GM Xavier Kahlvet |
Jisara sends Thatch forward and sends electricity through him.
Purple: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
Blue and Purple both ↻ Shield Block Jisara’s spell. Because shield allows that.
Chance sings and sends a book flying Based on the flavor of Chance’s post, I’m assuming he’s attacking Green. Jisara uses ↻ Coven Spell to give Chance an extra +5 to damage. Green then ↻ Shield Blocks Chance’s spell.
Edrakk moves over and throws knives at Green. Retroactively applying courageous anthem.
Corrosive Damage: 3d6 ⇒ (5, 6, 3) = 14
The priest’s robes are completely dissolved by Edrakk’s corrosive knife! This imposes a -1 penalty to his AC.
Green Fort vs Leadenleg; consecrate: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 35
Vitalis rushes forward and attacks Blue! Not a crit.
Blue ◆◆ casts a rank 3 heal on himself…
Healing to Blue: 3d8 + 24 ⇒ (7, 7, 4) + 24 = 42
…then ◆ Sustains his spiritual armament to attack Vitalis!
Blue vs Vitalis; consecrate: 1d20 + 20 + 1 ⇒ (1) + 20 + 1 = 22
Spirit Damage: 3d8 ⇒ (4, 8, 6) = 18
Green likewise ◆◆ casts a rank 3 heal before ◆ Sustaining his spiritual armament to send it at Edrakk!
Healing to Green: 3d8 + 24 ⇒ (1, 4, 3) + 24 = 32
Green vs Edrakk; consecrate: 1d20 + 20 + 1 ⇒ (2) + 20 + 1 = 23
Spirit Damage: 3d8 ⇒ (3, 4, 5) = 12
Purple ◆ Steps forward and ◆◆ Casts a Spell as he lays a life-draining hand on Vitalis’s chest!
Void Damage: 6d6 ⇒ (5, 6, 5, 4, 5, 5) = 30
Vitalis basic Fort: 1d20 + 21 ⇒ (3) + 21 = 24 Failure
And Purple gains 15 temp. HP.
4 spirit damage to Blue.
DC 15 flat: 1d20 ⇒ 2
The Priesthood
Round 4
==============
Jisara
Thatch (-4)
Chance
Edrakk (-9)
Vitalis (-54)
Priest <Green> (-14) {-1 item to AC}
Priest <Blue> (-40) {4 persistent spirit}
Priest <Purple> (-12; +15)
==============
Vitalis Tanessen |
Halberd, courageous anthem: 1d20 + 23 + 1 ⇒ (16) + 23 + 1 = 40
Damage: 3d10 + 7 ⇒ (1, 6, 6) + 7 = 20Spirit: 2d4 ⇒ (1, 1) = 2Sonic: 1d6 ⇒ 5
Halberd, courageous anthem: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36
Damage: 3d10 + 7 ⇒ (7, 9, 1) + 7 = 24Spirit: 2d4 ⇒ (4, 4) = 8Sonic: 1d6 ⇒ 2
Vitalis slashes at Purple twice to make him regret laying a hand on him. Then he steps back out of the priest's reach.
Switch to blue if purple dies
◆Strike (purple)
◆Strike (purple)
◆Step
Jisara |
Jisara finally advances into the hallway, while Thatch darts ahead, avoiding the stomping feet of Vitalis's opponents. This time, the electricity jumps directly from the witch's fingertips to the Asmodeans in front of her.
Electric Arc vs Blue and Purple, DC 31 basic Reflex: 7d4 ⇒ (2, 3, 4, 1, 2, 1, 4) = 17
Jisara
◆ Stride
◆◆ Cast electric arc
↻ Coven Spell
Thatch
◆ Stride
Edrakk Chrysanthemum |
Edrakk scowls at the priest healing himself. "T-that's cheating."
He hurls a poisoned bomb and a knife at the priest before ducking behind the door.
◆ Blight Bomb, Greater: 1d20 + 22 ⇒ (14) + 22 = 36, Poison: 3d6 + 3 ⇒ (6, 3, 6) + 3 = 18 + 3d4 persistent poison
◆ Knife, Leadenleg: 1d20 + 18 ⇒ (3) + 18 = 21, 2d4 + 1 ⇒ (3, 3) + 1 = 7, Acid: 1d6 ⇒ 1, Leadenleg DC 31
◆ Stride
GM Xavier Kahlvet |
Jisara moves in and sends electricity at two of the priests!
Purple: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Botting Chance: Chance casts courageous anthem, then telekinetic projectile (With Coven Spell) at Green.
Chance vs Green w/no armor; courageous anthem: 1d20 + 21 + 1 ⇒ (11) + 21 + 1 = 33 Doesn’t crit because of some weird cover stuff going on.
Bludgeoning Damage; Coven Spell: 7d6 + 6 ⇒ (3, 1, 2, 5, 3, 3, 3) + 6 = 26
Edrakk throws a bomb at Green crits, then throws a knife, which Chance modifies when he casts ↻ shadow projectile
Green Will; consecrate: 1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 26
Mental Damage: 3d8 ⇒ (1, 7, 3) = 11 And the off-guard makes the knife hit. Retroactively applying the courageous anthem.
Green Fort; consecrate, Pinpoint Poisoner: 1d20 + 14 + 1 - 2 ⇒ (15) + 14 + 1 - 2 = 28
Poison Damage: 1d10 ⇒ 1
Vitalis strikes down Purple with two crits in a row; you also forgot about the bonus to damage from courageous anthem, then steps forward toward Blue.
