Enforcer: 2d6 + 12 + 4d6 + 1d10 ⇒ (5, 2) + 12 + (2, 3, 2, 4) + (1) = 31

8 spirit damage
DC 15 flat: 1d20 ⇒ 16

At the start of his turn, Vitalis heals 12 HP, which is the last bit of healing from the spell, so I’ll just delete it.

EDIT: Meh, he has 15 HP; let’s just do some botting.

Vitalis vs Yellow: 1d20 + 24 + 1 ⇒ (18) + 24 + 1 = 43
Damage: 3d10 + 7 + 1 ⇒ (2, 1, 10) + 7 + 1 = 21 Spirit Damage: 1d4 ⇒ 2 Sonic Damage: 1d6 ⇒ 4

That’s what I thought.

GM Screen:
1d6 ⇒ 3

11 --> 1 IPP

1d6 ⇒ 3

KLOOONG

The Devil’s Bells once more peal out as soon as the second monk falls, but this time is significantly different…

KLONG KLONG KLONG KLONG KLONG KLONG KLONG KLONG KLONG KLONG

The bells echo out in a way that begins to seep into the PCs’ minds! Chance, still having enough of his wits about him, desperately casts counter performance!

Will Saves:
Chance: 1d20 + 20 ⇒ (16) + 20 = 36 Success --> Critical Success (Performer’s Heart)
Edrakk: 1d20 + 20 ⇒ (17) + 20 = 37 Success
Jisara: 1d20 + 18 ⇒ (14) + 18 = 32 Failure --> Success (Counter Performance)
Thatch: 1d20 + 18 ⇒ (4) + 18 = 22 Critical Failure --> Success (Counter Performance)
Vitalis: 1d20 + 19 ⇒ (20) + 19 = 39 Critical Success

Chance Counter Performance: 1d20 + 23 ⇒ (15) + 23 = 38

Edrakk, Jisara, and Thatch each babble incoherently for a moment as they try to regain control of their fuzzy minds.

KLOOONG

And almost to add insult to injury, the Devil’s Bells peal once last time.

Healing:
Jisara, Vitalis, and Chance each Refocus.

Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (4) + 22 = 26

Vitalis uses lay on hands to fully heal Chance, Jisara casts life boost to heal Vitalis, then all three Refocus.

Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (4) + 22 = 26

Vitalis uses lay on hands on himself. Vitalis and Jisara Refocus.

Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (20) + 22 = 42
Healing: 4d8 + 40 ⇒ (3, 2, 6, 4) + 40 = 55

To the northern room

Stacks of lumber and supplies for building coffins line the walls. At the far side of the room sit three elegant wooden coffins—two human-sized, and one nearly twice as large.

This is just a storage area; moving on.

Through the northeastern door

The door leads back to the central nave—and to the other public entrance to the Temple of Asmodeus. As the PCs watch, the ritual being performed in the center of the nave is still going—it seems the death of Aluceda Zohl (one of the ritual’s performers) didn’t completely stop the ritual from being performed.

Through the eastern door

A hallway filled with doors is what the PCs find. Map Updated

The PCs barely get a couple steps into the hallway when one of the doors (second door on the left) opens. A man garbed in the regalia of an Asmodean priest walks through the door as he is humming to himself. Before the man even has a chance to close the door behind him, he sees the PCs and stops dead in his tracks. The man stares in astonishment at the people before him, and the PCs watch in real time as the man suddenly remembers that these are the enemy!

”RAVENS!!!”

Scrambling can be heard from the other side of the walls as it becomes clear what this hallway is meant to be: barracks for the priests.

Initiative:
Chance: 1d20 + 19 ⇒ (19) + 19 = 38
Edrakk Stealth: 1d20 + 22 ⇒ (14) + 22 = 36
Jisara Stealth: 1d20 + 22 + 2 ⇒ (17) + 22 + 2 = 41
Vitalis: 1d20 + 16 ⇒ (14) + 16 = 30

Priests: 1d20 + 19 ⇒ (8) + 19 = 27

Vitalis Battle Cry vs Orange: 1d20 + 23 ⇒ (3) + 23 = 26 Failure

The Priesthood
Round 1
==============
Jisara
Thatch
Chance
Edrakk
Vitalis

Priest <Red>
Priest <Orange>
Priest <Yellow>
Priest <Green>
Priest <Blue>
Priest <Purple>
==============


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None

Edrakk adjusts his harness and steps forward, hurling a vial of poison at the priest.

