| 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
==============
| 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
==============
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
==============
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
==============
| 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
| Jisara |
Jisara fills the space around the serpent with a whirling vortex of snow, pelting the monster and ground alike with chunks of ice.
Howling Blizzard, DC 31 basic Reflex: 10d6 ⇒ (2, 5, 5, 5, 5, 5, 2, 5, 3, 3) = 40
◆◆◆ Cast howling blizzard
| “Chance” Ravennablitz |
Chance lets Reprisal’s light fade and begins to sing a new song to inspire his friends, then calls on the remnants of a restless spirit to do hurl debris at the Serpent of Darkness.
◆: Cast a Spell, Courageous Anthem
◆◆: Cast a Spell, Pernicious Poltergeist (4th rank)
Telekinetic Storm (force damage, DC 31 basic Reflex save): 4d8 ⇒ (8, 2, 8, 4) = 22
↻: Fortuitous Shift (if triggered)
Area of effect marked with light blue border.
| GM Xavier Kahlvet |
Chance sings and summons a poltergeist onto the creature!
Serpent basic Reflex: 1d20 + 26 ⇒ (5) + 26 = 31
Edrakk moves forward and attacks! Dagger misses no matter what, but I’ll roll a flat check for the bottled lightning to see if that misses from the miss chance (no splash damage) or from the attack roll (yes splash damage).
DC 5 flat: 1d20 ⇒ 16
Jisara Delays until after Vitalis, so she can avoid hitting him.
Vitalis continues to move.
Jisara summons a blizzard on top of the serpent!
Serpent basic Reflex: 1d20 + 26 ⇒ (4) + 26 = 30
At the start of the serpent’s turn, it heals 15 HP. Vitalis also makes a save against the poison at this time.
Vitalis Fort: 1d20 + 21 ⇒ (2) + 21 = 23
Executive decision that Vitalis rerolls that because a poison that does slowed on stage 2 is not good.
Reroll: 1d20 + 21 ⇒ (10) + 21 = 31 Success --> Critical Success (Divine Body)
The serpent ◆ Strides toward Edrakk and attacks!
◆ Serpent fangs vs Edrakk: 1d20 + 26 ⇒ (1) + 26 = 27
Piercing Damage: 3d8 + 14 ⇒ (8, 5, 3) + 14 = 30
◆ Serpent fangs vs Edrakk; 2nd: 1d20 + 26 - 5 ⇒ (11) + 26 - 5 = 32
Piercing Damage: 3d8 + 14 ⇒ (2, 4, 3) + 14 = 23
Edrakk Fort: 1d20 + 20 ⇒ (3) + 20 = 23
Poison Damage: 1d6 ⇒ 6 Void Damage: 2d6 ⇒ (3, 2) = 5 plus enfeebled 1
Serpent Will: 1d20 + 20 ⇒ (1) + 20 = 21
Poison Damage: 3d4 ⇒ (4, 2, 3) = 9
DC 15 flat: 1d20 ⇒ 18
At the start of Vitalis's turn, he heals 12 HP.
Lost in the Darkness
Round 4 —> 5
==============
Vitalis (-82) {Fast Healing 12: Round 2 of 4; Large; clumsy 1; -1 AC; -2 Reflex; “+1” melee attacks}
Jisara
Thatch
Serpent of Darkness (-193) <Black> {-10 Speed}
Chance
Edrakk (-28) {Nethervenom Stage 1: enfeebled 1
==============
| Vitalis Tanessen |
Long Jump - Acrobatics DC 15: 1d20 + 25 ⇒ (18) + 25 = 43
Halberd, courageous anthem, titanic: 1d20 + 23 + 1 + 1 ⇒ (19) + 23 + 1 + 1 = 44
Damage, courageous anthem: 3d10 + 7 ⇒ (1, 9, 6) + 7 = 23Sonic: 1d6 ⇒ 6Fire: 1d4 ⇒ 4Vitality: 1d4 ⇒ 3
Miss Flat DC 5: 1d20 ⇒ 10
Halberd, courageous anthem, titanic: 1d20 + 18 + 1 + 1 ⇒ (5) + 18 + 1 + 1 = 25
Damage, courageous anthem: 3d10 + 7 ⇒ (9, 10, 9) + 7 = 35Sonic: 1d6 ⇒ 6Fire: 1d4 ⇒ 3Vitality: 1d4 ⇒ 3
Miss Flat DC 5: 1d20 ⇒ 16
Vitalis leaps over the difficult terrain of the mire and resumes slashing at the monster.