Green ◆◆ casts a rank 1 heal on himself…
Healing to Green: 1d8 + 8 ⇒ (7) + 8 = 15
…then ◆ Sustains his spiritual armament!
Green vs Jisara; consecrate: 1d20 + 20 + 1 ⇒ (16) + 20 + 1 = 37
Spirit Damage: 3d8 ⇒ (5, 1, 4) = 10
Blue ◆ casts a rank 4 harm on the cat that it saw shooting electricity at him!
Void Damage; Harming Hands: 4d10 ⇒ (1, 9, 7, 5) = 22
Thatch basic Fort: 1d20 + 20 ⇒ (13) + 20 = 33 Success
But Vitalis has other plans as he moves to intercept the attack! The resistance negates the void damage
Vitalis Retributive Strike vs Blue; courageous anthem: 1d20 + 23 + 1 ⇒ (7) + 23 + 1 = 31
Damage; courageous anthem: 3d10 + 7 + 1 ⇒ (6, 10, 8) + 7 + 1 = 32 Spirit Damage; vs unholy: 2d4 ⇒ (1, 3) = 4 Sonic Damage: 1d6 ⇒ 3
Blue then casts ◆ harm on Thatch again!
Void Damage; Harming Hands: 4d10 ⇒ (1, 2, 7, 5) = 15
Thatch basic Fort: 1d20 + 20 ⇒ (6) + 20 = 26
Then Blue ◆ Sustains his spiritual armament.
Blue vs Vitalis; consecrate: 1d20 + 20 + 1 ⇒ (14) + 20 + 1 = 35
Spirit Damage: 3d8 ⇒ (4, 7, 3) = 14
4 spirit damage
DC 15 flat: 1d20 ⇒ 11
Poison Damage: 6d4 ⇒ (3, 3, 2, 1, 2, 2) = 13
DC 15 flat: 1d20 ⇒ 3
(At start of Edrakk’s turn) Green Fort; consecrate: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Poison Damage: 2d6 ⇒ (4, 1) = 5
At this point I’m gonna straight-up handwave this fight, because these guys are absolute pushovers with their pitiful AC and currently <20 HP.
5 IPP
KLOOONG
KLOOONG
KLOOONG
KLOOONG
The Devil’s Bells peal out once more.
Edrakk Medicine; DC 20: 1d20 + 22 ⇒ (20) + 22 = 42
Healing: 4d8 + 15 ⇒ (1, 1, 8, 3) + 15 = 28
PAUSE!!!!
Edrakk. Vitalis. Some stuff we need to discuss.
Vitalis Tanessen |
Vitalis hears the bells ring. "Well this mooks certainly weren't on our list of those with devil contracts, so that throws my theory about the bells out."
He shrugs. "It doesn't matter."
Jisara |
Jisars snorts in amusement as she scoops Thatch back up into her arms. She turns to Vitalis, one hand smoothing the cat's fur, and gives a shrug of her own. "Or perhaps we're simply that good. But you're probably right."
GM Xavier Kahlvet |
UNPAUSE!!!
*
To the northeast
Four beds separated into semi-privacy by folding screens sit in the southern portion of this room, while to the north, several chairs face a long wooden counter.
Edrakk finds a hidden compartment, inside of which are five scrolls of 3rd-rank heal and three scrolls of 4th-rank cleanse affliction. Inventory Updated
The PCs search the various bedrooms, but find nothing noteworthy beyond personal effects of some of the priests.
Door at the end of the hallway
Cages, iron maidens, racks, and other instruments of torture adorn this room, leaving little doubt as to the chamber’s sinister purpose. A single, empty cell is situated in the room’s northernmost corner.
Southern Door
This large circular chamber is bare, save for a single lectern not far from the only door. No book sits on the lectern, but the wood appears scorched. In the center of the room, a softly glowing pentagram flickers on the floor. Map Updated
In this room are a pair of winged devils wielding massive axes. And when the PCs step into the room, they immediately attack!
Edrakk: 1d20 + 18 ⇒ (2) + 18 = 20
Jisara Stealth: 1d20 + 22 + 2 ⇒ (19) + 22 + 2 = 43
Vitalis: 1d20 + 16 ⇒ (1) + 16 = 17
Winged Devils; consecrate: 1d20 + 24 + 1 ⇒ (10) + 24 + 1 = 35
Vitalis Battle Cry vs Blue: 1d20 + 23 ⇒ (5) + 23 = 28 Failure
Legally Binding
Round 1
==============
Jisara
Thatch
Chance
Winged Devil <Blue>
Winged Devil <Green>
Edrakk
Vitalis
==============
“Chance” Ravennablitz |
I apologize (again) for my delays the last couple of weeks - I’ve been jammed at work and generally wiped out.
Chance tries to remember if he has ever read or heard anything about devils like these, then peers into the room at the glowing pentagram to identify what it’s for. Once he recalls what he can of the fiends and their symbol and calls out the salient information, he begins a new song.
◆: Recall Knowledge (special attacks?)
◆: Occultism (or Recall Knowledge check with another skill?)
◆: Cast a spell, courageous anthem
↻: Fortuitous Shift (if triggered)
Jisara |
Jisara reacts first, throwing a flurry of silvery shards at the closer devil. With her other hand she traces the outline of a rune in the air, blessing the minds of both Vitalis and Chance.