◆ Vaultbreaker's Harness
◆ Stride
Blight Bomb vs Orange: 1d20 + 22 ⇒ (9) + 22 = 31, 3d6 + 3 ⇒ (4, 1, 1) + 3 = 9 + 3d4 persistent poison


LG Human Champion 13 |99/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 36 | Fort +23 (Sacred Body), Ref +16 (+19 vs. Damage), Will +21 (Divine Will) | Perc +18 | Focus: 0/1 | Hero Pts 1/3 |

Blade of Justice: 1d20 + 23 ⇒ (15) + 23 = 38
Spirit Damage: 5d10 + 2d4 + 7 ⇒ (2, 2, 8, 4, 5) + (1, 1) + 7 = 30Sonic: 1d6 ⇒ 4

Vitalis moves all the way up to the cultist (orange) in the hallway and attacks him with justice. He stands in front of the nearby door to block anyone inside from coming out.

◆Stride
◆◆Blade of Justice (orange)


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Chance grins and pumps a fist into the air. “Yes! Ordinary dirtbag devil-worshipping losers! Let’s kick their butts!“

The gnome runs into the room and burst into song.

“We’ve seen some $#it
Too many times
We took our lumps
But survived by our wits
And too-close calls
We’ve had a few”

“I’ve had my share of knives in my spleen
But I’ve survived
(And I mean to go on and on, and on, and on)

“We are the Ravens, you mopes
And we’re gonna beat you with courage and hope
We are the Ravens
We are the Ravens
No time for you losers
‘Cause we are the Ravens
Of Kintargo!”

He tries to recall what kinds of abilities the Asmodean priests typically have (special abilities/attacks/defenses, spellcasting tradition - in that order, depending on what’s relevant).


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

Botting Jisara: Jisara Strides and casts needle darts

Jisara vs Orange w/lesser cover: 1d20 + 21 ⇒ (16) + 21 = 37
Damage (doubled from crit): 8d4 ⇒ (1, 4, 4, 4, 4, 3, 3, 4) = 27 plus 6 persistent bleed

GM Screen:
1d20 ⇒ 6

Chance moves in and begins singing.

Chance:
Bardic Lore: These simple priests are hardly built for the battlefield. But what they lack in resilience they more than make up for in their magical prowess. Translation: they have a really good spell DC, but just about everything else about them sucks.

Edrakk moves forward and throws a bomb at Orange!

Vitalis charges forward and completely annihilates the priest! Orange is down.

◆ Stride, ◆ Interact to open door… The door right next to Vitalis suddenly opens as a priest of Asmodeus yelps as he casts harm

Void Damage; Harming Hands: 4d10 ⇒ (6, 10, 4, 4) = 24
Vitalis basic Fort: 1d20 + 21 ⇒ (3) + 21 = 24

Green moves over to see Vitalis and then ◆◆ Casts a Spell as he announces ”Kiss the feet of Prelate Grivenner!”

Vitalis Will: 1d20 + 19 ⇒ (8) + 19 = 27 Failure --> Success (incapacitation)

Several more doors open as more Asmodean priests come out to see the commotion.

The Priesthood
Round 2
==============
Jisara
Thatch
Chance
Edrakk
Vitalis (-24)

Priest <Red>
Priest <Yellow>
Priest <Green>
Priest <Blue>
Priest <Purple>
==============


LG Human Champion 13 |99/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 36 | Fort +23 (Sacred Body), Ref +16 (+19 vs. Damage), Will +21 (Divine Will) | Perc +18 | Focus: 0/1 | Hero Pts 1/3 |

Vitalis glares at the priest who laid a hand on him. "That was a mistake."

