
GM Doug H |

Chim flips over the door; Alrinkiri hides and the squishies move back. A puff of stinky sulfur — trapped down there since the destruction of Bloodsalt — wafts forth. Below is a cramped half-filled with silt and potsherds.
Slipped below the slab is a note. Lies face-up at Chim's feet.
THIRAVO ONLY A FOOL LIKE YOU WOULD FLIP OVER A SLAB LABELED "TREASURE!" I MEAN REALLY!? ENJOY THIS PIECE OF BLOODSALT HISTORY.
You draw your weapons as pale yellow miasma bubbles up from the silt. It forms a cloud made of countless, featureless wailing faces…
Akoril's Initiative Using Avoid Notice: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19
Alrinkiri's Initiative Using Avoid Notice: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29
Soomdevi's Initiative Using Detect Magic: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Wisps's Initiative Using Search: 1d20 + 15 + 2 ⇒ (16) + 15 + 2 = 33
Chimwemwe's Initiative Using Defend: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
1d20 + 22 ⇒ (12) + 22 = 34
Gave you all a +2 circ bonus and weapons out because you thought this would be a trap… but the enemy hust rolled high.
Haunting wails fill the ruins. Activate aura as free action: all creatures within 30's entering or starting turns makes a DC 26 will or frightened 1 as long as in aura (or 2 on a CF). (auditory, aura, emotion, mental)
The incorporeal creature flies out if the hole and circles your group. Its howls impart a psychic sense of claustrophobia and suffocation. Everyone but Akoril and Blinks feel like they're buried under mountains of sulfurous silt.
Mental, DC 26 basic will: 4d6 ⇒ (2, 5, 5, 4) = 16
☀☀☀
Ghosts of the Past Round 1
Terrain: Big piles of rubble difficult terrain. Walls provide cover with a take cover action.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Wisps: DC 26 Basic Will vs 16 Mental, DC 26 vs Aura start of turn
Kiri: DC 26 Basic Will vs 16 Mental, DC 26 vs Aura start of turn
Chimwemwe: DC 26 Basic Will vs 16 Mental, DC 26 vs Aura start of turn
Akoril: DC 26 Basic Will vs 16 Mental, DC 26 vs Aura start of turn
Soomdevi: DC 26 Basic Will vs 16 Mental, DC 26 vs Aura start of turn
──────────
BOLD IS UP!:
──────────
Screams (-0 HP)
➤ Wisps (88/88 HP)
➤ Kiri (88/88 HP)
➤ Chimwemwe (96/96 HP)
➤ Akoril (96/96 HP)
➤ Soomdevi (72/72 HP)
⠀⠀➤ Blinks (32/32 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Alrinkiri |
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Will vs. Mental damage: 1d20 + 13 ⇒ (1) + 13 = 14
Kiri screams as the creature's wails suddenly and painful flood their mind with memories long buried.
Endless, pitch-black chambers, collapsed and choked with rubble, buried under a sea of sand, lost and forgotten to the world, stifled and still. No way out!
Will vs. Aura: 1d20 + 13 ⇒ (15) + 13 = 28
They fight through the pain, pushing the memories down and emerging defiant rather than afraid. Their eye's flash and the symbol on their chest flares as they send out a blast of icy energy at the creature before raising a defensive ward.
◆◆Cast ray of frost, ◆Cast shield.
Spell attack: 1d20 + 13 ⇒ (3) + 13 = 16
Cold damage: 4d4 + 3 ⇒ (3, 3, 3, 4) + 3 = 16

Akoril |

26 basic will: 1d20 + 11 ⇒ (9) + 11 = 20
16 damage
save vs DC 26 Aura: 1d20 + 11 ⇒ (10) + 11 = 21
Frightened
Akoril focuses, letting his mask once again slip down from his forehead over his face as he fires a slowing arrow at the strange creature.
F1 arrow vs gold: 1d20 + 16 - 1 ⇒ (10) + 16 - 1 = 25
piercing: 2d8 + 3 ⇒ (3, 1) + 3 = 7
On anything but a crit fail:
Fort DC 24 23 vs Slow
Akoril then allows the gossamer wings of his mask wrap around him.
Recharge spellstrike