Needle Darts vs Blue: 1d20 + 21 ⇒ (18) + 21 = 39
Piercing, Silver: 8d4 ⇒ (3, 3, 4, 2, 1, 2, 2, 3) = 20 They're off-guard thanks to Surprise Attack, so if that crits then they take double damage and also have 6 persistent bleed damage.
◆◆ Cast needle darts
◆ Cast discern secrets on Vitalis and Chance for a free RK and a +1 status bonus for a round.
GM Xavier Kahlvet |
Chance: 3d20 ⇒ (16, 10, 20) = 46
Jisara sends silver needles at Blue not a crit, due to cover, then gives Chance and Vitalis some blessings of the mind. This causes the runes on Thatch to start distractingly shifting, which is normal this is the thing that lets Thatch occasionally flank. However, the script shifts violently, seeming to actually jump off of the familiar’s fur and into the air before dissipating; this has never happened before.
Gonna just say what Vitalis learns from Hell Lore here because he’s out for a bit: These are munagolas—executioner devils. They are experts of aerial combat and are known for relentlessly pursuing foes that try to run from them. However, they are primarily offense rather than defensive, and are not particularly adept at doing more than blocking a hit Translation: Their AC is good, but all of their saving throw bonuses are fairly close to each other and not really SUPER great. Though, their lowest save is still Will, but by a thin margin.
Occultism (on the circle): This is 100% a binding circle, meant to keep planar entities trapped for a time when calling them from the Outer Sphere. You also recognize that this room has magical effects on it that makes casting rituals such as binding circle or planar servitor easier when used to call fiends. It seems the circle and the empowering magic of the room is tied to the magic of the Hell Engines that likewise power the temple’s consecrate effect.
Green spreads their wings and ◆ Flies straight at Vitalis as they swing their axe!
◆ Green greataxe vs Vitalis; consecrate: 1d20 + 24 + 1 ⇒ (3) + 24 + 1 = 28
Unholy Slashing Damage: 2d12 + 13 ⇒ (5, 4) + 13 = 22
Green then retreats, ◆ Flying upward until their head is at the ceiling which means they’re 15 feet off the ground, so still within reach of Vitalis’s halberd.
Blue also ◆ charges forward and attacks Edrakk!
◆ Blue greataxe vs Edrakk; consecrate: 1d20 + 24 + 1 ⇒ (6) + 24 + 1 = 31
Unholy Slashing Damage: 2d12 + 13 ⇒ (9, 4) + 13 = 26
But Vitalis protects Edrakk and counterattacks Blue! resistance 14 against that damage.
↻ Vitalis Retributive Strike vs Blue; courageous anthem: 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 41 Thank your bard.
Holy Slashing Damage (doubled from crit); courageous anthem: 3d10 + 7 + 1 ⇒ (4, 8, 2) + 7 + 1 = 22 Sonic Damage (doubled from crit): 1d6 ⇒ 4 Spirit Damage (doubled from crit); vs unholy: 2d4 ⇒ (4, 3) = 7 plus 4 8 persistent spirit
Move Blue over 5 feet to the east.
Blue Fort vs thundering; consecrate | DC 24: 1d20 + 23 + 1 ⇒ (14) + 23 + 1 = 38
Gonna assume Edrakk was armed with a dagger coming into this room, so he’ll take his reaction to make an attack against Blue.
↻ Edrakk vs Blue; courageous anthem; Retributive Strike: 1d20 + 22 + 1 - 5 ⇒ (18) + 22 + 1 - 5 = 36
Piercing Damage; courageous anthem: 2d4 + 1 + 1 ⇒ (4, 3) + 1 + 1 = 9 Acid Damage: 1d6 ⇒ 6 plus whatever poison happened to be on it
Blue Fort vs poison??; consecrate: 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 41 Okay, so we don’t really need to worry about it.
Realizing how bad of an idea that was, Blue ◆ Flies back and toward the ceiling just like Green.
8 spirit damage
DC 15 flat: 1d20 ⇒ 12
Slight bit of botting: Edrakk Delays until after Vitalis (just trust me here).
Botting Vitalis: Vitalis Expands his Aura then Strides forward and does a Blessed Counterstrike against Blue!
Vitalis vs Blue; courageous anthem: 1d20 + 23 + 1 ⇒ (16) + 23 + 1 = 40
Holy Slashing Damage; courageous anthem, Blessed Counterstrike: 3d10 + 7 + 1 + 1d10 ⇒ (1, 8, 2) + 7 + 1 + (2) = 21 Sonic Damage: 1d6 ⇒ 4 Spirit Damage; vs unholy: 2d4 ⇒ (2, 2) = 4
Blue now has weakness 6 to any Strikes made by the PCs (so not spell attack stuff, specifically damage from Strikes).
Legally Binding
Round 1 —> 2
==============
Jisara
Thatch
Chance
Winged Devil <Blue> (-158) {8 persistent spirit; weakness 6 to Strikes: Round 0 of 1} [15’ above ground]
Winged Devil <Green> [15’ above ground]
Vitalis {Expanded Aura: Round 0 of 10}
Edrakk (-8)
==============
Edrakk Chrysanthemum |
Edrakk steps forward, pulling together a vial of poison to throw at the devil, followed by a javelin.
