Vitalis Tanessen |
Vitalis' body is covered in sweat. "T-that was Asmodeus himself, wasn't it... I know we are in his temple but I didn't think we'd draw his attention so directly. This is bad." He goes to his knees and says a few prayers. "Shelyn protect us."
Upstairs...
Halberd: 1d20 + 23 ⇒ (3) + 23 = 26 Since the hero points are reseting, I might as well use one.
Hero Point Reroll: 1d20 + 23 ⇒ (19) + 23 = 42
Damage: 3d10 + 7 ⇒ (3, 3, 3) + 7 = 16Sonic: 1d6 ⇒ 5Spirit: 1d4 ⇒ 4
"I guess this is the welcoming party on the second floor. Sorry golems, we have places to be."
Vitalis steps up and swings at one. (White).
He'll also expand his aura.
◆Stride
◆Strike (White)
◆Expand Aura
GM Xavier Kahlvet |
Round 6
"I guess this is the welcoming party on the second floor. Sorry golems, we have places to be."
Reminder: "golems" aren't a thing anymore, and golem antimagic no longer exists.
Vitalis moves forward and attacks White! Crit. Gonna assume you move White NW to move it out of your reach (so it has to waste actions to hit you). Also, while the creatures ARE unholy, they do NOT have spirits, so they are immune to the spirit damage.
White Fort vs thundering; consecrate | DC 24: 1d20 + 23 + 1 ⇒ (2) + 23 + 1 = 26
Black makes a ◆◆ Heavy Stride, walking straight into Vitalis and several other statues!
Vitalis Reflex: 1d20 + 14 ⇒ (15) + 14 = 29 Success Vitalis is NOT knocked prone.
Black then turns heel and punches at Vitalis!
◆ Black vs Vitalis; consecrate: 1d20 + 24 + 1 ⇒ (7) + 24 + 1 = 32
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (7, 2) + 6 = 15 Spirit Damage: 2d6 ⇒ (5, 6) = 11
White ◆ Strides over and unleashes a 20-foot emanation of spiritual energy as it attempts to ◆◆ Cast Out the PCs! Gonna say they caught y’all enough off-guard that Chance can’t use his reaction for Unexpected Shift.
Chance: 1d20 + 20 ⇒ (4) + 20 = 24 Failure
Edrakk: 1d20 + 20 ⇒ (16) + 20 = 36 Success
Jisara: 1d20 + 18 ⇒ (2) + 18 = 20 Failure
Thatch: 1d20 + 18 ⇒ (6) + 18 = 24 Failure
Vitalis: 1d20 + 19 ⇒ (7) + 19 = 26 Failure
Everyone who failed their save also takes 3d6 persistent spirit damage!
I’m just gonna arbitrarily say that Vitalis chooses to use Retributive Strike to protect Thatch.
↻ Vitalis Retributive Strike vs White: 1d20 + 23 ⇒ (18) + 23 = 41
Holy Slashing Damage (doubled from crit): 3d10 + 7 ⇒ (4, 4, 4) + 7 = 19 Sonic Damage (doubled from crit): 1d6 ⇒ 2 plus 4 persistent spirit
Reposition White to the east to prevent the flanking against Vitalis with Black.
White Fort; consecrate | DC 24: 1d20 + 23 + 1 ⇒ (12) + 23 + 1 = 36
Reminder to Vitalis about Blessed Counterstrike. And reminder to Edrakk that, somehow (thanks to the remaster), these statues made of literal clay are affected by your poisons.
EDIT: Forgot about something. Vitalis makes saves when he hits White:
Vitalis Will 1: 1d20 + 19 ⇒ (19) + 19 = 38
Vitalis Will 2: 1d20 + 19 ⇒ (19) + 19 = 38
EDIT 2: Everyone taking persistent spirit damage also have the instinctual understanding that moving FAR away from White will automatically end the persistent damage (though you are not forced to do so).
Hall of Triumphs
Round 1 —> 2
==============
Vitalis (-49) {3d6 persistent unholy spirit}
Statue <Black>
Statue <White> (-84 from “2” attacks [before resistances])
Jisara (-26) {3d6 persistent unholy spirit}
Thatch (-12) {3d6 persistent unholy spirit}
Edrakk (-13)
Chance (-26) {3d6 persistent unholy spirit}
==============
Edrakk Chrysanthemum |
2 people marked this as a favorite. |
"Sorry golems, we have places to be."
*dons nerd glasses* Well, technically, it's only a golem if animated by Jewish mysticism. Based on the beard and the cuneiform tablet on its chest, this looks more Sumerian, making them just sparkling fantasy robots.
And reminder to Edrakk that, somehow (thanks to the remaster), these statues made of literal clay are affected by your poisons.
I'm just that cool!
Edrakk scrambles backwards down the stairs a few steps before quickly poisoning a dagger and attacking the statue with it.
◆ Stride
◆◆ Dagger, Versatile Vial, Flanking: 1d20 + 22 ⇒ (10) + 22 = 32, 2d4 + 1 ⇒ (3, 1) + 1 = 5, Acid: 1d6 ⇒ 2, Poison/Acid: 3d6 ⇒ (6, 5, 4) = 15 + 3 persistent poison/acid
Jisara |
"Thatch, go!" Jisara barks, as the cat discorporates midleap into his usual cloud of swirling strips of cloth. Hoping that will occupy at least one of the statues, she asks for a little bit of help from her patron as she tries to remember any weaknesses they might have.
Stitched Familiar, Slashing, DC 31 basic Reflex: 10d6 ⇒ (1, 3, 1, 2, 2, 6, 1, 2, 2, 5) = 25
Recall Knowledge on the statues, +26 Arcana or +25 Crafting
◆ Command Familiar (◆◆ Stitched Familiar)
◆ Cast discern secrets on Jisara and Edrakk
◆ Cast shield, AC 31 Hardness 15
Vitalis Tanessen |
Vitalis gets the urge to move away from the golems but senses the room is too small to get far enough away, so he stays and fights.
Halberd: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 3d10 + 7 ⇒ (2, 8, 10) + 7 = 27Sonic: 1d6 ⇒ 5
Halberd: 1d20 + 18 ⇒ (17) + 18 = 35
Damage: 3d10 + 7 ⇒ (7, 5, 2) + 7 = 21Sonic: 1d6 ⇒ 4
Vitalis takes a step to make it more difficult to be flanked then attacks the damaged statue.
◆Step
◆Strike (White)
◆Strike (White)
“Chance” Ravennablitz |
So they do spirit damage, but are immune to spirit damage. Cool, cool.
Chance picks up a new melody for his courageous anthem, then lunges forward with Reprisal, putting all of his will and the weight of his tiny body behind it.
◆: Cast a Spell, Courageous Anthem
◆◆: Strike, Divine Retribution (with add'l damage die): 1d20 + 22 + 1 ⇒ (6) + 22 + 1 = 293d6 - 1 + 1 ⇒ (2, 3, 5) - 1 + 1 = 10
Note: If the target has the unholy trait, it's also enfeebled 1 until the start of your next turn on a hit (or enfeebled 2 on a critical hit).
↻: Fortuitous Shift (if triggered)
**Activate ** (concentrate) **Effect** Drawing upon divine fury, you single out a target that damaged you or an ally within the past round and fill your relic with divine vengeance against them. Make a Strike against that foe, dealing an additional damage die on a hit. If the target has the unholy trait, it's also enfeebled 1 until the start of your next turn on a hit (or enfeebled 2 on a critical hit).
GM Xavier Kahlvet |
So they do spirit damage, but are immune to spirit damage. Cool, cool.
Yup. They utilize the spiritual energy granted to them by Asmodeus, but they themselves have no souls.
DC 15 flat: 1d20 ⇒ 20
Thatch Unholy Spirit: 3d6 ⇒ (4, 4, 6) = 14
DC 15 flat: 1d20 ⇒ 3
Chance Unholy Spirit: 3d6 ⇒ (5, 1, 2) = 8
DC 15 flat: 1d20 ⇒ 17
Vitalis Unholy Spirit: 3d6 ⇒ (1, 2, 3) = 6
DC 15 flat: 1d20 ⇒ 10
Thatch unleashes the power of Jisara’s patron at White! I’m assuming, since White is the most damaged.