Chimwemwe |

Will (E) vs. Mental Damage: 1d20 + 13 ⇒ (12) + 13 = 25
[dice=Will (E) vs. Aura]1d20+13[/dice
Momentarily overwhelmed by the horror of being buried alive, Chimwemwe next considers the unleashed horror and its ephemeral form.
◆ Recall Knowledge: Occultism +16-1

Curling-Wisps-of-Smoke Reliava |

Wisps's Will vs damage (E): 1d20 + 15 ⇒ (13) + 15 = 28
Wisps's Will vs damage (E): 1d20 + 15 ⇒ (11) + 15 = 26
Dang it, resolve is next level!
"Don't worry; we knew this would happen!"
She waves her hand and two bolts fly at the creature.
pew, pew: 2d4 + 2 + 1 ⇒ (4, 4) + 2 + 1 = 11
Inspire, two action magic missile

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Will Save: 1d20 + 14 ⇒ (9) + 14 = 23
Will Save: 1d20 + 14 ⇒ (14) + 14 = 28
Soomdevi winces from the mental pain, but steels himself against the creature's aura.
He sends a bolt of energy at the creature, and then cast shield.
Phase Bolt: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 4d4 + 4 ⇒ (2, 4, 1, 4) + 4 = 15

Chimwemwe |

To help the flow.
◆ Soac Astrology (concentrate): 1d8 ⇒ 4
+1 to the Occultism Recall Knowledge, offsets the Frightened for +16 total.
◆ Overdrive (manipulate) vs. DC 24: 1d20 + 19 ⇒ (1) + 19 = 20
Chimwemwe hastily traces the tattoos on his arm but only yields a painful electric shock. 1 electric damage

GM Doug H |

Fragments of memories bubble to the surface as Alrinkiri crit fails their save and then sends a ray of frost wide.
Akoril sorry didn't need to make the saves. Akoril's arrow sails just past the spirit but it is slowed a bit.
Fort vs DC 24: 1d20 ⇒ 16 S = slowed 1 for 1 round
______
Recall Knowledge results
Chim knows this is a screaming sulfur, a creature born from gasping death and suffocating suffering. When an earthquake or other geological phenomena releases toxic gases their silent, unexpected arrival can take thousands of lives in an instant. Confused, in pain, and desperate for a way out, dying souls become trapped in the noxious cloud and amass into this horrifying creature.
While not truly undead, a screaming sulfur shares many similarities with undead creatures, including the malice of vengeful spirits and the hatred of all living creatures who breathe freely and painlessly. As a spirit it resists all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical))
______
He then zaps himself.
Soomdevi's phase bold flies wide. His ears bleed but he's not afraid.
Wisps Inspires then also misses the target.
To recap Akoril CF scream for 32 mental, Wisps succeeds for 8, Chim and Soom normal fail for 16, Akoril and Blinks are out of range, Chim failed the aura and F1 as long as in it
______
The screaming sulphur reaches out a tendril at Chim 15' reach
Tendril vs Fright 1 AC 26: 1d20 + 21 ⇒ (5) + 21 = 26
Negative: 2d8 + 15 ⇒ (8, 3) + 15 = 26
Tendril vs Fright 1 AC 26: 1d20 + 21 - 5 ⇒ (12) + 21 - 5 = 28
Negative: 2d8 + 15 ⇒ (7, 2) + 15 = 24
☀☀☀
Ghosts of the Past Round 2
Party Conditions: Inspired
Terrain: Big piles of rubble difficult terrain. Walls porovide cover with a take cover action.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Chimwemwe: DC 26 vs Aura start of turn
──────────
BOLD IS UP!:
──────────
Screams (-0 HP)
➤ Wisps (80/88 HP)
➤ Kiri (56/88 HP) │ Immune to Aura
➤ Chimwemwe (29/96 HP) │ Frightened 1
➤ Akoril (96/96 HP)
➤ Soomdevi (56/72 HP) │ Immune to Aura
⠀⠀➤ Blinks (32/32 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Akoril |