◆ Stride
◆ Quick Alchemy: Blight Bomb: 1d20 + 22 + 1 ⇒ (5) + 22 + 1 = 28, 3d4 + 3 + 1 ⇒ (3, 1, 1) + 3 + 1 = 9, 3d4 persistent poison/acid
◆ Javelin, Thrower's Bandolier (no poison): 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28, 2d4 + 1 + 1 ⇒ (3, 4) + 1 + 1 = 9, Acid: 1d6 ⇒ 5
Jisara |
Jisara and Thatch part ways, entering the room beyond and hurling a jolt of electricity at the wounded devil. She has little time to wonder just what the hell happened to the script on her familiar.
Electric Arc vs Blue, DC 31 basic Reflex: 7d4 ⇒ (4, 3, 1, 1, 2, 2, 4) = 17
Jisara
◆ Stride
◆◆ Cast electric arc
Thatch
◆ Stride
“Chance” Ravennablitz |
Chance continues his inspiring song, then uses Reprisal to light up the room (or the 30’ of it that’s closest to him).
◆: Cast a spell, Courageous Anthem
◆◆: Activate an item, Sacred Glow
↻: Fortuitous Shift (if triggered)
GM Xavier Kahlvet |
Edrakk throws both a bomb and a javelin. Both miss, but see tangent above. And because of the weakness from Vitalis, that downs Blue.
Jisara moves into the room and sends lightning at the remaining devil. Adjusted your positioning to be able to get Green; the altitude difference changed the math a bit.
Green basic Reflex; consecrate: 1d20 + 21 + 1 ⇒ (17) + 21 + 1 = 39
Chance sings and calls upon the light of Cayden Cailean!
Green sees the horrid, holy light from Chance and decides that SOMETHING must be done about that! The devil makes a ◆◆ Sudden Dive! Flies twice then Strikes. If it Strikes at a lower altitude than where it started, it gets a +1 circumstance bonus to the attack roll. And because it entered the Sacred Glow, it immediately becomes frightened 1.
Green greataxe vs Chance; Sudden Dive, consecrate, frightened 1: 1d20 + 24 + 1 + 1 - 1 ⇒ (7) + 24 + 1 + 1 - 1 = 32
Unholy Slashing Damage: 2d12 + 13 ⇒ (10, 7) + 13 = 30 Fire Damage; fire weakness: 1d6 + 5 ⇒ (5) + 5 = 10
Thanks to the expanded aura: Vitalis makes a ↻ Retributive “Strike” to protect Chance! But the devil is too far away for the actual Strike part of it. That will mean Chance only takes 16 slashing damage.
The devil then follows up with a headbutt at Chance with their horns!
◆ Green horn vs Chance; 2nd, agile, consecrate, frightened 1: 1d20 + 23 - 4 + 1 - 1 ⇒ (15) + 23 - 4 + 1 - 1 = 34
Unholy Piercing Damage: 2d8 + 13 ⇒ (4, 7) + 13 = 24
◇ Improved Knockdown vs Chance Reflex DC: 1d20 + 22 ⇒ (19) + 22 = 41
Chance uses ↻ Unexpected Shift reduces the piercing damage to 12, but is nevertheless knocked completely off his feet and hits the ground hard!
Bludgeoning Damage: 1d6 ⇒ 3
Legally Binding
Round 2 —> 3
==============
Jisara
Thatch
Chance (-31) {prone}
Winged Devil <Green> (-8) {frightened 1}
Vitalis {Expanded Aura: Round 1 of 10}
Edrakk (-8)
==============
Vitalis Tanessen |
Blessed Counterstrike, courageous anthem: 1d20 + 23 + 1 ⇒ (1) + 23 + 1 = 25
Damage: 4d10 + 7 + 1 ⇒ (1, 9, 1, 7) + 7 + 1 = 26Sonic: 1d6 ⇒ 1Spirit: 2d4 ⇒ (2, 3) = 5
Halberd, courageous anthem: 1d20 + 18 + 1 ⇒ (5) + 18 + 1 = 24
Damage: 3d10 + 7 + 1 ⇒ (8, 7, 6) + 7 + 1 = 29Sonic: 1d6 ⇒ 3Spirit: 2d4 ⇒ (4, 3) = 7
Womp womp
Vitalis turns around and rushes back towards the doorway and the remaining devil. He swats at the outsider to drive it off of Chance.
◆Stride
◆Blessed Counterstrike
◆Strike
Edrakk Chrysanthemum |
Edrakk, as the javelin returns to his hand, draws another vial, applies it to the javelin, and hurls it at the devil.
◆ Versatile Vial - Javelin
◆ Javelin, Versatile Vial: 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 26, 2d4 + 1 + 1 ⇒ (2, 1) + 1 + 1 = 5+Acid: 1d6 ⇒ 1+Acid/Poison: 3d6 ⇒ (5, 6, 6) = 17, 3 persistent acid/poison
End of the month, so might as well use a hero point: 1d20 + 22 + 1 ⇒ (19) + 22 + 1 = 42
◆ Step (genuinely dont know what to do with my remaining action lol
“Chance” Ravennablitz |
Chance stands up and stabs up at green with Reprisal, then pauses a moment to concentrate on sustaining the glow.