White basic Reflex: 1d20 + 16 ⇒ (1) + 16 = 17 Ran into resistances, though.
Since Thatch technically damaged White, Thatch makes the Will save.
Thatch Will: 1d20 + 18 ⇒ (6) + 18 = 24 Failure but nothing apparent seems to happen.
Jisara then uses a hex. Based on what I know about these creatures, I’m gonna say you CAN’T use Arcana to ID them, but CAN instead use Religion (not that either Jisara or Edrakk would use Religion over Crafting).
Jisara Crafting: 1d20 + 24 + 1 ⇒ (7) + 24 + 1 = 32
Edrakk poisons his dagger and stabs Black with it!
The versatile vial is applied to the dagger “as an injury poison,” and injury poisons only go into effect when the target takes at least 1 point of slashing or piercing damage.. However, Edrakk’s ability…
You can apply the contents of a versatile vial to a weapon or piece of ammunition as an injury poison. Add the versatile vial’s initial damage to the first successful Strike with that weapon or ammunition. The substance becomes inert at the end of your current turn.
…doesn’t say anything about slashing/piercing damage, nor the stuff about the poison being wasted on a critically-failed save. So I’m gonna rule for now that the additional damage from the versatile vial used in this way still applies regardless of whether or not the physical damage was dealt. That said, I will look into this further, but that’s my ruling for now just so we can keep things moving (and so Edrakk isn’t completely gimped in this combat).
Edrakk Will: 1d20 + 20 ⇒ (13) + 20 = 33 Success
Chance sings then stabs at Black! That…dealt zero damage. BUT Divine Retribution doesn’t say it needs to deal damage for the enfeebled.
Vitalis attacks White. First one misses, second one hits.
Vitalis Will: 1d20 + 19 ⇒ (2) + 19 = 21 Failure but nothing seems to happen
Round 7
Black, like White, attempts to ◆◆ Cast Out the PCs!
Chance: 1d20 + 20 ⇒ (19) + 20 = 39 Critical Success
Edrakk: 1d20 + 20 ⇒ (20) + 20 = 40 Critical Success
Jisara: 1d20 + 18 ⇒ (10) + 18 = 28 Failure
Thatch: 1d20 + 18 ⇒ (6) + 18 = 24 Failure
Vitalis: 1d20 + 19 ⇒ (1) + 19 = 20 Failure --> Critical Failure (Nat 1)
Vitalis does NOT double the base damage from the crit fail, he instead doubles the persistent damage to 6d6. And Jisara takes 3d6 persistent spirit again.
Once again, Vitalis uses Retributive Strike to protect Thatch.
↻ Vitalis Retributive Strike vs Black OG; courageous anthem: 1d20 + 23 + 1 ⇒ (1) + 23 + 1 = 25
Holy Slashing Damage; courageous anthem: 3d10 + 7 + 1 ⇒ (5, 4, 9) + 7 + 1 = 26 Sonic Damage: 1d6 ⇒ 4
↻ Edrakk vs Black OG; courageous anthem, Retributive Strike: 1d20 + 22 + 1 - 5 ⇒ (8) + 22 + 1 - 5 = 26
Piercing Damage; courageous anthem: 2d4 + 1 + 1 ⇒ (3, 1) + 1 + 1 = 6 Acid Damage: 1d6 ⇒ 4
Chance used his reaction for Unexpected Shift, so no Strike from him. And Jisara has better uses for her reaction, so I’m not gonna bother (her Strikes are mostly for the bleed damage, anyway).
Black then punches Vitalis!
◆ Black vs Vitalis; enfeebled 1: 1d20 + 24 - 1 ⇒ (4) + 24 - 1 = 27
Unholy Bludgeoning Damage; enfeebled 1: 2d10 + 6 - 1 ⇒ (9, 4) + 6 - 1 = 18 Spirit Damage: 2d6 ⇒ (6, 5) = 11
White likewise punches at Vitalis, completely ignoring being immobilized by Thatch.
◆ White vs Vitalis: 1d20 + 24 ⇒ (10) + 24 = 34
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (3, 1) + 6 = 10 Spirit Damage: 2d6 ⇒ (3, 2) = 5
◆ White vs Vitalis; 2nd: 1d20 + 24 - 5 ⇒ (11) + 24 - 5 = 30
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (10, 7) + 6 = 23 Spirit Damage: 2d6 ⇒ (5, 5) = 10
◆ White vs Vitalis; 3rd: 1d20 + 24 - 10 ⇒ (12) + 24 - 10 = 26
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (2, 4) + 6 = 12 Spirit Damage: 2d6 ⇒ (3, 2) = 5
Reminder to Vitalis about Blessed Counterstrike.
Hall of Triumphs
Round 2 —> 3
==============
Vitalis (-94) {6d6 persistent unholy spirit}
Statue <Black> (-17)
Statue <White> (-160 from “4” attacks [before resistances]) {Immobilized}
Jisara (-63) {3d6 persistent unholy spirit}
Thatch (-39) {3d6 persistent unholy spirit}
Edrakk (-13)
Chance (-34)
==============
Vitalis Tanessen |
That persistent damage is going to suuuuuck!
Reminder to Vitalis about Blessed Counterstrike.
OH! I have that!
Blessed Counterstrike, CA: 1d20 + 23 + 1 ⇒ (10) + 23 + 1 = 34
Damage: 4d10 + 7 + 1 ⇒ (4, 2, 5, 3) + 7 + 1 = 22Sonic: 1d6 ⇒ 4
Halberd, CA: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20 Hero Point Reroll
Halberd, CA: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30
Damage: 3d10 + 7 + 1 ⇒ (4, 5, 6) + 7 + 1 = 23Sonic: 1d6 ⇒ 2
Halberd, CA: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
Damage: 3d10 + 7 + 1 ⇒ (6, 7, 5) + 7 + 1 = 26Sonic: 1d6 ⇒ 6
Attacks have flanking
Vitalis reacts to the golem attacking his allies with a counterstrike.
◆Blessed Counterstrike (black)
◆Strike (black)
◆Strike (black)
Jisara |
Jisara's hand flies through a series of complicated gestures, first invigorating Vitalis's body before hurling an enormous bolt of electricity that jumps from one statue to the next.
Chain Lightning, White and then Black, DC 31 basic Reflex: 8d12 ⇒ (9, 2, 4, 7, 2, 3, 8, 9) = 44
◆ Cast life boost on Vitalis
◆◆ Cast chain lightning, starting with White and then Black
“Chance” Ravennablitz |
Chance continues his inspiring song for a moment before transitioning smoothly into a joyous chant:
"Second, fourth, sixth, eighth!
Who's fighting and will keep the faith?
The Silver Ravens!
Go go Ravens!
R-A-V-E-N-S!
Go Silver Ravens!"
By the final line, Chance is jumping up and down underneath the statute's outstretched arm.
◆: Cast a Spell, Courageous Anthem
◆◆: Cast a Spell, Zealous Conviction
Targets: all four Silver Ravens. Effect: Each target receives 12 temporary hit points and +2 status bonus to Will saves against mental effects.
↻: Fortuitous Shift (if triggered)
GM Xavier Kahlvet |
DC 15 flat: 1d20 ⇒ 19
Thatch: 3d6 ⇒ (3, 5, 6) = 14
DC 15 flat: 1d20 ⇒ 11
Vitalis: 6d6 ⇒ (1, 2, 4, 4, 4, 3) = 18
DC 15 flat: 1d20 ⇒ 4
Jisara begins healing Vitalis then sends lightning at the statues!
White: 1d20 + 16 ⇒ (2) + 16 = 18
The chain lightning ran into their resistances.
Jisara Will: 1d20 + 18 ⇒ (10) + 18 = 28 Success
Jisara Will: 1d20 + 18 ⇒ (5) + 18 = 23 Failure (but nothing seems to happen)
Edrakk Delays until after Vitalis.