IF the first hit is a critical, it needs to make a DC 29 Fort save or be blinded for 1 round from the Brilliant rune; it needs to make a DC 24 Fort save or be deafened for 1 minute from the Thundering rune; and move the enemy 5 ft. diagonally SW from the halberd critical specialization.
◆Long Jump (Quick Jump)
◆Strike
◆Strike
| “Chance” Ravennablitz |
Chance continues his inspirational tune and directs the poltergeist to fling more debris (real and ectoplasmic) at the Serpent of Darkness.
◆: Cast a Spell, Courageous Anthem
◆◆: Sustain a Spell, Pernicious Poltergeist (4th rank)
Telekinetic Storm (force damage, DC 31 basic Reflex save): 4d8 ⇒ (6, 2, 8, 2) = 18
As the worst of the Serpent's wounds knit closed, Chance scowls at the shadowy creature, trying to identify whether this is true regeneration (and if so, what type of weapon or damage might shut it down long enough to kill the beast) or merely fast healing.
◇: Cast a Focus Spell, Loremaster's Etude
◆: Recall Knowledge vs. Serpent of Darkness (specific question above)
↻: Fortuitous Shift (if triggered)
| GM Xavier Kahlvet |
Gonna just heavily truncate some stuff: Vitalis leaps forward and drives his halberd straight into the creature, killing it! It’s fast healing, not regeneration, so don’t worry too much about it.
Gonna just handwave the poison on Edrakk.
9 IPP
KLOOONG
KLOOONG
The Devil’s Bells peal out twice more.
Edrakk Medicine; DC 30: 1d20 + 22 ⇒ (4) + 22 = 26
Vitalis casts lay on hands on Edrakk, and Jisara casts life boost on Vitalis. Both then Refocus.
40 minutes left on Vitalis’s fury cocktail.
To the West
This silent kitchen seems to have not been used in several days.
To the Southwest
Two immense, curving tables fill this otherwise empty room. The walls are decorated with tall, glowing stained glass windows depicting handsome devils in the act of creating contracts, torturing the damned, or slaying angels. Map Updated
The only thing of note in this room besides the table and windows is a round oven that bears a striking resemblance to some kind of fiend—which certainly matches the aesthetic of Asmodeus, but is a bit odd considering this is a dining room rather than the kitchen the PCs just exited.
However, the fiendish oven then turns to the PCs and speaks! ”Ah! More meat to be served!” A trio of cooked shish kabobs on metal skewers then exit the oven to rest on its mouth, holding the skewers like one would hold toothpicks.
Edrakk: 1d20 + 18 ⇒ (16) + 18 = 34
Jisara Stealth: 1d20 + 22 + 2 ⇒ (10) + 22 + 2 = 34
Vitalis: 1d20 + 16 ⇒ (4) + 16 = 20
Fiendish Oven: 1d20 + 24 ⇒ (12) + 24 = 36
The fiendish oven ◆ Steps forward and spits out a globule of searing hot cooking oil at Vitalis!
◆ Fiendish Oven hot oil vs Vitalis w/mutagen & clumsy 1: 1d20 + 25 ⇒ (9) + 25 = 34
Fire Damage; fire weakness: 3d6 + 7 + 5 ⇒ (6, 6, 3) + 7 + 5 = 27 plus 3 fire splash and 1d8 persistent fire
The splash damage will also activate Edrakk’s fire weakness, but won’t separately activate Vitalis’s fire weakness. Gonna say that wall protects Jisara, so she won't take any splash damage.
The oven then turns and spits hot oil at Edrakk!
◆ Fiendish Oven hot oil vs Edrakk w/lesser cover; 2nd: 1d20 + 25 - 5 ⇒ (1) + 25 - 5 = 21
Fire Damage; fire weakness: 3d6 + 7 + 5 ⇒ (1, 3, 3) + 7 + 5 = 19 plus 3 fire splash and 1d8 persistent fire
Bon Apétit
Round 1
==============
Fiendish Oven <Red>
Edrakk (-8)/Jisara
Chance
Vitalis (-30) {1d8 persistent fire & Marinaded; Large; clumsy 1; -1 AC; -2 Reflex; “+1” melee attacks}
==============
| Vitalis Tanessen |
Since we are past the darkness and we spend downtime to refocus, I'd like to switch the property rune on my weapon from Brilliant back to Holy.