◆: Stand
◆: Strike Reprisal: 1d20 + 22 ⇒ (11) + 22 = 332d6 - 1 + 2d4 ⇒ (3, 6) - 1 + (2, 2) = 12
◆: Sustain Sacred Glow
↻: Fortuitous Shift (if triggered)
Jisara |
As one devil falls, Jisara whirls and flings another spray of silver at the other. A final flourish channels a bit of healing magic to keep Chance in fighting form.
Needle Darts vs Green: 1d20 + 21 ⇒ (16) + 21 = 37
Piercing, Silver: 8d4 ⇒ (4, 4, 2, 1, 1, 3, 1, 3) = 19
◆◆ Cast needle darts
◆ Csat life boost on Chance
GM Xavier Kahlvet |
Vitalis rushes forward to attack the devil and misses.
Edrakk puts poison on his javelin and throws it! The reroll made it into a crit.
Corrosive Damage: 3d6 ⇒ (2, 3, 4) = 9 Doesn’t get over Hardness.
Jisara sends needles at the devil then heals Chance. Retroactively applying courageous anthem, since that’s still going.
At the start of his turn, Chance heals 12 HP. Chance stands up and lunges at the devil! Hits, and does activate its weakness.
The devil swings her greataxe at Chance!
◆ Green greataxe vs Chance; frightened 1, consecrate: 1d20 + 24 - 1 + 1 ⇒ (4) + 24 - 1 + 1 = 28
Unholy Slashing Damage: 2d12 + 13 ⇒ (3, 7) + 13 = 23 Fire Damage; fire weakness: 1d6 + 5 ⇒ (1) + 5 = 6
Green then ◆ Steps and attacks Vitalis!
◆ Green greataxe vs Vitalis; 2nd, frightened 1, consecrate, sweep: 1d20 + 24 - 5 - 1 + 1 + 1 ⇒ (6) + 24 - 5 - 1 + 1 + 1 = 26
Unholy Slashing Damage: 2d12 + 13 ⇒ (11, 5) + 13 = 29 Fire Damage; fire weakness: 1d6 + 5 ⇒ (6) + 5 = 11
6 “poison” damage
DC 15 flat: 1d20 ⇒ 5
Just gonna do some botting because this’ll be easy: Vitalis attacks.
Vitalis vs Green w/frightened 1: 1d20 + 23 ⇒ (19) + 23 = 42
Holy Slashing Damage (doubled from crit): 3d10 + 7 ⇒ (10, 3, 9) + 7 = 29 Sonic Damage (doubled from crit): 1d6 ⇒ 5 Spirit Damage (doubled from crit); vs. unholy: 2d4 ⇒ (1, 2) = 3
And the devil falls!
1d6 ⇒ 2
7 IPP
KLOOONG
KLOOONG
The Devil’s Bells peal out twice more.
The PCs begin looking around the room and find only one thing of note: the lectern in this room has a strange marking burned into its wooden top. It seems to be a fiendish skull and several other markings contained within an approximately 1-foot-by-2-foot rectangle.
Vitalis recognizes these markings as those that adorn the cover of the diabolic chapters of the Book of the Damned!
With the knowledge that the Book of the Damned was here under their belts, the PCs continue forth, opening the door to the west and finding a curtain of pure blackness. Jisara (as the only one with darkvision) can barely make something out through the magical darkness and sees something massive in the dark before it seems to reposition and become unnoticeable in the darkness.
The PCs close the door for a moment and Chance pulls out several scrolls of darkvision to give it to himself and his allies. With some time, Jisara is able to determine that the darkness is the effects of a 7th-rank darkness that is sustained by the Hell Engines—dispelling the darkness will, at best, be a temporary solution unless the Hell Engines are dealt with.
With this knowledge, Vitalis spends 10 minutes concentrating on his halberd to swap his holy rune with a brilliant rune. With both Chance’s darkvisions and the new rune, Vitalis opens the door once again and plunges his halberd into the darkness! As previously established, Shine Bright will only work against this thing on a nat 20, and even then it’ll only remove a 20-foot burst of darkness for 1 hour.
So…exploration activities are written with the mindset of “you take one action every 6 seconds when not in a combat situation. So getting that nat 20 took either 5 minutes of “exploration mode,” or 1.6-ish minutes of “encounter mode.”
Here’s the thing, though…the thing in the darkness DOES NOT attack during that time. It’s animalistic and a VERY patient ambush predator, so it is willing to wait for an opportunity to strike. It’s only when Vitalis successfully counteracts the darkness that the creature feels threatened enough to attack despite its ambush-predator nature—you dispelling the darkness is basically an act of aggression in tarnishing its territory.
Also, I could rule that some of y’all were searching the darkness for the creature and trying to Recall Knowledge about it during those 50 rolls, but it has a Stealth DC of 37 and this is not a very perceptive party, so I’m just gonna rule “You can’t find this thing even WITH darkvision.”
Vitalis finally manages to use his weapon to undo some of the darkness! The AoE that I put on the map is meant to be the area with NORMAL lighting conditions.
I guess I’ll say Vitalis rolls the brilliant rune’s counteract bonus for initiative?? Feels weird, but it makes sense to me.
Edrakk: 1d20 + 18 ⇒ (2) + 18 = 20
Jisara Stealth: 1d20 + 22 + 2 ⇒ (14) + 22 + 2 = 38
Vitalis Counteract, I guess: 1d20 + 19 ⇒ (19) + 19 = 38
Creature Stealth: 1d20 + 27 ⇒ (6) + 27 = 33
Note that even though Jisara and Vitalis go BEFORE this thing in initiative, its Stealth check for initiative still beat everyone’s Perception DCs. Thus, I have not put it on the map yet because y’all don’t know where it is (a classic case of undetected but not unnoticed).