Chance sings and gives everyone the conviction to continue fighting. Not gonna bother noting the bonus to mental effects, since literally none of what these guys do are mental effects.
At the start of Vitalis’s turn, he heals 12 HP. Vitalis attacks Black! Blessed Counterstrike hits, which gives it weakness 6 to Strikes until Vitalis’s next turn. The reroll then hit as well.
Vitalis Will: 1d20 + 19 ⇒ (2) + 19 = 21 Failure
Vitalis Will: 1d20 + 19 ⇒ (1) + 19 = 20 Critical Failure
Edrakk uses a versatile vial on his dagger and stabs Black.
Edrakk vs Black OG; courageous anthem: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34
Piercing Damage; courageous anthem, Blessed Counterstrike Weakness: 2d4 + 1 + 1 + 6 ⇒ (1, 2) + 1 + 1 + 6 = 11 Acid Damage: 1d6 ⇒ 4 ”Poison” Damage: 3d6 ⇒ (4, 6, 1) = 11 plus 3 persistent “poison” damage
Edrakk then does a Doctor’s Visitation on Vitalis!
Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (9) + 22 = 31
Healing: 2d8 + 40 ⇒ (1, 5) + 40 = 46
1 is Edrakk, 2 is Jisara, 3 is Chance: 1d3 ⇒ 1
Black punches at Edrakk!
◆ Black vs Edrakk: 1d20 + 24 ⇒ (5) + 24 = 29
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (9, 3) + 6 = 18 Spirit Damage: 2d6 ⇒ (2, 2) = 4
◆ Black vs Edrakk; 2nd: 1d20 + 24 - 5 ⇒ (15) + 24 - 5 = 34
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (6, 2) + 6 = 14 Spirit Damage: 2d6 ⇒ (2, 2) = 4
Vitalis intervenes! Retributive Strike completely negates that damage.
Holy Slashing Damage; Blessed Counterstrike weakness, courageous anthem: 3d10 + 7 + 6 + 1 ⇒ (10, 1, 9) + 7 + 6 + 1 = 34 Sonic Damage: 1d6 ⇒ 6
↻ Chance vs Black; courageous anthem, Retributive Strike: 1d20 + 22 + 1 - 5 ⇒ (11) + 22 + 1 - 5 = 29
Holy Piercing Damage; courageous anthem, Blessed Counterstrike weakness: 2d6 - 1 + 1 + 6 ⇒ (2, 1) - 1 + 1 + 6 = 9 Doesn’t get over resistance
↻ Edrakk vs Black; courageous anthem, Retributive Strike: 1d20 + 22 + 1 - 5 ⇒ (19) + 22 + 1 - 5 = 37
Piercing Damage; courageous anthem, Blessed Counterstrike weakness: 2d4 + 1 + 1 + 6 ⇒ (1, 2) + 1 + 1 + 6 = 11 Acid Damage: 1d6 ⇒ 2
↻ Jisara vs Black OG; courageous anthem, Retributive Strike: 1d20 + 21 + 1 - 5 ⇒ (18) + 21 + 1 - 5 = 35
Piercing Damage; Blessed Counterstrike weakness: 2d4 + 6 ⇒ (1, 1) + 6 = 8 Doesn’t get over resistance
◆ Black vs Edrakk; 3rd: 1d20 + 24 - 10 ⇒ (16) + 24 - 10 = 30
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (5, 9) + 6 = 20 Spirit Damage: 2d6 ⇒ (3, 6) = 9
1 is Edrakk, 2 is Thatch: 1d2 ⇒ 1
White also attacks Edrakk!
◆ White vs Edrakk: 1d20 + 24 ⇒ (13) + 24 = 37
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (7, 6) + 6 = 19 Spirit Damage: 2d6 ⇒ (6, 1) = 7
◆ White vs Edrakk; 2nd: 1d20 + 24 - 5 ⇒ (4) + 24 - 5 = 23
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (4, 1) + 6 = 11 Spirit Damage: 2d6 ⇒ (6, 2) = 8
◆ White vs Edrakk; 3rd: 1d20 + 24 - 10 ⇒ (6) + 24 - 10 = 20
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (1, 8) + 6 = 15 Spirit Damage: 2d6 ⇒ (1, 1) = 2
3 persistent “poison” damage
DC 15 flat: 1d20 ⇒ 1
At the start of his next turn, Vitalis heals 12 HP.
Vitalis Will from Retributive Strike: 1d20 + 19 ⇒ (13) + 19 = 32
Edrakk Will from Retributive Strike: 1d20 + 20 ⇒ (20) + 20 = 40
EDIT 2: Also completely forgot that Black was taking persistent “poison” damage last turn, so I added in the 3 damage he should’ve taken last turn (not bothering to roll the flat check, since Edrakk’s attack this turn would have just reapplied the persistent damage, making rolling it moot).
Hall of Triumphs
Round 3 —> 4
==============
Vitalis (-30) {6d6 persistent unholy spirit; Fast Healing 12: Round 1 of 4}
Edrakk (-27)
Statue <Black> (-181 from “6” attacks [before resistances]) {3 persistent “poison”; Weakness 6 to Strikes until start of Vitalis’s turn}
Statue <White> (-204 from “5” attacks [before resistances]) {Immobilized}
Jisara (-74; +12)
Thatch (-53; +12) {3d6 persistent unholy spirit}
Chance (-34; +12)
==============
Vitalis Tanessen |
Vitalis focuses his attacks on Black.
Blessed Counterstrike, CA: 1d20 + 23 + 1 ⇒ (12) + 23 + 1 = 36
Damage: 4d10 + 7 + 1 ⇒ (9, 3, 1, 3) + 7 + 1 = 24Sonic: 1d6 ⇒ 2
Halberd, CA: 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22
Damage: 3d10 + 7 + 1 ⇒ (4, 8, 3) + 7 + 1 = 23Sonic: 1d6 ⇒ 1
Halberd, CA: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Damage: 3d10 + 7 + 1 ⇒ (8, 4, 7) + 7 + 1 = 27Sonic: 1d6 ⇒ 3
◆Blessed Counterstrike (Black)
◆Strike (Black)
◆Strike (Black)
“Chance” Ravennablitz |
Not gonna bother noting the bonus to mental effects, since literally none of what these guys do are mental effects.
Eh, it was worth a shot given all the failed Will saves in the previous rounds.
Chance continues to sing his courageous anthem, but after a couple of seconds the melody changes to something discordant and disturbing, filled with disquieting vibrations.
◆: Cast a Spell, Courageous Anthem
◆◆: Cast a Spell vs. Black, Haunting Hymn
Sonic damage (basic Fortitude, DC 31): 5d8 ⇒ (2, 6, 6, 1, 6) = 21
(On a critical fail, target is deafened for 1 minute)
↻: Fortuitous Shift (if triggered)
Jisara |
Jisara casts more healing magic, this time on herself, before trying to deliver the finishing blow to the further statue.
Frostbite vs White, DC 31 basic Fort: 7d4 ⇒ (1, 3, 3, 1, 3, 1, 4) = 16
◆ Cast life boost on myself
◆◆ Cast frostbite on White
Edrakk Chrysanthemum |
Really weird day for me, mentally.
Likewise, coincidentally!
Edrakk moves away from the statue and hurls a bomb of heavily endothermic chemicals and a dagger in quick succession.
◆ Stride
◆ Frost Bomb, Greater, Quick Alchemy vs Black: 1d20 + 22 + 1 ⇒ (13) + 22 + 1 = 36, Cold: 3d6 + 3 ⇒ (3, 2, 1) + 3 = 9
◆ Throwing Knife vs Black: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36, 2d4 + 1 + 1 ⇒ (4, 4) + 1 + 1 = 10, Acid: 1d6 ⇒ 3
GM Xavier Kahlvet |
DC 15 flat: 1d20 ⇒ 13
Vitalis: 6d6 ⇒ (4, 4, 5, 3, 2, 4) = 22
DC 15 flat: 1d20 ⇒ 19
Jisara begins healing herself then sends magic at White.