"Arg! It burns!" Vitalis screams as he is coated in delicious hot oil and seasoning.
Just by the looks of this thing, I'm going to assume the holy applies.
Halberd, titanic: 1d20 + 23 + 1 ⇒ (5) + 23 + 1 = 29
Damage: 3d10 + 7 ⇒ (2, 8, 2) + 7 = 19Spirit: 2d4 ⇒ (3, 3) = 6Sonic: 1d6 ⇒ 6
Vitalis moves a little closer to the enemy. He expands his protective aura. And takes a swing at the weird oven.
Persistent Fire Flat DC 15: 1d20 ⇒ 10
◆Stride
◆Expand Aura
◆Strike
| Edrakk Chrysanthemum |
To the WestThis silent kitchen seems to have not been used in several days.
Edrakk shakes his head. "No respect for the culinary arts. S-shouldn't be surprised from Thrune."
Edrakk panics at first from the burning cooking oil, but after a moment stops as he realizes what it is, and sets his eyes on the oven.
He dashes forward, hurling a series of explosives, one packed with menthol crystals, causing the room to smell of peppermint.
"You call yourself a chef?!" Edrakk shouts, his stutter disappearing in his focus. "I saw your kitchen, devil, you have no respect for the art!"
◆ Stride
◆ Frost Vial, Quick Bomber: 1d20 + 22 ⇒ (2) + 22 = 24, Cold: 3d6 + 3 ⇒ (6, 6, 3) + 3 = 18 + -10 move speed
◆ Blight Bomb, Quick Bomber: 1d20 + 17 ⇒ (13) + 17 = 30, Acid/Poison: 3d4 + 3 ⇒ (3, 4, 2) + 3 = 12 + 3d4 persistent acid/poison
Screw it, hero point: 1d20 + 22 ⇒ (17) + 22 = 39
| “Chance” Ravennablitz |
Chance makes sure his charm of fire resistance is on tightly and runs into the room, singing another jaunty song. He skids to a halt next to Vitalis and pulls a vial of clear liquid out from his sleeves of storage, offering it to the enlarged paladin.
“Quenching potion? I’d pour it onto you myself, but I don’t want to use up my marvelous miniature ladder just yet!”
◆: Stride
◆: Cast a Spell, Courageous Anthem
◆: Interact
↻: Fortuitous Shift (if triggered)
| GM Xavier Kahlvet |
Acid/Poison: 3d4 + 3 ⇒ (3, 4, 2) + 3 = 12 + 3d4 persistent acid/poison
So…RAW, it says that your weird “poison/acid” thing applies to “your infused poisons.” The rules are really really vague about what qualifies. Is it only the poisons with stages (usually categorized as “alchemical poisons”)? Is it anything with both the alchemical and poison traits?
Personally, I’m going with the reading that it works on anything with both alchemical and poison traits, since “you flexibly mix acidic and poisonous alchemical compounds” is really weird if it only applies to the poisons with stages.
Edrakk throws two bombs at the creature, the frost vial significantly staunching some of its flames. Translation: weak to cold, and not immune to BOTH poison and acid.
Botting Jisara: Jisara Strides then casts frostbite.
Cold Damage: 7d4 ⇒ (1, 1, 4, 2, 1, 4, 2) = 15
Fiendish Oven basic Fort | DC 31: 1d20 + 28 ⇒ (14) + 28 = 42
Chance moves forward, sings, and pulls out a potion.
Just by the looks of this thing, I'm going to assume the holy applies.
Funny you should mention that, because holy actually DOESN’T apply.
Vitalis advances and attacks the creature, but its metal oven body doesn’t seem to care. Misses, even with retroactively applying courageous anthem.
Persistent Fire Damage; fire weakness: 1d8 + 5 ⇒ (2) + 5 = 7
"You call yourself a chef?!" Edrakk shouts, his stutter disappearing in his focus. "I saw your kitchen, devil, you have no respect for the art!"