Lost in the Darkness
Round 1
==============
Jisara/Vitalis
???
Chance
Edrakk
==============
Jisara |
If it could attack us from the safety of the darkness, I bet it would have already. Let's make the approach a little trickier.
Jisara steps up behind Chance to get a better look through the door, then conjures a layer of slippery grease in the room beyond to at least slow the thing down when it comes for them.
◆ Step
◆◆ Cast grease in the purple area, DC 31 Reflex or Acrobatics to Balance.
↻ Blood Vendetta
Vitalis Tanessen |
Since he can't see the enemy, Vitalis decides now would be a good time to drink the titanic fury cocktail that Edrakk gave him. He drinks the elixir and grows in size.
◆Draw elixir
◆Drink titanic fury cocktail
◆Put hand back on weapon
GM Xavier Kahlvet |
Jisara steps out and puts grease on the ground. I’m changing the positioning of the grease, because I think you completely misunderstood which room the party was going into.
Vitalis drinks Edrakk’s elixir and grows. I’m assuming that’s the moderate version, so Vitalis will gain a net +1 to melee attacks (since it doesn’t stack with potency runes), and take a net -2 to AC and -3 to Reflex saves.
Stealth: 1d20 + 27 ⇒ (1) + 27 = 28 Oh well.
The creature ◆ “Sneaks” forward, and it is now that the PCs finally get a good enough look at the beast: a massive, shadowy serpent with a head at each end of its body!
Both heads then rear up their fangs and unleash a disturbingly accurate spray of venom!
◆ Serpent spit vs Vitalis w/clumsy 1 & mutagen: 1d20 + 25 ⇒ (19) + 25 = 44
Poison Damage (doubled from crit): 5d6 ⇒ (5, 3, 5, 3, 2) = 18
The creature’s venom manages to nail Vitalis directly in the eyes! Vitalis is blinded for 1 round.
Vitalis Fort: 1d20 + 21 ⇒ (11) + 21 = 32 Success --> Critical Success (Sacred Body)
◆ Serpent spit vs Vitalis OG w/clumsy 1 & mutagen; 2nd: 1d20 + 25 - 5 ⇒ (17) + 25 - 5 = 37 Barely not a crit.
Poison Damage (doubled from crit): 5d6 ⇒ (2, 4, 5, 2, 3) = 16
Vitalis Fort: 1d20 + 21 ⇒ (20) + 21 = 41 Critical Success
Lost in the Darkness
Round 1 —> 2
==============
Jisara
Thatch
Vitalis (-52) {Blind: Round 0 of 1; Large; clumsy 1; -1 AC; -2 Reflex; “+1” melee attacks}
Serpent of Darkness <Black>
Chance
Edrakk
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Vitalis Tanessen |
Long Jump: 1d20 + 25 ⇒ (14) + 25 = 39
Vitalis expands his aura then blindly leaps over the grease and towards the enemy.
Since he saw the monster before being blinded, he'll attempt a Lore check to identify it. Hell +18 or Religion +15. If neither apply, +11 on any other Lore check with Untrained Improvisation. Also apply Unmistakable Lore if applicable.
With my Recall Knowledge, let me know if any of the other properties of the Brilliant Rune apply (if it is a fiend or undead): This rune causes a weapon to transform into pure, brilliant energy. The weapon deals an additional 1d4 fire damage on a successful Strike, as well as 1d4 spirit damage to fiends and 1d4 vitality damage to undead. On a critical hit, the target must succeed at a DC 29 Fortitude save or be blinded for 1 round.
◆Expand Aura
◆Long Jump (25 ft.) w/ Quick Jump
◆Recall Knowledge
Jisara |
While Vitalis advances into the gloom, Jisara weaves together a spell that turns the floor beneath the serpent into a swirling mass of quicksand that threatens to pull the creature down and through.
Jisara
◆◆◆ Cast oneiric mire in the blue area, DC 31 Will.
Thatch
◆ Stride
Edrakk Chrysanthemum |
Edrakk adjusts his harness and runs forward, throwing a quickly-prepared vial.
◆ vaultbreaker's Harness
◆ Stride
◆ Quick Bomber- Blight Bomb: 1d20 + 22 ⇒ (18) + 22 = 40, 3d4 + 3 ⇒ (4, 2, 2) + 3 = 11+3d4 persistent poison/acid
“Chance” Ravennablitz |
“What in the name of Shelyn’s ugly brother is that thing?!?”
Chance decides he doesn’t need to know what this writhing horror is before attempting to send it back to wherever the hell - or Hell - it came from.
◆: Stride to get into range
◆◆: Cast a spell, Banishment (heightened to rank 6)
↻: Fortuitous Shift (if triggered)
GM Xavier Kahlvet |
Chance moves forward and attempts to banish the creature! Reminder that this is still magical darkness, so the creature is concealed to y’all (and it’s concealed BECAUSE y’all have darkvision).
DC 5 flat: 1d20 ⇒ 19
Serpent Will: 1d20 + 20 ⇒ (20) + 20 = 40 Ouch. So Chance is stunned 1.