White basic Fort; consecrate: 1d20 + 23 + 1 ⇒ (19) + 23 + 1 = 43
Chance sings and sends a song through Black.
Black basic Fort; consecrate: 1d20 + 23 + 1 ⇒ (12) + 23 + 1 = 36
The spell seemed to do absolutely nothing.
Vitalis does a Blessed Counterstrike against Black!
Vitalis Will: 1d20 + 19 ⇒ (1) + 19 = 20 Critical Failure But nothing seems to happen
Vitalis throws a bomb and dagger at Black! Both hit, which both activate the weakness from Blessed Counterstrike. And, finally, deals 3 splash damage to both Jisara and Chance. I will say, though, that the bombs do not run into any resistances whatsoever (unlike pretty much every other attack).
Edrakk Will: 1d20 + 20 ⇒ (3) + 20 = 23 Failure But nothing seems to happen
Edrakk Will: 1d20 + 20 ⇒ (12) + 20 = 32 Success
1 is Jisara, 2 is Chance: 1d2 ⇒ 1
Black moves to punch Jisara!
◆ Black vs Jisara; consecrate: 1d20 + 24 + 1 ⇒ (10) + 24 + 1 = 35
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (10, 9) + 6 = 25 Spirit Damage: 2d6 ⇒ (5, 6) = 11
Retributive Strike negates all the spirit damage and most of the bludgeoning damage.
↻ Jisara vs Black OG; courageous anthem, Retributive Strike: 1d20 + 21 + 1 - 5 ⇒ (5) + 21 + 1 - 5 = 22
Piercing Damage; courageous anthem, Blessed Counterstrike weakness: 2d4 + 1 + 6 ⇒ (2, 4) + 1 + 6 = 13
↻ Chance vs Black; courageous anthem, Retributive Strike: 1d20 + 22 + 1 - 5 ⇒ (18) + 22 + 1 - 5 = 36
Holy Piercing Damage; courageous anthem, Blessed Counterstrike weakness: 2d6 - 1 + 1 + 6 ⇒ (4, 1) - 1 + 1 + 6 = 11
◆ Black vs Jisara; 2nd, consecrate: 1d20 + 24 - 5 + 1 ⇒ (19) + 24 - 5 + 1 = 39
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (8, 6) + 6 = 20 Spirit Damage: 2d6 ⇒ (6, 3) = 9
◆ Black vs Jisara; 3rd, consecrate: 1d20 + 24 - 10 + 1 ⇒ (18) + 24 - 10 + 1 = 33
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (3, 10) + 6 = 19 Spirit Damage: 2d6 ⇒ (1, 2) = 3
Conscious by the skin of your teeth, Jisara; dear lord! Thank Chance for those temp HP.
1 is Edrakk, 2 is Thatch: 1d2 ⇒ 1
White then punches at Edrakk!
◆ White vs Edrakk; consecrate: 1d20 + 24 + 1 ⇒ (4) + 24 + 1 = 29
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (6, 2) + 6 = 14 Spirit Damage: 2d6 ⇒ (5, 1) = 6
◆ White vs Edrakk; 2nd, consecrate: 1d20 + 24 - 5 + 1 ⇒ (6) + 24 - 5 + 1 = 26
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (7, 10) + 6 = 23 Spirit Damage: 2d6 ⇒ (6, 6) = 12
◆ White vs Edrakk; 3rd, consecrate: 1d20 + 24 - 10 + 1 ⇒ (9) + 24 - 10 + 1 = 24
Unholy Bludgeoning Damage: 2d10 + 6 ⇒ (8, 6) + 6 = 20 Spirit Damage: 2d6 ⇒ (5, 1) = 6
3 “poison” damage
DC 15 flat: 1d20 ⇒ 6
At the start of Vitalis’s and Jisara’s respective turns, they each heal 12 HP.
Hall of Triumphs
Round 4 —> 5
==============
Vitalis (-40) {Fast Healing 12: Round 2 of 4}
Edrakk (-27)
Statue <Black> (-254 from “9” attacks [before resistances]) {3 persistent “poison”; Weakness 6 to Strikes until start of Vitalis’s turn}
Statue <White> (-204 from “5” attacks [before resistances]) {Immobilized}
Jisara (-115) {Fast Healing 12: Round 1 of 4}
Thatch (-53; +3) {3d6 persistent unholy spirit}
Chance (-34; +9)
==============
Edrakk Chrysanthemum |
Edrakk flinches as Jisara nearly goes down, before mixing and downing a misty potion and rushing over to provide first aid to the witch.
◆◆ Mistform Elixir
◆ Doctor's Visitation, Jisara: 1d20 + 22 ⇒ (8) + 22 = 30, 2d8 + 40 ⇒ (7, 2) + 40 = 49
Jisara |
I see how it is, the dice hate me lol
Jisara hits the statue with a blast of water from her staff before staggering back up the stairs and out of its reach. She gives Chance a grateful nod as she does so.
Bludgeoning (Cold) from Spout vs Black, DC 31 basic Reflex: 7d4 ⇒ (3, 1, 4, 3, 1, 3, 4) = 19 Off-guard until end of my next turn on a crit fail
◆◆ Cast spout in Black's space
◆ Stride
Vitalis Tanessen |
Okay. I wanted to see if I needed to run in and lay on hands Jisara, but she seems to have escaped for the moment. So back to hitting things.
Blessed Counterstrike, CA: 1d20 + 23 + 1 ⇒ (7) + 23 + 1 = 31
Damage: 4d10 + 7 + 1 ⇒ (4, 4, 9, 3) + 7 + 1 = 28 Sonic: 1d6 ⇒ 4
Halberd, CA: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33
Damage: 3d10 + 7 + 1 ⇒ (10, 4, 5) + 7 + 1 = 27 Sonic: 1d6 ⇒ 5
Halberd, CA: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
Damage: 3d10 + 7 + 1 ⇒ (10, 3, 4) + 7 + 1 = 25 Sonic: 1d6 ⇒ 1
"It can't possibly take much more punishment...Can it?"
Vitalis tries to destroy the statue by the stairs (black).
◆Blessed Counterstrike (black)
◆Strike (black)
◆Strike (black)
GM Xavier Kahlvet |
1d6 ⇒ 3
3 IPP
Unholy Spirit Damage to Thatch: 3d6 ⇒ (6, 6, 6) = 18
DC 15 flat: 1d20 ⇒ 16
Jisara sends water at Black.
Black basic Reflex: 1d20 + 16 ⇒ (13) + 16 = 29
Jisara Will: 1d20 + 18 ⇒ (5) + 18 = 23 Failure, but nothing seems to happen.
And Black crumbles to the ground!
Botting Chance since his turn is semi-inconsequential: Chance casts a 4th-rank soothe on Jisara then casts courageous anthem.
Healing: 4d10 + 16 ⇒ (2, 6, 8, 9) + 16 = 41
Vitalis then attacks White twice and sends it crumbling to the ground!
Vitalis Will: 1d20 + 19 ⇒ (13) + 19 = 32
Vitalis Will: 1d20 + 19 ⇒ (14) + 19 = 33
KLOOONG
KLOOONG
KLOOONG
The Devil’s Bells ring out once more.
Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (4) + 22 = 26
Vitalis casts lay on hands on Thatch then both Vitalis and Jisara Refocus.
Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (6) + 22 = 28
Vitalis casts lay on hands on Chance and Jisara casts life boost on herself then both Vitalis and Jisara Refocus.
Edrakk Medicine | DC 30: 1d20 + 22 ⇒ (5) + 22 = 27
Vitalis casts lay on hands on himself then Refocuses.
As the others patch the party up, Chance who, incidentally, never failed one of those mysterious Will saves upon damaging a construct examines the remains of the constructs and finally recognizes exactly what they are: they are clay effigies, spell-resistant constructs that are made specifically to be guardians. And they curse anyone that damages them!