Having missed Akoril doubles down and closes his eyes, letting the mask do the aiming as twigs and sharp stones swirl around the loosed arrow.
spellstrike: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 25
true strike: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 22
piercing: 2d8 + 3 + 1 + 4d6 + 3 + 1 ⇒ (8, 1) + 3 + 1 + (5, 3, 5, 1) + 3 + 1 = 31
Truestrike, Spellstrike(Telekenetic projectile)

Alrinkiri |

Seeing the creature slash into Chimwemwe, and doubting the effect their claws would have on the creature, Kiri decides to heal their ally instead. Their eyes glow with a soft blue light, and with a gesture that same light briefly surrounds Chim, knitting together some of his wounds. They then quickly cast a defensive ward on themselves.
◆◆Cast heal (2nd) on Chim, ◆Cast shield.
Chim healing: 2d8 + 16 ⇒ (4, 7) + 16 = 27
↺Shield Block (hardness 10) or ↺Resist Magic

Curling-Wisps-of-Smoke Reliava |

Wisps sees that Kiri has Chimwemwe covered, so she keeps her attention on the enemy.
"We've got this!"
pew pew: 2d4 + 2 + 1 ⇒ (2, 4) + 2 + 1 = 9
Inspire, 2 action Magic Missile

Chimwemwe |

Will (E): 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Standing his ground, even as the fear worms its way through his thoughts, Chimwemwe quickly strikes pressure points on his own body in order reinvigorate the flow of vital energy in his body. Still feeling terribly drained by the spirits, he focuses upon the tattoo on his palm and channels the distant astral energy through it and into his body.
"The anger in these spirits--" he says hoarsely as he raises his shield.
◆ Battle Medicine (manipulate) vs. DC 20, Assurance: 22 = 22
Healing: 2d8 + 10 ⇒ (5, 2) + 10 = 17
◆ Lay on Hands (Healing & +2 AC): 24 = 24
◆ Raise a Shield
AC = 28 (29-1)

GM Doug H |

Akoril misses true.
Alrinkiri heals Chim. Chim if you want to redo your turn feel free while we wait for Sendoski and/or a bot. Else I will bot in a logical 3rd action instead of battle medicine.
Wisps pew and pews.
☀☀☀
Ghosts of the Past Round 2
Party Conditions: Inspired
Terrain: Big piles of rubble difficult terrain. Walls porovide cover with a take cover action.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Chimwemwe: DC 26 vs Aura start of turn (failed)
──────────
BOLD IS UP!:
──────────
Screams (-20 HP)
Wisps (80/88 HP) │ Immune to Aura
Kiri (56/88 HP) │ Immune to Aura, shield block up
➤ Chimwemwe (56/96 HP) │ Frightened 1, can redo turn
Akoril (96/96 HP)
➤ Soomdevi (56/72 HP) │ Immune to Aura
⠀⠀➤ Blinks (32/32 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Chimwemwe |

Chimwemwe steps back, trying to force the spirits to waste energy chasing him down.
◆ Step

