
Tamien "Tam" |

Slow turn: Stealth across the room. Action- open door, move any remaining distance through. Minor action 1- Toss grapnel onto railing. Minor action 2- Ready bow and signal.
Tamien finished tying his grapnel to this rope and gives a quick test pluck of his bow string and looks back at the others as they ready themselves.
"Wait for me to get to the door, I'll signal, then go." he took a quick steadying breath and then stalked across the room.
stealth: 1d20 + 1 - 1d6 ⇒ (19) + 1 - (1) = 19
He opened the door to the catwalk quietly, then he tossed the end of his grapnel onto the catwalk to create a line for quick descent. Then he spun around and readied his bow.

Con |

Con hoists the oil bucket Tam gave him onto his shoulder. He looks back at the group and nods with his intention to act.
Fast Turn!
With all his might he lobs the bucket at the horrifying crab beast!
Oil Bucket: 1d20 ⇒ 20
He lets out a guttural roar and twists his face into a terrifying visage!

Keri Russell |

Fast
As soon as Con douses the crab monster with oil, Keri wills the flame she has been carrying around to fly towards it, setting it ablaze! She then fires an arrow at the nearest anglerman.
Bow: 1d20 + 3 ⇒ (6) + 3 = 9

Prince Vultan |

Fast
"In Titania's name: Benediction!"
With the verbal and somatic components complete, Vultan feels the energy coalesce fully in his two fingertips pressed against his heart. They glow with an ardorous red light. At the same time, a circled symbol appears on Prince Vultan's forehead and red motes begin to flow from his hair. He reaches out and touches Con and Keri over their hearts, pumping his thumb in imitation of a pistol's hammer slamming forward. Con and Keri take on a similar visage with the symbol inscribed within a circle on their forehead and red motes floating up and back from their heads.
Using my one casting of Blessing to give Prince Vultan, Con, and Keri 1 boon to every check for the next minute. Additionally gives them immunity to frightening.