Everyone but Chance is affected by the effigy’s curse. Basically, if anyone other than Chance carries any part of the effigy OR any item the effigy was specifically assigned to guard, they become fatigued, and cannot remove that fatigued condition until they spend at least 24 hours away from such items.
However, that also means that the statues likely weren’t here haphazardly. And both of them started off near the northwestern door in this room.
Y’all do have a single scroll of 4th-rank cleanse affliction, so you COULD get rid of the curse, but only from one person. And only on a successful counteract check.
Through the northwest door
A glowing magic circle pulses softly in the floor of this room, while tendrils of rune-worked etchings radiate out in twisting patterns across the floor from the circle’s edges, traveling up the walls to dozens of glowing motes of light. The air in the room feels charged with energy and carries a faint stink of brimstone. A glowing magic circle pulses softly in the floor of this room, while tendrils of rune-worked etchings radiate out in twisting patterns across the floor from the circle’s edges, traveling up the walls to dozens of glowing motes of light. The air in the room feels charged with energy and carries a faint stink of brimstone.
In the center of the circle is a woman with the lower half of a snake and the upper half of a human, sans the pair of feathery wings protruding from her back. The woman’s skin is cracked and rent with raw fissures, her scales dull and falling out, and her hair patchy and brittle; she looks to be on the verge of death.
Blood-red chains made of pure energy seem to shackle the otherworldly woman down into the magic circle.
If you critically succeed, open the spoiler below
I believe we’ve established that it’s very obvious that Vitalis is a worshiper of Shelyn: The woman in the magic circle looks up at the PCs, and a brief bit of hope spreads across her face. ”Champion of the Eternal Rose…Please…free me from this prison…”
With some inspection of the room, the PCs determine this room to be one of the Hell Engines they’ve been told about: a magical engine that seems to power various magical effects in the Temple of Asmodeus. It seems that the woman in the circle is being used as some kind of battery for the Hell Engine, and that it is slowly draining her life force to power the temple’s effects.
Deactivation A DC 35 Arcana, Crafting, Nature, Occultism, Religion, or Thievery check from someone who is a master in the skill manually turns off the Hell Engine with 2d4 rounds of work. This allows the creature being used as the battery to be removed without a further check. A creature can make an equally difficult check as a three-action activity to reactivate the Hell Engine.
Destruction A DC 40 Athletics check to Force Open destroys the Hell Engine. Alternatively, dealing damage to the engine can destroy it (Hardness 15, 120 HP), but each attack against the engine causes a backlash of energy as if a creature critically failed a check to deactivate it.
Neutralization The Hell Engine can be counteracted by effects such as dispel magic (rank 7, counteract DC 35). If the check failed to counteract the Hell Engine but would have if the Hell Engine’s counteract rank were 2 lower, then the Hell Engine is momentarily deactivated and the warding circle with the battery is momentarily weakened. During this time, the PCs can attempt a single check to remove the battery (see below).
Remove the Battery If the battery is killed, the engine deactivates. Alternatively, if the warding circle is momentarily weakened (see Neutralization above), then the PCs can attempt a DC 35 Athletics check to forcibly remove the battery, or a DC 33 Arcana, Crafting, Nature, Occultism, Religion, or Thievery check to deface the warding circle well enough for the battery to leave on its own. Restarting the Hell Engine once its battery is removed requires a DC 35 Arcana, Nature, Occultism, or Religion check to bind a new creature within (which usually requires the creature to be restrained, paralyzed, unconscious, or willing).
However, there is one complication: the effigies’ curse. If you remove the battery from the Hell Engine and she is within 60 feet of you (whether alive or dead), then you become under the effects of the curse (becoming fatigued). This means that, to avoid everyone becoming fatigued for 24 hours, Chance is the only one who can make checks and everyone else must give the whole thing a wiiiiide berth.
What do you do?
Vitalis Tanessen |
Religion DC 23: 1d20 + 15 ⇒ (13) + 15 = 28
Vitalis will share what he knows.
"Don't worry. We will free you momentarily."
If Chance wants to try, that's fine. If not, if anyone wants to use the cleanse on Vitalis, he can try with Athletics. Or even without the cleanse he can try and just take the fatigued condition.
“Chance” Ravennablitz |
Chance jogs around the circle, carefully examining the runes and muttering to himself, either in excitement or annoyance at what he sees. Finally, he stops in front of a particularly bright row of runes and draws his dagger. Hand shaking, he reaches down to the floor and scratches the blade across the floor, defacing a single character in the row.
Occultism: 1d20 + 23 ⇒ (5) + 23 = 28
Reroll to follow.
“Chance” Ravennablitz |
Reroll from The World’s a Stage:
Occultism: 1d20 + 23 ⇒ (11) + 23 = 34
Son of a…
GM, can Chance try again after a failure?
“Chance” Ravennablitz |
Chance holds his breath and waits for the Hell Engine to shut down. After a few seconds, he cocks his head and looks around, finally turning his gaze down to the rune he tried to obliterate. After a moment, the gnome lets out a long sigh, smacks himself on the forehead, and starts walking back around the circle, checking the runes more slowly. When he stops, it’s almost exactly 180 degrees from where he stopped the first time. He nods to himself, drops to the floor, and once again uses his dagger to scratch out one of the runes.
Occultism: 1d20 + 23 ⇒ (2) + 23 = 25
“Chance” Ravennablitz |
Reroll from The World’s a Stage (only one left after this):
Occultism: 1d20 + 23 ⇒ (16) + 23 = 39
Finally!
GM Xavier Kahlvet |
Do you try to talk to the creature, or just send it on its way to avoid activating the curse on everyone?
Vitalis Tanessen |
I think we should, but its not safe for Vitalis to approach right? What makes it not safe? I know you said its a shard of the clay effigy. Is it something the azata is wearing? Can we remove it? Or is it something more embedded into the creature that can't be removed? If it's not clear, maybe Chance can inspect the creature or ask her about it.
Vitalis Tanessen |
Alright, screw the curse. It can't hold back Vitalis' compassion.
Despite the dangers of the curse, Vitalis helps pull the lillend out of the machine once Chance dispels it.
Vitalis takes a spare cloak out of his pack and wraps it around the azata's shoulders. "You're safe now. I'll get you to safety. I don't have the magics to fully restore you now, but I'll get you somewhere to safely rest. Are you well enough to speak? How did you end up bound here? Do you know anything that might aid us in deactivating the remaining hell engines?"
Vitalis uses repeated uses of his lifting belt to carry the lillend with ease. He brings her all the way down to the first floor and out the main entrance that we originally entered from. From there, he uses his silver raven figurine to message someone from the temple of Shelyn to come with a carriage to bring the woman safely back to the temple to heal.
Afterwards, he is ready to continue exploring.
Jisara |
1 person marked this as a favorite. |
Jisara watches Vitalis with the azata, an unreadable expression on her face. When he returns, she smiles tightly and reaches out to give the champion's arm a gentle squeeze.
"You're a kind person, Vitalis. I'm glad this city didn't kill that part of you."
GM Xavier Kahlvet |
1 person marked this as a favorite. |
Technically Vitalis would be unable to perform any exploration activities due to being fatigued, but I still see it as him pushing through the fatigue to make sure this azata is safe, so…Hero Point to Vitalis.
Anyway, I’m gonna have Chance use that scroll of cleanse affliction on Vitalis to try to get rid of the fatigue.
Counteract; rank 4: 1d20 + 21 ⇒ (16) + 21 = 37
Oh damn…were there always THREE scrolls of that?? Whoops…Guess I made this whole thing unnecessarily difficult.
EDIT: Eh, I'll just use those last two scrolls to try to counteract it on Edrakk and Jisara.
Edrakk: Counteract; rank 4: 1d20 + 21 ⇒ (17) + 21 = 38
Jisara: Counteract; rank 4: 1d20 + 21 ⇒ (1) + 21 = 22
Chance Reroll (Assuming he takes it): 1d20 + 21 ⇒ (19) + 21 = 40
Inventory Updated
Vitalis takes a spare cloak out of his pack and wraps it around the azata's shoulders. "You're safe now. I'll get you to safety. I don't have the magics to fully restore you now, but I'll get you somewhere to safely rest. Are you well enough to speak? How did you end up bound here? Do you know anything that might aid us in deactivating the remaining hell engines?"