The fiendish oven mindlessly chews off some of the meat on one of its skewers. ”Au contraire, bird! I have all the tools I need right here!” It then eyes Vitalis. ”And our first course is about ready to be put in the oven!”
The fiendish oven deftly manipulates one of the skewers in its mouth in an attempt to stab it at Vitalis!
◆ Fiendish Oven skewer vs Vitalis w/clumsy 1 & mutagen: 1d20 + 27 ⇒ (9) + 27 = 36
Piercing Damage: 3d10 + 8 ⇒ (10, 9, 8) + 8 = 35
◇ Improved Grab: 1d20 + 28 ⇒ (2) + 28 = 30 You lucky sonuva gun, that failed by 1
◆ Fiendish Oven skewer vs Vitalis w/clumsy 1 & mutagen; 2nd: 1d20 + 27 - 5 ⇒ (2) + 27 - 5 = 24
Piercing Damage: 3d10 + 8 ⇒ (9, 1, 7) + 8 = 25
◇ Improved Grab: 1d20 + 28 ⇒ (10) + 28 = 38
”Although, I’ve never had roasted raven before. I wonder how similar it is to pheasant.” The oven then spits another globule of cooking oil, but this time at Edrakk!
◆ Fiendish Oven hot oil vs Edrakk; 3rd: 1d20 + 25 - 10 ⇒ (2) + 25 - 10 = 17
Fire Damage; fire weakness: 3d6 + 7 + 5 ⇒ (2, 5, 2) + 7 + 5 = 21 plus 1d8 persistent fire and 3 fire splash
Bon Apétit
Round 2
==============
Fiendish Oven <Red> (-36)
Edrakk (-8)
Jisara
Thatch
Chance
Vitalis (-73) {1d8 persistent fire & Marinaded; Large; clumsy 1; -1 AC; -2 Reflex; “+1” melee attacks}
==============
| Edrakk Chrysanthemum |
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”Although, I’ve never had roasted raven before. I wonder how similar it is to pheasant.” The oven then spits another globule of cooking oil, but this time at Edrakk!
"You don't even know the proper terminology!!" Edrakk shouts back as he dodges the burning oil. "Roasting is a dry heat applied evenly, whereas you're using burning cooking oil, which would be frying!"
He quickly hurls another frost bomb and a dagger at the oven before dashing over to help Vitalis.
"And another thing!!" he shouts as he starts to patch the paladin up. "He's absolutely not ready for the oven!! There are a number of more things you'd need to--I mean--well--" He stops, realizing that perhaps it would be better to not finish this particular line of thinking.
◆ Frost Vial, Courageous Anthem: 1d20 + 22 + 1 ⇒ (1) + 22 + 1 = 24, 3d6 + 3 ⇒ (5, 5, 4) + 3 = 17 + -10 move penalty
◆ Dagger, Bandolier (not poisoned): 1d20 + 17 + 1 ⇒ (15) + 17 + 1 = 33, 2d4 + 1 + 1 ⇒ (3, 3) + 1 + 1 = 8, Acid: 1d6 ⇒ 1
◆ Doctor's Visitation: 1d20 + 22 ⇒ (5) + 22 = 27, 2d8 + 40 ⇒ (6, 2) + 40 = 48
World's A Stage Reroll: 1d20 + 22 ⇒ (8) + 22 = 30
| Vitalis Tanessen |
Funny you should mention that, because holy actually DOESN’T apply.
Interesting.
"Did you just try to eat me?" Vitalis says incredulously.
Flat DC 15: 1d20 ⇒ 8 Sad
Vitalis quaffs the quenching potion but it fails to extinguish the aromatic juices that Vitalis is bathed in.
Halberd, courageous anthem, titanic: 1d20 + 23 + 1 + 1 ⇒ (17) + 23 + 1 + 1 = 42
Damage: 3d10 + 7 + 1 ⇒ (8, 4, 1) + 7 + 1 = 21Sonic: 1d6 ⇒ 4Spirit: 1d4 ⇒ 1
"Eat my halberd, you ding dong!" Vitalis shouts and shoves his weapon down the monster's throat.
Flat DC 15: 1d20 ⇒ 8 Sad
◆Drink Quenching Potion
◆Regrip Weapon
◆Strike Fiendish Oven
| “Chance” Ravennablitz |
“Rude! Nobody likes an appliance that talks back!”