Blade of Justice: 1d20 + 23 ⇒ (16) + 23 = 39
Spirit: 5d10 + 2d4 + 7 ⇒ (6, 1, 8, 5, 7) + (2, 1) + 7 = 37Sonic: 1d6 ⇒ 6

Vitalis stabs at the priest's chest and continues walking down the hallway to the next one in line.

◆◆Blade of Justice (red)
◆Stride


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

Thatch bounds after the paladin, his fur bristling with electricity that strikes out at the nearest priests. From her position of relative safety, Jisara simply smirks.

Electric Arc vs Yellow and Red, DC 31 basic Reflex: 7d4 ⇒ (3, 1, 1, 3, 3, 3, 2) = 16

Thatch
◆ Stride

Jisara
◆ Familiar Conduit
◆◆ Cast electric arc from Thatch


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None

Edrakk moves over to one of the newly opened doors and stabs at the priest.

◆ Stride
Knife, Leadenleg: 1d20 + 22 ⇒ (4) + 22 = 26, 2d4 + 1 ⇒ (2, 2) + 1 = 5, Acid: 1d6 ⇒ 4, Leadenleg DC 31
Knife, Leadenleg: 1d20 + 18 ⇒ (11) + 18 = 29, 2d4 + 1 ⇒ (4, 1) + 1 = 6, Acid: 1d6 ⇒ 5, Leadenleg DC 31


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Chance continues his song and flings splinters - from the path of destruction Vitalis is hewing through the priests - at Red.

"Flugantaj rokoj por ĵokeoj!"

◆: Cast a Spell, courageous anthem
◆◆: Cast a Spell
Telekinetic projectile + inspire courage: 1d20 + 21 + 1 ⇒ (14) + 21 + 1 = 367d6 + 1 ⇒ (6, 3, 6, 4, 1, 6, 3) + 1 = 30

↻: Fortuitous Shift (if triggered)

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

Sorry for the brief post, tied up with work the last couple of weeks.


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

Thatch moves into the hallway and Jisara sends electricity through the cat.

I also forgot about the +1 from consecrate for the initiative check, but it didn’t change anything, so whatever.

Basic Reflex; consecrate:
Red: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
Yellow: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34

Chance sings and sends debris at a priest. Jisara uses Coven Spell for an additional +5 damage. Which also doubles, because that’s a crit.

Edrakk moves over and attacks Red! Adjusting Edrakk’s space so we don’t have PCs occupying the same square; Red would get cover, but it doesn’t matter because his AC is trash. Retroactively putting in the +1 from courageous anthem.

Red Fort; consecrate: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
Poison Damage: 1d10 ⇒ 10

Red falls to Edrakk’s poison, so Edrakk pulls out another knife and throws it at Yellow. I’m gonna assume you Quick Draw a knife with leadenleg to throw at Yellow. Even with the cover and the range increment, it still hits.

Yellow Fort; consecrate: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Poison Damage: 1d10 ⇒ 7

Adjusting Vitalis’s turn a bit: Vitalis moves forward and strikes down Yellow! The crit only downed him thanks to Edrakk’s poison.

Fear washes across the Asmodeans’ faces as they watch the PCs strike down their companions like nothing! Purple ◆◆ casts noise blast to engulf as many of the Ravens as he can. Purple radius.

Basic Fort:
Sonic Damage: 2d10 ⇒ (1, 8) = 9
Edrakk: 1d20 + 20 ⇒ (3) + 20 = 23 Failure
Thatch: 1d20 + 20 ⇒ (13) + 20 = 33 Success
Vitalis: 1d20 + 21 ⇒ (20) + 21 = 41 Critical Success

Purple then casts shield.

Green and Blue both cast shield, then cast spiritual armament—Blue at Vitalis and Green at Edrakk!

Blue vs Vitalis; consecrate: 1d20 + 20 + 1 ⇒ (10) + 20 + 1 = 31
Spirit Damage: 3d8 ⇒ (6, 3, 6) = 15

Green vs Edrakk; consecrate: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37
Spirit Damage: 3d8 ⇒ (5, 3, 1) = 9

Because I haven’t asked for remastering yet, Green’s attack DOES technically trigger Retributive Strike, so Vitalis CAN completely negate all of that damage.