”A woman…with a face tattoo and an imp on her shoulder. She called me here, then bound me into that…thing! I’ve been here for…I don’t even know how long…But…I heard they need to replace the ‘fuel’ for the other engine soon. There’s only one other engine, and it’s apparently right by the other staircase.
“But…That man—Cheliax Thrune—his bedchambers are nearby. I’ve heard some things. He…he seems to have performed some kind of ritual to extend his life, and it nearly killed him. He had to recuperate for several weeks afterwards. I…I’ve heard of mortals performing rituals to become immortal beings…liches. He didn’t seem undead, so maybe the ritual didn’t work, and that’s why it almost killed him? He seems to think that each day that passes makes him one step closer to his…’final apotheosis.’”
Assuming Vitalis or Chance expresses MAJOR confusion at “Cheliax Thrune”: ”Is…is that not his name? I have heard him say it. ‘I am Cheliax.’ And I know tales of the mortal family of Thrune being under the thumb of the Prince of Darkness. This is Asmodeus’s land, so…I’m sorry, I’m merely telling you what I heard. The man who calls himself ‘Thrune’ also referred to himself as ‘Cheliax.’ I just figured that was his given name…”
5 IPP
KLOOONG
…
KLOOONG
…
The Devil’s Bells ring out twice more. But…their timbre and volume is lessened.
The azata winces at the bells’ ringing. ”Those bells…they cry with pain and suffering…the pain of those long gone. They…they cry for the Last Azlanti. For Aroden. But they are forced to continue their pained cries by the Dark Prince’s hand. They cry for the hope that is supposed to be brought by Aroden’s prophecies, but are also reminded of the despair of lost omens. Asmodeus uses their pain to be his music. It is as beautiful as it is gut-wrenching.”
The azata turns to look at Vitalis once more. ”This music…it is not free! It is the music of those trapped under the thumb of tyranny, forced to express their sorrows at the whim of an abomination! Champion of the Eternal Rose, please, free those souls! Free them that they may express their pain and sorrow for themselves, not for another’s amusement!”
As Vitalis moves to the front entrance to drop off the azata, he sees something—or, more accurately, doesn’t. In the central nave, where the priesthood of Asmodeus are performing the ritual to redeem Barzillai’s wish, there was a grand pillar of hellfire, around which the Asmodeans performed the ritual.
The pillar of hellfire is now gone.
As he studies the room, he notices something interesting: at the apex of the nave’s ceiling—where the pillar of hellfire once met the ceiling—there is a circular, horizontal wall of fire. And he sees that this wall of fire acts as a “door” covering a circular opening in the ceiling. He didn’t notice this opening before due to the pillar of fire’s presence likely obscuring it.
The azata wearily raises her hand to point at this opening blocked by a wall of fire. ”T-there. Their cries…echo from there…”
The PCs have looked over the floor plans of the Temple of Asmodeus, but it is only now that they realize that there wasn’t a mention of a belfry. And there certainly wasn’t any indication of a method of going up to the belfry.
They see it now.
This hole in the ceiling of the central nave—a hole currently covered with a wall of fire—is the only method of entry to the temple’s belfry, where the Devil’s Bells reside.
Gonna post again soon.
GM Xavier Kahlvet |
1)Y’all can pretty much ascertain that the more rooms you go through, the more the ominous bells ring out and probably want to minimize that as much as possible
2)Y’all know that the only other Hell Engine is by the other staircase, and that the Hell Engine is directly involved in the consecrate on the temple.
3)I’ve had the statblock for Barzillai ready for the past 4 years and BY GOD I WANT TO USE IT ALREADY!
So because of that, I’m gonna assume y’all put your completionist exploration aside and instead b-line it to disable the Hell Engine, then rest, then try to neutralize Barzillai as a threat as soon as possible. As such, I’m gonna assume that y’all go immediately to the other staircase to accomplish just that.
As the PCs make their way to the other staircase—which requires going through the darkness that had the two-headed snake again—they notice that the darkness is not as…potent as before. Those with darkvision can now see through it perfectly well, rather than those with darkvision seeing through it no better than dim light like before.
Up the other staircase
Nine towering paintings hang on the walls of this room. Each painting measures five feet wide by fifteen feet tall, hangs four feet off the floor in a frame of iron etched with unsettling runes, and bears a small plaque at the base. The paintings depict diabolical figures standing before disturbing Hellscapes.
Vitalis immediately recognizes these paintings as depictions of the Archdevils of Hell: Barbatos, Dispater, Mammon, Belial, Geryon, Moloch, Baalzebul, Mephistopheles, and Asmodeus.
Double checks something… The only PC with master in Perception is Detecting Magic. Uh oh.
As the PCs enter the room, all of the archdevils in the paintings immediately turn to look at the PCs!
”Insolent mortals!”
“You disrespect the lords of Hell by trudging in here?!”
“You must show respect to your superiors!”
“Or we will simply take our due compensation!”
The nine archdevils reach out and claw at the PCs!
Edrakk: 1d20 + 20 ⇒ (2) + 20 = 22 Critical Failure
Jisara: 1d20 + 20 ⇒ (6) + 20 = 26 Failure
Thatch: 1d20 + 20 ⇒ (16) + 20 = 36 Success
Vitalis: 1d20 + 22 ⇒ (10) + 22 = 32 Failure.
Chance and Thatch take 2d8+3 persistent bleed, Jisara and Vitalis take 4d8+6 persistent bleed, and Edrakk takes 8d8+12 persistent bleed. There’s SOME dazzled/blindness stuff going on, but that’s largely inconsequential, so I won’t worry about THAT too much.
Edrakk Administer First Aid on himself: 1d20 + 22 ⇒ (8) + 22 = 30 Failure
DC 15 flat: 1d20 ⇒ 11
Edrakk: 8d8 + 12 ⇒ (2, 7, 8, 4, 7, 2, 5, 5) + 12 = 52
DC 15 flat: 1d20 ⇒ 19
Jisara: 4d8 + 6 ⇒ (4, 4, 7, 3) + 6 = 24
DC 15 flat: 1d20 ⇒ 6
Thatch: 2d8 + 3 ⇒ (7, 4) + 3 = 14
DC 15 flat: 1d20 ⇒ 2
Vitalis: 4d8 + 6 ⇒ (6, 5, 8, 6) + 6 = 31
DC 15 flat: 1d20 ⇒ 16
Edrakk Administer First Aid on Jisara: 1d20 + 22 ⇒ (7) + 22 = 29 Failure
DC 15 flat: 1d20 ⇒ 10
Jisara: 4d8 + 6 ⇒ (3, 3, 8, 1) + 6 = 21
DC 15 flat: 1d20 ⇒ 1
Thatch: 2d8 + 3 ⇒ (1, 3) + 3 = 7
DC 15 flat: 1d20 ⇒ 6
Edrakk Administer First Aid on Jisara: 1d20 + 22 ⇒ (13) + 22 = 35 Success
DC 10 flat: 1d20 ⇒ 11
DC 15 flat: 1d20 ⇒ 2
Thatch: 2d8 + 3 ⇒ (2, 5) + 3 = 10
DC 15 flat: 1d20 ⇒ 16
Edrakk Administer First Aid on Chance: 1d20 + 22 ⇒ (12) + 22 = 34 Success
DC 10 flat: 1d20 ⇒ 4
DC 10 flat: 1d20 ⇒ 3
Edrakk Administer First Aid on Chance: 1d20 + 22 ⇒ (9) + 22 = 31 Failure
DC 10 flat: 1d20 ⇒ 3
Edrakk Administer First Aid on Chance: 1d20 + 22 ⇒ (18) + 22 = 40 Success
DC 10 flat: 1d20 ⇒ 5
DC 10 flat: 1d20 ⇒ 19
Chance: 72 damage, Edrakk: 52 damage, Jisara: 45 damage, Thatch: 31 damage, Vitalis: 31 damage.