Chance continues his inspiring tune, then shouts and claps his hands together as hard as he can. The sound of the impact booms out not from where the gnome is hiding standing behind Vitalis, but from the center of the nasty giant oven.
"Flugantaj rokoj por ĵokeoj!"
◆: Cast a Spell, courageous anthem
◆◆: Cast a Spell, Noise Blast (4th rank, DC 31 Fort, Sonic): 4d10 ⇒ (5, 2, 8, 7) = 22
[ooc]↻: Fortuitous Shift (if triggered)
| Jisara |
Jisara doesn't have any quips to add into the pot, but does give Edrakk a look of surprised appreciation in response to his passionate defense of proper cooking terms. She backs his argument up with a spray of silvery needles from an outstretched hand.
Needle Darts vs Oven: 1d20 + 21 + 1 ⇒ (9) + 21 + 1 = 31
Piercing (Silver): 8d4 + 1 ⇒ (4, 3, 2, 1, 2, 3, 3, 4) + 1 = 23
◆ Cast life boost on Vitalis
◆◆ Cast needle darts
| GM Xavier Kahlvet |
Edrakk throws a bomb and misses, then hits the creature with a dagger and patches up Vitalis.
Jisara begins healing Vitalis and sends needles at the fiendish oven, but misses.
Chance sings and summons a burst of sound on the creature!
Fiendish Oven basic Fort: 1d20 + 28 ⇒ (15) + 28 = 43
At the start of his turn, Vitalis heals 12 HP. Vitalis attacks the fiendish oven Crit. I’m gonna assume you move it 5 feet SE. then grabs Chance’s potion and douses himself with it.
The potion counts as a particularly appropriate type of help against persistent acid, fire, negative, and poison damage.
The above sentence in the quenching potion means that it also reduces the DC of the flat check for that particular persistent damage to 10. That doesn’t really help, since you rolled an 8 both times, but still.
Fire Damage to Vitalis; fire weakness: 1d8 + 5 ⇒ (6) + 5 = 11
"Roasting is a dry heat applied evenly, whereas you're using burning cooking oil, which would be frying!"
The fiendish oven ◆ Strides forward and says ”Cooked meat is cooked meat nonetheless!” as it stabs at Vitalis once again with its skewer!
◆ Fiendish Oven skewer vs Vitalis w/clumsy 1 & mutagen: 1d20 + 27 ⇒ (8) + 27 = 35
Piercing Damage: 3d10 + 8 ⇒ (5, 2, 7) + 8 = 22
◇ Improved Grab: 1d20 + 28 ⇒ (6) + 28 = 34
”Now to cook this delicacy to perfection!” Suddenly the skewer that Vitalis is stuck on gets pulled, shoving the champion’s upper half into the fires of the oven’s interior, slowly turning him around like a rotisserie! ◆ Roast: all creatures grabbed* on the oven’s skewer(s) take 3d6 fire damage with a basic Fort save. Creatures that are Marinaded (taking persistent fire damage from the oven’s hot oil Strike) take a -2 circumstance penalty to their save against Roast. Despite the flavor (no pun intended) of what I just said, Roast doesn’t do anything similar to Swallow Whole OR make the creature(s) prone.
*I’m also saying it affects restrained as well, since that makes sense to me, especially since this creature was released AFTER the remastered Grab.
Fire Damage: 3d6 ⇒ (1, 6, 4) = 11
Vitalis basic Fort; Marinaded: 1d20 + 21 - 2 ⇒ (17) + 21 - 2 = 36 Success --> Critical Success (Sacred Body)
”My, you’re an uncooperative piece of raw meat, aren’t you? You need a bit more time in the oven.”
EDIT: Forgot about the Fort save vs. Vitalis’s thundering rune.
Fiendish Oven Fort | DC 24: 1d20 + 28 ⇒ (15) + 28 = 43
At the start of Vitalis’s turn, he heals 12 HP.
Bon Apétit
Round 3
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Fiendish Oven <Red> (-97)
Edrakk (-8)
Jisara
Thatch
Chance
Vitalis (-34) {grabbed; Fast Healing 12: Round 1 of 4; 1d8 persistent fire (DC 10) & Marinaded; Large; clumsy 1; -1 AC; -2 Reflex; “+1” melee attacks}
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