GM Doug H |

Fort: 1d20 ⇒ 18
The creature is slowed again but only for 1 round. It reaches out at Wisps, the only person damaging it. This also puts Akoril in its aura. DC 26 will save or Frightened 1. Save and you're immune.
Ghostly Hand: 1d20 + 21 ⇒ (7) + 21 = 28
Negative: 2d8 + 15 ⇒ (5, 2) + 15 = 22
☀☀☀
Ghosts of the Past Round 2
Party Conditions: Inspired
Terrain: Big piles of rubble difficult terrain. Walls porovide cover with a take cover action.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Chimwemwe: DC 26 vs Aura start of turn
Akoril: DC 26 vs Aura start of turn
──────────
BOLD IS UP!:
──────────
Screams (-20 HP)
➤ Wisps (58/88 HP) │ Immune to Aura
➤ Kiri (56/88 HP) │ Immune to Aura, shield block up
➤ Chimwemwe (80/96 HP) │ Frightened 1
➤ Akoril (96/96 HP)
➤ Soomdevi (56/72 HP) │ Immune to Aura
⠀⠀➤ Blinks (32/32 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Akoril |

Aura save: 1d20 + 11 ⇒ (4) + 11 = 15
Even if courage did apply it won't help me here.
Akoril gets seriously shaken up as the screaming spirit gets near him.
"Here, to help give it some space!" Akoril calls out as he casts Haste on Wisps before backing off from the terrifying spirits.
I think now that I'm out of aura, frightened ticks down to 1 at the end of my turn.

Alrinkiri |

Kiri moves closer as their eyes begin to once again glow a soft blue. This time, however, the light shines onto the sinister cloud, positive energy mingling with the howling spirits!
◆Stride, ◆◆Cast heal (1st).
Positive damage: 1d8 ⇒ 5 DC 23 basic Fort save.

Chimwemwe |

Will (E): 1d20 + 13 ⇒ (16) + 13 = 29
Chimwemwe draws the gold and ivory spear from over his shoulder and then touches the ruby set in the shaft. He throws it toward the sulfurous cloud where it explodes in a plume of fire before returning to his hand.
◆ Interact
◆◆ Envision, Interact: activate fulminating spear, Fire Basic Reflex vs. DC 23: 6d6 ⇒ (1, 1, 5, 4, 5, 6) = 22

GM Doug H |

Wisp Pews and Pews and pews. Akoril is frightened but hastes the bard.
Fort vs Heal: 1d20 + 16 ⇒ (13) + 16 = 29
A little fleck of sulfur boils off. Doesn;t resist Positive but also not weak to it. You learned things!
Chim overcomes his fear and then deploys Fire-Pot's invention against the spirit:
Ref: 1d20 + 20 ⇒ (13) + 20 = 33
It avoids all damage.
Soomdevi is up!

GM Doug H |

1d20 + 20 ⇒ (18) + 20 = 38
The spirit ignores the illest of omens!
No longer slowed the ball of faces rotates, focusing on Wisps once agian. A ghostly hand reaches out from a screaming mouth…
Ghostly Hand: 1d20 + 21 ⇒ (15) + 21 = 36
Negative: 2d8 + 15 ⇒ (4, 7) + 15 = 26 DOubled to 52
It then flies at 'Kiri… finger tears through an eye…
Ghostly Hand: 1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37
Negative: 2d8 + 15 ⇒ (1, 1) + 15 = 17 DOubled to 34
This is not going well.
☀☀☀
Ghosts of the Past Round 3
Terrain: Big piles of rubble difficult terrain. Walls provide cover with a take cover action.
Battlemap
──────────
BOLD IS UP!:
──────────
Screams (-22 HP)
➤ Kiri (22/88 HP) │ Immune to Aura
➤ Chimwemwe (80/96 HP) │ Immune to Aura
➤ Akoril (96/96 HP) │ Frightened 1
➤ Soomdevi (56/72 HP) │ Immune to Aura
⠀⠀➤ Blinks (32/32 HP)
➤ Wisps (0/88 HP) │ Immune to Aura, Hasted, Dying 2
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Akoril |