6 IPP
KLOOONG
…
The Devil’s Bells ring out once again.
Edrakk Treat Wounds | DC 30: 1d20 + 22 ⇒ (7) + 22 = 29
Jisara casts life boost on Chance and Vitalis casts lay on hands on Edrakk. Both then Refocus.
Edrakk Treat Wounds | DC 30: 1d20 + 22 ⇒ (11) + 22 = 33
Healing: 2d8 + 40 ⇒ (2, 2) + 40 = 44
To the closest door
A glowing magic circle pulses softly in the floor of this room, while tendrils of rune-worked etchings radiate out in twisting patterns across the floor from the circle’s edges, traveling up the walls to dozens of glowing motes of light. The air in the room feels charged with energy and carries a faint stink of brimstone. A glowing magic circle pulses softly in the floor of this room, while tendrils of rune-worked etchings radiate out in twisting patterns across the floor from the circle’s edges, traveling up the walls to dozens of glowing motes of light. The air in the room feels charged with energy and carries a faint stink of brimstone. This is the other Hell Engine. Map Updated
Inside the magic circle is a strange creature. A wrinkled, humanoid man with gray skin. Most notably are the large deer antlers protruding from his head. The man’s skin, like the azata’s, is cracked and rent with raw fissures.
The man looks up at the PCs as they enter. A scowl spreads across his face and spits ”Get me…out…NOW…!”
Vitalis Tanessen |
”Is…is that not his name?
"His name is Barzillai Thrune. He's always been full of himself, but this is taking it to a whole new level. Fortunately, we are here to deal with Barzillai, so he shouldn't be a problem for Kintargo or Cheliax for much longer."
”T-there. Their cries…echo from there…”
"Thank you for your help. Rest now. We'll take it from here. I will free those souls."
Vitalis looks up at the wall of fire. "We'll have to dispel that somehow... It looks high."
Then, after taking a beating from the hall of paintings, Vitalis thanks Edrakk for his invaluable first aid and takes the time to slash and destroy all the paintings of the archdevils just incase the trap has the potential to reset. If they are resistance to destruction, he'll try taking them off the wall and putting them in a pile and covering them with something.
Religion DC 27: 1d20 + 15 ⇒ (7) + 15 = 22
Vitalis doesn't recognize this particular outsider but says, "This one is a lot ruder than the last prisoner. But if I was used as a living battery, I can't say I'd be in a good mood either."
"I assume the manner of dismantling the engine is the same."
I'll wait to see if anyone makes their lore check before I try any skill checks to destroy the engine. Or Chance can, like last time.
GM Xavier Kahlvet |
Jisara |
Occultism: 1d20 + 19 + 1 ⇒ (19) + 19 + 1 = 39
Jisara's face wrinkles in distaste as soon as she spots the creature inside the circle.
"A skelm," she says, deliberately not looking at him. "Parodies of men with a deep hatred of women. The feeling is quite mutual. This one is even a fiend. I'm not terribly certain what will happen if you simply kill it, but it's no loss at all if you do."
GM Xavier Kahlvet |
”’Parody’?!” The antlered man says, suddenly gaining a burst of energy. ”Who…are you calling a ‘parody,’ you little…” Aaaand…proceeds to go off on a rage-fueled tirade using slurs that I will not repeat here because their use makes ME uncomfortable. Just imagine the stereotypical BLEEP censor every other word.
Vitalis Tanessen |
2 people marked this as a favorite. |
Vitalis frowns at Jisara's words and the response from the skelm.
"I'm sorry, but if you've turned into a fiend, there is no restoring you. May whomever you patron deity is welcome you back into their arms when your spirit returns to its home plane."
Vitalis will attack and kill the skelm. Do you need me to make an attack roll for this?
Athletics DC 40: 1d20 + 24 ⇒ (17) + 24 = 41
Once the skelm is dead, Vitalis grabs the machine and with all his strength, bursts the engine at one of its weak points to prevent anyone from activating it again.
“Chance” Ravennablitz |
2 people marked this as a favorite. |
”’Parody’?!” The antlered man says, suddenly gaining a burst of energy. ”Who…are you calling a ‘parody,’ you little…” Aaaand…proceeds to go off on a rage-fueled tirade using slurs that I will not repeat here because their use makes ME uncomfortable. Just imagine the stereotypical BLEEP censor every other word.
Chance starts to make a suggestion, something about getting the skelm out without killing it, but is interrupted by the fiend's misogynistic tirade.
"Never mind." The bard nods as Vitalis steps forward to put the skelm out of its misery.
GM Xavier Kahlvet |
Today’s a really bad day for me, mentally. So, for now, I’m just gonna put this out there: Y’all are about to go rest, because y’all will definitely want to be at full strength against Barzillai. For Edrakk/Jisara, make preparations as needed. I’ll advance the narrative tomorrow.
Edrakk Chrysanthemum |
2 people marked this as a favorite. |
As Vitalis separates the skelm's head from his body, Edrakk snaps his fingers in realization. "OH! They're not individual batteries, they're two sides of the same battery! One's an azata and one's a fiend, and for added measure one's a woman and the other's a sexist a@!%*$#, and them being so diametrically opposed creates the planar equivalent of a voltage difference that they can use for power! That's... I mean, it's incredibly messed up, but also kind of fascinating, in a way? I wonder, do they have to keep them so far separated? I'm sure if they were closer together, it'd create more power, but in might be more unstable..."
When you say we're resting, is it a full rest or just taking a minute to prepare here? If it's a full rest, I'll post preparations tomorrow.
Jisara |
Jisara gives the skelm a sardonic salute as Vitalis's weapon rises and falls.
"Well, that's something we can all feel good about," she says, before turning to Edrakk with an approving look. "Quite an astute observation! That thought hadn't occurred to me, but it does make sense."
GM Xavier Kahlvet |
Vitalis kills the skelm and easily destroys the Hell Engine.
12 IPP
KLOOONG
…
…
KLOOONG
…
…
KLOOONG
…
…
KLOOONG
…
…
KLOOONG
…
…
KLOOONG
…
…
The Devil’s Bells ring out, but this time significantly slower.
From there, the PCs make their way back to the entrance of the temple. On their way back, they notice a couple things: First, the darkness in the southern portion of the central nave—where the two-headed serpent was—has now completely vanished.
Second, the horizontal wall of fire that Vitalis saw in the ceiling of the central nave has also completely vanished, revealing a hole in the ceiling that, presumably, leads up to the temple’s belfry.
*
Moonday 21 Pharast, 4716
*
1d100 ⇒ 63 Increased Patrols No Reprisal (Too little Authority)
Authority LOSS: 1d6 ⇒ 6
”This is our chance! Thrune’s efforts are running low! Now is the time to strike!”
*
Only 2 days left on The Song of Silver’s duration, and 3 days until the Asmodeans finish their casting of the mephisto manifestation; thank goodness for Lady Docur’s and Hetamon’s efforts in performing counter rituals, otherwise the Asmodeans would likely be finished redeeming Barzillai’s wish by now.
Backtracking to the first Hell Engine
The azata said that she was able to listen in to Barzillai’s conversations since the Hell Engine she was hooked up to was close to Barzillai’s bedchambers. So this seems like as good of a place as any to begin looking for the man himself.
Through the east door
This immense open choir overlooks the central nave of the temple, and the ceiling above rises into a half-dome fifty feet overhead. Little of interest is located here now, save for a huge nest heaped in the center made from a tangle of shredded parchments, tomes, and treasure. Map Updated
And speak of the devil.
The first, and most obvious, creature here is a hell hound the size of a horse that seems to be laying down.
Nearby are two Asmodeans wielding maces and wearing iron masks: inquisitors.