And I’m gonna give Chance a consolation Hero Point since nothing meaningful happened on his turn.
Edrakk rushes forward and throws a bomb.
DC 5 flat: 1d20 ⇒ 11
Jisara spawns a mass of illusory quicksand.
Serpent Will: 1d20 + 20 ⇒ (10) + 20 = 30
Vitalis jumps over and expands his aura.
The shadow around the serpent seems to suffuse into it, mending and closing its wounds. The creature heals back to full HP. The serpent then ◆ Strides and bites at Vitalis!
◆ Serpent fangs vs Vitalis w/clumsy 1 & mutagen: 1d20 + 26 ⇒ (20) + 26 = 46
Piercing Damage (doubled from crit): 3d8 + 14 ⇒ (4, 5, 1) + 14 = 24
Vitalis Fort: 1d20 + 21 ⇒ (5) + 21 = 26 Failure
Void Damage: 2d6 ⇒ (5, 3) = 8 Poison Damage: 1d6 ⇒ 2 plus enfeebled 1
The serpent then does a ◆ Twin Bites! Makes two attacks against different creatures; MAP doesn’t increase until after both attacks.
Serpent fangs vs Vitalis w/clumsy 1 & mutagen; 2nd: 1d20 + 26 - 5 ⇒ (2) + 26 - 5 = 23
Piercing Damage: 3d8 + 14 ⇒ (7, 8, 5) + 14 = 34
Serpent fangs vs Edrakk w/lesser cover; 2nd: 1d20 + 26 - 5 ⇒ (3) + 26 - 5 = 24
Piercing Damage: 3d8 + 14 ⇒ (3, 5, 3) + 14 = 25
Serpent Will vs oneiric mire: 1d20 + 20 ⇒ (10) + 20 = 30
Poison Damage: 3d4 ⇒ (2, 4, 2) = 8
DC 15 flat: 1d20 ⇒ 4
Lost in the Darkness
Round 2 —> 3
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Jisara
Thatch
Vitalis (-110) {Nethervenom Stage 1: enfeebled 1; Large; clumsy 1; -1 AC; -2 Reflex; “+1” melee attacks}
Serpent of Darkness (-8) <Black> {3d4 persistent poison; -10 Speed}
Chance {stunned 1}
Edrakk
==============
Vitalis Tanessen |
Vitalis calls out the information he knows about the creature.
Netherworld Lore: This creature is made from solid shadowstuff, but it has very similar properties to an undead shadow, and can sap the strength out of creatures it bites. Translation: is does indeed have the undead trait.
Halberd, enfeebled, titanic: 1d20 + 23 - 1 + 1 ⇒ (13) + 23 - 1 + 1 = 36
Flat DC 5: 1d20 ⇒ 12
Damage, enfeebled: 3d10 + 7 - 1 ⇒ (8, 3, 10) + 7 - 1 = 27Sonic: 1d6 ⇒ 1Vitality: 1d4 ⇒ 1
Vitalis swings his halberd at the snake. Then he takes a gamble. Although already badly wounded, he hopes to draw the enemy away from the group to keep it from using its twin bites. And also possibly use the oneiric mire to his advantage. He activates his quick runner's shirt for a burst of speed and rushes deeper into the room. "Hey, over here, two-heads! Eyes on me!"
Poison Fort Roll?: 1d20 + 21 ⇒ (8) + 21 = 29
◆Strike
◆◆Quick Runner's Shirt (stride twice with a +10 ft. bonus [total 70 ft.])
Edrakk Chrysanthemum |
Assuming this is resolved in turn order, meaning Edrakk goes before Vitalis:
Edrakk patches up Vitalis' wounds, before throwing in rapid succession a quickly prepared vial with a metal filament and a poisoned dagger.
◆ Battle Medicine on Vitalis: 1d20 + 22 ⇒ (6) + 22 = 28, 2d8 + 40 ⇒ (4, 8) + 40 = 52
◆ Bottled Lightning: 1d20 + 22 ⇒ (14) + 22 = 36, 3d6 + 3 ⇒ (3, 1, 6) + 3 = 13 Electricity, flat-footed until start of next turn
◆ Dagger, Clubhead Poison: 1d20 + 18 ⇒ (7) + 18 = 25, 2d4 + 1 ⇒ (2, 1) + 1 = 4, Acid: 1d6 ⇒ 4, Clubhead Poison, DC 32 Fortitude
Hero Point on Medicine: 1d20 + 22 ⇒ (1) + 22 = 23... whoops
Jisara |
Also hoping I can do this before Vitalis takes off.
Jisara hisses in sympathetic pain as the serpent tears into Vitalis, but reacts quickly to staunch the worst of his wounds. With the same hand, she points an accusatory finger in the snake's direction, launching a black bolt of energy off and into the darkness.
Disintegrate vs Serpent, DC 31 basic Fort: 1d20 + 21 ⇒ (20) + 21 = 41
DC 5 flat: 1d20 ⇒ 11
Damage: 12d10 ⇒ (10, 4, 4, 9, 9, 2, 4, 6, 10, 3, 3, 7) = 71
◆ Cast life boost on Vitalis, fast healing 12
◆◆ Cast disintegrate
“Chance” Ravennablitz |
Chance's jaw goes slack and for a moment, the gnome's constant caffeinated jittering subsides, leaving him perfectly still.