Akoril's mask fires a pair of ephemeral feathers at the spirit.
force bolt: 2d4 + 2 ⇒ (3, 4) + 2 = 9
Akoril takes advantage of the magic in the air to unleash another spellstrike, this time with fire
frightened spellstrike: 1d20 + 17 - 1 ⇒ (19) + 17 - 1 = 35
piercing+piercing: 2d8 + 3 + 4d6 + 4 ⇒ (6, 8) + 3 + (6, 2, 1, 3) + 4 = 33
deadly?: 1d10 ⇒ 4
Assuming only a hit that's 17 physical from arrow and 16 piercing from telekenetic projectile If a crit it's 38 / 32
Frightened drops off at end of turn.
Forcebolt(Recharging Spellstrike), Spellstrike(Telekinetic Projectile)

Chimwemwe |

"Wisps!" Chimwemwe runs over to the anadi talespinner and drops the spear next to her as he kneels. He strikes her in each of her shoulders with two fingers and then in her heart, bringing her back to consciousness. "Get out of here," he tells her and then raises his voice. "Get away! I'll hold it back! I'll be right behind you!"
He rises and lifts his iridescent shield in anticipation of the spirit's wrath.
◆ Stride
◆ Battle Medicine (manipulate) vs. DC 20, Assurance: 22 = 22
Healing: 2d8 + 10 ⇒ (3, 3) + 10 = 16
◆ Raise a Shield
AC 29

Alrinkiri |

Kiri looks at Chim, looks at the creature, then looks back at Chim and nods. The symbol on their chest flashes for a moment and then they're gone, hidden from view!
◆◆Cast invisibility, ◆Sneak (full speed via Swift Sneak).

GM Doug H |

You manage a narrow escape; the spirit follows a short distance but seems hesitant to leave the site where it died. Out of combat!
DC 29 Occultism or 27 Spirit Lore to ID

GM Doug H |

In addition to what Chim knows about the Screaming Sulphur Akoril thinks that even if destroyed it will rejuvenate in a few days — unless the site is blessed with an appropriate ritual.
Perhaps you can find one here in exploring the ruins, or ask around the village for some regional traditions.

Chimwemwe |

Drained and pale, Chimwemwe lands hard on the ground as the runes propelling his escape through the air expend the last of their energy. He jogs to catch up with the rest of you. "That could have been tragic," he notes, a little out of breath. "Especially if the students had been here."

Alrinkiri |

"I think we should put some distance between us and that thing. Maybe we can find something to help us defeat it back in town."

GM Doug H |

You head back to the village, The students are behaving themselves so far, helping clean up and rapid tings.
You can make a dc 26 diplomacy to gather info to draw out stories of ancient burial rituals from the townsfolk.

Curling-Wisps-of-Smoke Reliava |

"We encountered an angry spirit at a nearby site. Often, a proper burial can put such creatures to rest. Can you tell me what is traditional for the area?"
Wisps's Diplomacy (E): 1d20 + 17 ⇒ (3) + 17 = 20
Hero Point if that is a fail.
Wisps's Diplomacy (E): 1d20 + 17 ⇒ (18) + 17 = 35

GM Doug H |

Hero point used
Wisps trades tales with talks to Ouma (grandmother) Nkechi, an venerable village leader who teaches her what her people do when they find old bones, which is not uncommon in this area due to the fumes of lake.
- Pin pieces of black cloth to clothing.
- Cleanse the area by burning N'tabanokò herbs to ward away lingering darkness.
- Bury old bones in a sweetgrass basket with a reliquary figures carved out of wood and decorated with bright metal, which strengthens the reliquary's defenses against intruders of the night when the forces of evil are stronger.
The students are happy to help, and set to work gathering herbs and carving reilquaries of magical warriors to guard the screaming sulphur when it's put to rest… assuming you can find the bones down there.
No checks needed just some flavor here — prepping for another round of battle with the Screaming Sulphur and heading that way?

Akoril |
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Akoril will memorize Ghostly Weapon and offer to teach it as well if anybody else wants to learn.
level 3 arcane/occult
Akoril tries to turn it into a teaching moment as well.
"Not only is it important to increase your personal knowledge, but sharing knowledge with others allows us all to grow and be safer. Remember we are not islands, but a community."