And finally, the man himself: Barzillai Thrune, dressed in his full regalia as the High Inquisitor of Asmodeus. He stands looking down over the central nave, observing the rest of the priesthood performing the mephisto manifestation. One hand holds a glass of red wine, while the other mindlessly scratches at the head of the massive hell hound, seeming to completely ignore the open flames protruding from the hound. Barely visible from this distance, Barzillai seems to have a pair of transparent, ephemeral, black angel wings protruding from his back.
As the PCs enter the room, it is the hellhound that first notices them, quickly standing from the ground and growling at them. The two inquisitors likewise turn and look ready to rush in to attack the PCs!
”Down, boys!”
Barzillai’s voice echoes out, chastising both the hound and the inquisitors in the same tone. Hesitantly, the inquisitors and hound behave, though they are clearly ready to fight at a moment’s notice.
And it is at this point that I have to ask if y’all want to roleplay with Barzillai, or just go attack him, guns-a-blazing.
Barzillai takes a sip of the red wine and ponders it for a moment. ”…but a good year for the grapes.”
Barzillai sighs. ”I tried, you know. I tried very hard. I tried ignorance. Then I tried civility. And now I am resorting to violence. I gave every opportunity for peace. And now look where we are.”
You may also place yourselves where you want on the map (within reason, of course).
Edrakk Chrysanthemum |
Preparations:
- Bravo's Brew, Moderate x4, 1 per person. +3 item bonus on will saves, +3 against fear, lasts 1 hour
- Fury Cocktail, Moderate x1, lasts 1 hour. Up to Vitalis whether he wants Titanic (become large) or Wyrmhide (resistance 5 to acid, cold, electricity, fire, and poison)
- Mistform Elixir, Greater x1
- Galvanic Chew x1
- Blisterwort x2 (daggers pre-poisoned)
- Clubhead Poison x2 (daggers pre-poisoned)
If Vitalis wants his halberd poisoned too, I can do that
Before entering the room, Edrakk holds up a hand. "Hold on a sec." Adjusting the clasp on his cloak, the alchemist suddenly disappears, and says in a hushed voice, "I c-can do this twice, and it should last around 10 minutes, so worst case if h-he's not here you m-might bump into me a few times on the way."
Quietly, he finds a spot behind the group, drawing a misty flask (though no one else can see it).
If I'm invisible and take the mistform elixir, would it interfere with the invisibility? I'm assuming the concealments wouldn't stack, but would it make my position clear?
Vitalis Tanessen |
”I tried, you know. I tried very hard. I tried ignorance. Then I tried civility. And now I am resorting to violence. I gave every opportunity for peace. And now look where we are.”
"Whether through ignorance, civility, or violence, it is still subjugation. Despite your honeyed words, it was never peace you were offering. We are the voice of Kintargo, and we say "No!" to your iron-fisted rule."
"And how do even know you are actually here before us? The last time you were too cowardly to face us and sent a devil in your place. Did you grow some balls during your quest for immortality?"
Jisara |
Before going in, I'd like to cast see the unseen from my staff and also cast 4th-rank resist energy on me and Edrakk for fire resistance 10. I'd also probably drink that bravo's brew as well. Thanks, Edrakk!
"It was always violence!" Jisara shouts back, her eyes blazing. "More than seventy-five years of your family's boots on our necks. Seventy-five years of blood and misery and terror, of scrabbling in the mud and dirt for scraps, just to live one more day in this nightmare you've built."
"I want more than just survival. I want you to feel a fraction of the suffering you've inflicted on the people of this city, I want you to know that what's about to happen to you is your fault, and most of all I want you to know that you've lost to some gutter trash from the Devil's Nursery."
GM Xavier Kahlvet |
Gonna assume that everyone drank a moderate bravo’s brew.
Barzillai merely sits back at the PCs’ words, not even turning to face them.
"And how do even know you are actually here before us? The last time you were too cowardly to face us and sent a devil in your place. Did you grow some balls during your quest for immortality?"
At this, though, Barzillai demeanor changes slightly. He moves his head slightly toward the PCs, but still not looking at them.
”No. I am truly here this time. No more osyluth body doubles.” Barzillai takes another sip of wine, then holds the glass to the light. ”And it seems no matter what is done, Lord-Mayor Barzillai Thrune will always fail against you. I admit defeat.”
Both of the inquisitors and even the hell hound look at Barzillai in confusion.
”And so, the task instead must fall to High Inquisitor Barzillai Thrune!” Barzillai clutches the wine glass in his hand and shatters it with his bare hands!
Edrakk Stealth: 1d20 + 22 ⇒ (12) + 22 = 34
Jisara Intimidation: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37
Vitalis Intimidation: 1d20 + 23 ⇒ (3) + 23 = 26
Asmodean Inquisitors: 1d20 + 21 ⇒ (5) + 21 = 26
Hell Hound: 1d20 + 19 ⇒ (2) + 19 = 21
Barzillai Thrune Deception: 1d20 + 27 ⇒ (12) + 27 = 39
For the sake of transparency: both Green and Blue used Hunt Prey against Chance while Barzillai was monologuing (it was clear since they were nastily eyeing Chance).
Also, let the record show that I did give y’all the opportunity to get closer (for, say, Battle Cry) and you chose not to.
Barzillai ◆ Strides forward, and ◆ the PCs (sans Chance and Thatch) suddenly feel a wave of terror and despair wash over them from Barzillai’s presence. Barzillai’s aura of despair imposes a -1 circumstance penalty to saves against fear.
”My sincerest of apologies, Silver Ravens, it has been quite some time since my last inquisition…” Barzillai ◇ snaps his fingers and his iconic mace, which has been notably absent this whole time, suddenly appears in his hand. ”…I may be a bit rusty!” The sardonic words drip from his mouth like venom as he swings his mace through the air! ◆ Demoralize against Vitalis.
Barzillai Intimidation vs Vitalis Will DC w/bravo’s brew & aura of despair; Intimidating Prowess: 1d20 + 29 + 1 ⇒ (9) + 29 + 1 = 39 The bravo’s brew saved you from a crit success.
The Grand Inquisition
Round 1
==============
Barzillai Thrune <Black>
Chance {Hunted by Blue; Hunted by Green; Bravo’s Brew: “+1” to Will, +1 more vs fear}
Jisara {Fire resistance 10; Bravo’s Brew: “+1” to Will, +1 more vs fear}
Thatch
Edrakk {fire resistance 10; invisible; concealed; Bravo’s Brew: “+1” to Will, +1 more vs fear}
Asmodean Inquisitor <Blue>
Asmodean Inquisitor <Green>
Vitalis {frightened 1; Bravo’s Brew: “+1” to Will, +1 more vs fear}
Hell Hound <Red>
==============
Jisara |
”My sincerest of apologies, Silver Ravens, it has been quite some time since my last inquisition…” Barzillai ◇ snaps his fingers and his iconic mace, which has been notably absent this whole time, suddenly appears in his hand. ”…I may be a bit rusty!”
"Very poor choice of words," Jisara says, raising her dagger high and hurling it into the air. As it tumbles, the weapon flies apart, transforming into a densely packed tangle of rusted wires, covered in silver tipped thorns.
◆◆◆ Cast field of razors, made of silver
↻ When someone takes slashing, piercing, or persistent bleed damage inside the spell's area, expand its radius by 5 feet.
Edrakk Chrysanthemum |
I'm assuming I'd have had time to drink the mistform elixir before combat started during the conversation? I was planning to, I was just waiting to make sure it wouldn't interfere with the invisibility.
Edrakk crouches low, stepping forward and quickly throwing a pair of daggers at the inquisitor, causing the alchemist to appear in a misty outline from nothing.
◆ Step
◆ Throwing Knife, Clubhead Poison: 1d20 + 22 ⇒ (3) + 22 = 25, 2d4 + 1 ⇒ (4, 3) + 1 = 8, Acid: 1d6 ⇒ 5, Clubhead Poison, DC 32
◆ Throwing Knife, Blisterwort: 1d20 + 18 ⇒ (17) + 18 = 35, 2d4 + 1 ⇒ (2, 2) + 1 = 5, Acid: 1d6 ⇒ 4, Blisterwort, DC 31