The Priesthood
Round 3
==============
Jisara
Thatch (-4)
Chance
Edrakk (-9) {Deafened: Round 0 of 1}
Vitalis (-24)

Priest <Green>
Priest <Blue>
Priest <Purple>
==============


Male Tengu Alchemist (Toxicologist) 13 | HP 123/123 | AC 34, Resistance (Poison) 6 | F : +21 (Chemical Hardiness) R: +22 W: +21 | Perc: +19, Stealth: +24 | Speed: 25 ft (30 w/ harness), Swim: 15 ft | Hero Points: 2/3 | Infused Reagents: 0/11 | Club 2/2 Wort 1/1 Pummel 2/2 Purple 2/2 Galvanic 2/2 Cocktail 2/2 | Versatile Vials 7/7, Cloak 2/2, Fan 2/2 | Active Conditions: None

Edrakk ducks into a side room and throws more knives at one of the priests.

◆ Stride
Knife, Leadenleg, Green: 1d20 + 22 ⇒ (11) + 22 = 33, 2d4 + 1 ⇒ (1, 4) + 1 = 6, Acid: 1d6 ⇒ 1, Leadenleg DC 31
Knife, Graveroot, Green: 1d20 + 18 ⇒ (3) + 18 = 21, 2d4 + 1 ⇒ (1, 1) + 1 = 3, Acid: 1d6 ⇒ 2, Graveroot DC 31


LG Human Champion 13 |99/190 hp (Resist Mental 4, Slashing 4, Bludgeoning 3) | AC 36 | Fort +23 (Sacred Body), Ref +16 (+19 vs. Damage), Will +21 (Divine Will) | Perc +18 | Focus: 0/1 | Hero Pts 1/3 |

Blade of Justice, courageous anthem: 1d20 + 23 + 1 ⇒ (9) + 23 + 1 = 33
Spirit Damage: 5d10 + 2d4 + 7 + 1 ⇒ (6, 3, 9, 3, 9) + (1, 1) + 7 + 1 = 40Sonic: 1d6 ⇒ 4

Since he is in relatively good show, Vitalis confidently continues his march down the hallway at slashes at the next priest in line. (Blue)

◆Stride
◆◆Blade of Justice (blue)


Male wellspring (fell) gnome bard (enigma) 13 (Ritualist dedication) | Perception (M) +20, low-light vis. | Bardic Lore +19, Diplo(E) +25, Occult(M) & Perform(M)* +24 (*+2 Perf {oratory)} | HP: 151+10/151* | AC 33 quenching | F: +21, R: +22, W: +21/23* (W success=crit) | Focus Pts: 2/2 | Spells: 7 2/2, 6 2/3, 5 3/3, 4 3/3, 3 3/3, 2 2/3, 1 3/3 | Speed 25' | spell atk +22 (DC 32), Reprisal +23 (2d6+1 P +1d4 Spirit, +2d4 vs unholy, ddly d8), +1 str shortbow +22 (2d6+2 P, ddly d10, 60' range) |*Active: Resist Fire 5, False Vital., Zealous Conv. (+2 vs mental eff)

Chance continues his singing. He sees Edrakk duck into Green's room to bring down the priest, and decides that the tengu probably needs his help more than Vitalis does. After a moment of concentration, a thick book flies up from the priest's nightstand and whacks him on the back of the head.

"Flugantaj rokoj por ĵokeoj!"

◆: Cast a Spell, courageous anthem
◆◆: Cast a Spell
Telekinetic projectile + inspire courage: 1d20 + 21 + 1 ⇒ (5) + 21 + 1 = 277d6 + 1 ⇒ (6, 6, 2, 6, 4, 4, 6) + 1 = 35

↻: Fortuitous Shift (if triggered)

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


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

Thatch keeps pace with Vitalis, while Jisara uses their shared connection to channel more electricity through the magical cat. She certainly wasn't in much danger from these fools, but why risk it?

Electric Arc vs Blue and Purple, DC 31 basic Reflex: 7d4 ⇒ (4, 2, 4, 3, 3, 2, 4) = 22

Thatch
◆ Stride

Jisara
◆ Familiar Conduit
◆◆ Cast electric arc from Thatch

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