Curling-Wisps-of-Smoke Reliava |

"Thank you, grandmother. We will perform the same if we are able to find the remains of this spirit or any other."
Could I buy a couple of scrolls of magic missile?

Alrinkiri |

Kiri studies Akoril, practicing an enchantment to imbue their claws with a spectral essence. They also spend a little time practicing some basic evocation with Wisps. Learning ghostly weapon from Akoril and magic missile from Wisps.
Arcana to learn a 3rd level spell (DC 20): 1d20 + 15 ⇒ (8) + 15 = 23 Success, 16gp spent.
Arcana to learn a 1st level spell (DC 15): 1d20 + 15 ⇒ (10) + 15 = 25 Crit success, so only 1gp spent.
Assuming normal rules, looks like a total of 17gp to learn those two spells.

Chimwemwe |

Learn a Spell: Arcana (E), Hat of the Magi vs. DC 20: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
Chimwemwe spends time studying with Akoril in order to learn who to transmute his weapons into a semi-ethereal state.

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Soomdevi also learns Ghostly Weapon, just barely paying enough attention to do so.
Occultism: 1d20 + 19 ⇒ (2) + 19 = 21
"I don't know what I want this spell for anyway, so whatever."
He's looking forward to the burial though.
"If we're already wearing black do we need to wear more? I guess it couldn't hurt."
He fluffs the veil of tulle on his mask in anticipation.

GM Doug H |

You head back when ready. As you enter the ruins you hear the spirit howl and cast your ghostly weapons. 5 min duration
As you approach th collapsed tower you note what seem like unearthed graves nearby. Something has been disturbed in your absence, perhaps by all the screaming.
Five creatures, their whose skin, soft tissue and hair are preserved like a tannery, burrow out of the ground nearby.
Akoril's Initiative Using Avoid Notice: 1d20 + 14 ⇒ (16) + 14 = 30
Alrinkiri's Initiative Using Avoid Notice: 1d20 + 19 ⇒ (16) + 19 = 35
Soomdevi's Initiative Using Detect Magic: 1d20 + 10 ⇒ (9) + 10 = 19
Wisps's Initiative Using Search: 1d20 + 15 ⇒ (20) + 15 = 35
Chimwemwe's Initiative Using Defend: 1d20 + 11 ⇒ (6) + 11 = 17
Sulphur: 1d20 + 22 ⇒ (1) + 22 = 23
5d20 ⇒ (12, 4, 2, 7, 17) = 42
☀☀☀
More Ghosts of the Past Round 1
Party Conditions: Inspired
Terrain: Big piles of rubble difficult terrain. Walls porovide cover with a take cover action.
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Kiri (22/88 HP)
➤ Wisps (-2/88 HP)
➤ Akoril (96/96 HP)
Undead 5 (-0 HP)
Screams (-22 HP)
Soomdevi (56/72 HP)
Undead 4 (-0 HP)
Chimwemwe (80/96 HP)
Undead 2 (-0 HP)
⠀⠀Blinks (32/32 HP)
Undead 3 (-0 HP)
Undead 1 (-0 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Alrinkiri |

Kiri decides to wait for the shambling figures to shuffle closer, rather than approaching, opting instead to test out the new evocation they learned from Wisps. Their eyes flare and a trio of force bolts streak toward the threatening cloud behind the shamblers.
◆◆◆Cast magic missile vs. Cloudy McScreams.
Force damage: 3d4 + 3 ⇒ (3, 1, 3) + 3 = 10

GM Doug H |

pew pew pew pew pew pew
Screams -48
Fancy hat gnoll person is up!