He winces and blinks rapidly, trying to clear the backlash of his failed spell from his vision and his mind. "That was not at all fun," he mutters. "Maybe more light is the answer?"
Still gritting his teeth against the residual headache, Chance concentrates and reactivates Reprisal's Sacred Glow, filling the area around him (30' radius) with bright, holy light.
I think that's enough to catch part of the Serpent and will hopefully keep it Frightened 1 and (assuming Sacred Glow has a chance to counteract the darkness) maybe even deal with the concealment. Chance can start moving towards it next round if necessary.
◆◆: Activate an Item
↻: Fortuitous Shift (if triggered)
GM Xavier Kahlvet |
Assuming this is resolved in turn order, meaning Edrakk goes before Vitalis:
Also hoping I can do this before Vitalis takes off.
Have I not made it clear that I try to resolve things in turn order XD (I know I’ve NOT done that in the past, but I’m trying to get better about it).
Chance unleashes Reprisal’s sacred light, but the light does not extend into the darkness itself. The Sacred Glow functions, it just can’t overcome the darkness.
Edrakk attempts to patch up Vitalis and instead accidentally stabs him in the back. And I’ll say you keep the Hero Point since it didn’t make the situation better.
DC 5 flat (to target Vitalis in the darkness): 1d20 ⇒ 20
Damage: 1d8 ⇒ 8
Edrakk then throws a bomb and a poisoned dagger in quick succession!
DC 5 flat (bomb): 1d20 ⇒ 7
DC 5 flat (dagger): 1d20 ⇒ 12
Bomb hits, dagger missed.
Jisara attempts to heal Vitalis…
DC 5 flat: 1d20 ⇒ 3
Gonna assume you Hero Point that one, since Vitalis is pretty hurt.
Reroll: 1d20 ⇒ 17
Jisara then sends a bolt of energy at the serpent!
Serpent basic Fort: 1d20 + 23 ⇒ (9) + 23 = 32 Success --> Failure (Crit with disintegrate)
At the start of Vitalis’s turn, he heals 12 HP. Vitalis lashes out at the serpent and hits it! As he does, the serpent’s body momentarily seems to dissipate, as if the shadows making up the serpent’s body were struggling to keep itself together. FYI, you forgot the 1d4 fire damage from brilliant (doesn’t matter for this thing, since it would resist all of that damage). However, the serpent has weakness to Vitalis’s brilliant rune!
Vitalis then makes a tactical reposition.
Poison Fort Roll?: 1d20 + 21 ⇒ (8) + 21 = 29
Poison Damage: 2d6 ⇒ (1, 2) = 3 Void Damage: 2d6 ⇒ (2, 4) = 6 plus enfeebled 2 and slowed 1.
The serpent heals 15 HP. The serpent seems hesitant of Vitalis, and instead lashes out at Edrakk! However, as the serpent pokes a head out of its magical darkness, it places it inside Reprisal’s Sacred Glow (which the serpent couldn’t tell was there due to its rudimentary intelligence and the limitations of what it can see with darkvision). It howls in pain as its face is seared by the holy light, hindering its attack! In order to attack Edrakk, the serpent would need to at least partially enter the Sacred Glow. It immediately becomes frightened 1 because of it, and it immediately takes damage equal to the weakness Vitalis activated from his brilliant rune, AND it takes a -2 circumstance penalty to the attack roll against Edrakk, since it wasn’t prepared for the painful light.
◆ Serpent fangs vs Edrakk; frightened 1, Shrink from the Light: 1d20 + 26 - 1 - 2 ⇒ (3) + 26 - 1 - 2 = 26
Unholy Piercing Damage: 3d8 + 14 ⇒ (7, 1, 6) + 14 = 28
The serpent, thoroughly frightened, abandons attacking Edrakk and ◆◆ Strides toward Vitalis!
Serpent Will vs oneiric mire; frightened 1: 1d20 + 20 - 1 ⇒ (2) + 20 - 1 = 21
Poison Damage: 3d4 ⇒ (4, 3, 2) = 9
DC 15 flat: 1d20 ⇒ 14
At the start of Vitalis's turn, he heals 12 HP.
Lost in the Darkness
Round 3 —> 4
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Jisara
Thatch
Vitalis (-94) {Fast Healing 12: Round 1 of 4; Nethervenom Stage 2: enfeebled 2 & slowed 1; Large; clumsy 1; -1 AC; -2 Reflex; “+1” melee attacks}
Serpent of Darkness (-145) <Black> {Off-guard until Edrakk’s turn; 3d4 persistent poison; -10 Speed}
Chance
Edrakk
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Vitalis Tanessen |
(Oof. Slowed is bad.)
Vitalis kites the enemy, double-moving and stepping into the mire.
Mire Will DC 31, divine will: 1d20 + 19 ⇒ (18) + 19 = 37
◆Stride
◆Stride
Edrakk Chrysanthemum |
Edrakk follows the serpent and repeats his previous attack--a vial with a metal filament followed by a dagger.
◆ Stride
◆ Bottled Lightning, Greater: 1d20 + 22 ⇒ (3) + 22 = 25, 3d6 + 3 ⇒ (3, 1, 4) + 3 = 11+off-guard
◆ Dagger, Clubhead Poison: 1d20 + 18 ⇒ (7) + 18 = 25, 2d4 + 1 ⇒ (3, 4) + 1 = 8, Acid: 1d6 ⇒ 1, Clubhead Poison, DC 32