Akoril |

arcana to learn magic missile that I somehow didn't roll earlier DC 15: 1d20 + 18 ⇒ (4) + 18 = 22
Normal success, 2gp.
Akoril olso opens up with many missiles at the big screamy face.
6x missiles: 6d4 + 6 ⇒ (4, 2, 1, 4, 2, 4) + 6 = 23

GM Doug H |

#5 claws back into the earth, burrowing.
The screaming sulfur broils and spins through the air with alacrity. double move
EVERYONE DC 26 Will ve shte Aura, Fail = Fright. 1 CF = Fright 2.
An arm reaches out from one of the mouths and grasps at Chim…
Spectral hand: 1d20 + 21 ⇒ (1) + 21 = 22
Wisps's Performance (T): 1d20 + 14 ⇒ (1) + 14 = 15
Wisps performs a counter but fails to drown out the screams.
☀☀☀
More Ghosts of the Past Round 1
Party Conditions: Inspired
Terrain: Big piles of rubble difficult terrain. Walls porovide cover with a take cover action.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Kiri: DC 26 Will (auditory, aura, emotion, mental)
Wisps: DC 26 Will (auditory, aura, emotion, mental)
Akoril: DC 26 Will (auditory, aura, emotion, mental)
Soomdevi: DC 26 Will (auditory, aura, emotion, mental)
Chimwemwe: DC 26 Will (auditory, aura, emotion, mental)
Blinks: DC 26 Will (auditory, aura, emotion, mental)
──────────
BOLD IS UP!:
──────────
Kiri (88/88 HP)
Wisps (88/88 HP)
Akoril (96/96 HP)
Undead 5 (-0 HP) │ Burrowing
Screams (-71 HP)
➤ Soomdevi (72/72 HP)
Undead 4 (-0 HP)
Chimwemwe (96/96 HP)
Undead 2 (-0 HP)
⠀⠀Blinks (32/32 HP)
Undead 3 (-0 HP)
Undead 1 (-0 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

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Will Save: 1d20 + 14 ⇒ (4) + 14 = 18
Soomdevi is frieghtened by the scream, but he sends missiles flying at the cloud.
Magic Missiles: 3d4 + 3 ⇒ (3, 4, 2) + 3 = 12

GM Doug H |

Will Blinks: 1d20 + 14 ⇒ (11) + 14 = 25
pew pew pew undead 4 moves burrows… getting closer.
☀☀☀
More Ghosts of the Past Round 1
Party Conditions: Inspired
Terrain: Big piles of rubble difficult terrain. Walls porovide cover with a take cover action.
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Kiri: DC 26 Will (auditory, aura, emotion, mental)
Wisps: DC 26 Will (auditory, aura, emotion, mental)
Akoril: DC 26 Will (auditory, aura, emotion, mental)
Chimwemwe: DC 26 Will (auditory, aura, emotion, mental)
──────────
BOLD IS UP!:
──────────
Kiri (88/88 HP)
Wisps (88/88 HP)
Akoril (96/96 HP)
Undead 5 (-0 HP) │ Burrowing
Screams (-83 HP)
Soomdevi (72/72 HP) │ Frightened 1
⠀⠀Blinks (32/32 HP) │ Frigtened 1
Undead 4 (-0 HP)
➤ Chimwemwe (96/96 HP)
Undead 2 (-0 HP)
Undead 3 (-0 HP)
Undead 1 (-0 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Chimwemwe |

Will (E): 1d20 + 13 ⇒ (6) + 13 = 19
Chimwemwe's eyes widen slightly and he frowns as the ancient sorrow is unleashed upon him again. He grimaces and then traces the invisible tattoos along the inner aspect of his arm. This time, today, it works correctly as the tattoos and his eyes flare with blue light.
He reaches over his shoulder and draws the incendiary spear before raising his shield to protect himself.
◆ Overdrive (manipulate) vs. DC 24, Frightened: 1d20 + 19 - 1 ⇒ (8) + 19 - 1 = 26
◆ Interact
◆ Raise a Shield
AC 28
↺ Shield Block 5 if it won't break the shield (or will break but will keep me conscious).