bookrat |

Vultan casts Blessings, granting everyone immunity to fear and a boon to their actions! (moving this spell to the front of initiative so everyone can benefit).
Tam rushes over to the opposite side and escapes out to the balcony, tossing the grappled rope over the edge. allowing for an escape route should the whole building catch fire.
Con throws the oil and Keri lights it up!
Had to move Con to a position on the map where it makes sense that he could throw the oil to hit the crab guy. Moved Keri to a position where she can both see the crab guy to move the fire. "AC" on the map is the charmed fishman.
The room explodes into chaos and fire! The fire catches on the crab monster and so do each of the nearby fishmen!
Catching Fire: You are on fire for 1d6 rounds and take 1d6 damage at the end of each round. You can use an action to extinguish the fire. Due to the nature of this scene - using oil and also all the blood and viscera everywhere, I feel like it should be more challenging to remove the fire. They will need to succeed on a strength challenge roll to extinguish the fire when they use an action.
Fire Damage, Crab: 1d6 ⇒ 5
Fire Rounds: 1d6 ⇒ 2
Fire Damage, Fish: 4d3 ⇒ (1, 1, 3, 2) = 7
Fire Rounds: 4d6 ⇒ (5, 5, 6, 5) = 21
The keeper and two of the fishmen (A1, A2) automatically become frightened due to Con's frightening visage.
Frighten Checks: 6d20 ⇒ (6, 14, 2, 13, 17, 7) = 59
3 fail
Kil'Hara stands back, ready to heal someone in an emergency!
Enemy Actions
The crab monster screams in pain. The screams become an unholy chorus as two of the fishmen join in, while those who saw what happened stare in unbelief for just a moment before they reaction violently.
AC: The charmed fishman rushes up the stairs, nearly knocking Vultan off balance for just a moment as it rushes up to protect Keri. Vultan, make an agility challenge roll or fall off the stairs onto the glass shards below. On a failure, take 1d3 damage and you must make a strength challenge roll or bleed for 1d3 rounds (1d3 extra damage at the end of each round you are bleeding.
Note: Successful roll in discord. Vultan does not fall.
The charmed fishman then attacks the fish next to Keri, swiping a claw at it!
Boons: Blessing, Fish
Boons: 2d6 ⇒ (4, 1) = 5
AC vs A5: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
A1, A2: Surprised, no action.
A3: The frightened fishman tries to extinguish the fire on him! Strength: 1d20 + 3 - 1d6 ⇒ (8) + 3 - (4) = 7
A4: The fishman tries to extinguish the fire on him! Strength: 1d20 + 3 ⇒ (14) + 3 = 17
A5: The frightened fishman attacks Keri, AC: 1d2 ⇒ 2 the charmed fishman!
Boon; fish. Bane: Fear
A5 vs AC: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
The damage removes the charmed condition, and now the fishman no longer sees Keri as a friend!
A6: A6 steps out to the balcony to attack Tamien! He misses the nimble halfling wildly!
Boons: fish
A6 vs Tam: 1d20 + 3 + 1d6 ⇒ (2) + 3 + (4) = 9
A7: The fishman moves towards Con to try and kill the interloper!
boons: fish
A7 vs Con: 1d20 + 3 + 1d6 ⇒ (4) + 3 + (5) = 12
damage: 1d6 + 2 ⇒ (4) + 2 = 6
A8: the frightened fishman moves away from the scary dragonman, headed towards the stairs to swipe at Vultan!
boons: fish. banes: fear.
A8 vs Vultan: 1d20 + 2 ⇒ (8) + 2 = 10
A9, A10: The two fishman who were hiding behind the crates on floor 1 move up the stairs. It's a slow progress, due to the difficult terrain.
End of Round Actions:
Frightened reduces by 1 round. 0 rounds remaining. Will end at the end of next round.
Fire reduces by 1 round. Variable rounds remaining.
Bless reduces by 1 round. 5 rounds remaining.
Crab Fire: 1d6 ⇒ 4
A1 Fire: 1d6 ⇒ 3
A2 Fire: 1d6 ⇒ 5
A3 Fire: 1d6 ⇒ 1
If you have a specific end of round effect, please include it in your next post. Then, state fast or slow turn and post your actions! I'll reorganize any post orders so they make sense.
PC Summary:
Con takes 6 damage unless someone can make the fishman take a bane.
Keri is now surrounded by two aggressive fishmen.
Vultan is on the stairs, not quite all the way up, but can reach both A8 and AC by attacking upwards.
Tamien is on the walkway, and A6 is out there with him.
Tracker:
Crab: 9, Surprised, Frightened (1r->0r), On Fire 2->1 rounds
A1: 4, Surprised, Frightened (1r->0r), On Fire 5->4 rounds
A2: 6, Surprised, Frightened (1r->0r), On Fire 5->4 rounds
A3: 4, Frightened, On Fire 6->5 rounds
A4: 2 (fire extinguished)
A5: 4, Frightened (1r->0r)
A6:
A7:
A8: Frightened (1r->0r)
A9:
A10:
AC: 8, Blessed 6->5 rounds, (charm removed due to damage!)
Kil:

Keri Russell |

Fast
The room quickly explodes into chaos, fishmen screaming, burning, and flailing about. The monster she charmed takes a nasty hit, its eyes clearing as the charm wears off. ”Sorry,” Keri mutters as she impales the formerly charmed fishman with her spear!
Spear vs AC: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Use Fortune to make Damage die a 6, so 7 Damage.

Tamien "Tam" |

Slow Turn: Shifting attack, Sick 2 banes. Martial arts -1 bane. Unarmed training & blessing 2 boons. Move around to the other side of the Catwalk 11 spaces to get some distance.
Tamien strikes at his attacker, pushing back and away from the anglerfishman's head and tries to drive him off and runs around the catwalk, taunting to the monsters behind him.
"Come on, Lovecraft rejects! Chase me!"
Shifting Attack: 1d20 + 1 + 1d6 ⇒ (6) + 1 + (5) = 12
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

Con |

As the fires burn and the room focuses on him, Con lunges at the nearest fishman!
Fast turn, attacking A8
Boons: 2d6 ⇒ (4, 3) = 7
Attack: 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11

Prince Vultan |

Vultan centers himself, feeling the expected wave of exhaustion as the spell completes.
Ok, time for a little insurance.
He makes an odd prayer-like gesture and feels magic wash through him.
"No matter how the wind howls, the mountain will not bow."
A second spell completes and the Prince feels the subtle armor of faith about him.
Ok, now let's see what we can do.
Casting Triumph of Faith. 1/2 Castings remain.

bookrat |

Vultan casts the spell, invoking the power of the Summer Queen; a holy symbol of fire wraps around him, clearly marking him with her divine power.
At the same moment, Keri stabs with her spear, killing her "dear friend," the nameless fish man monster she had under her charm.
Tam and Con continue to fight valiantly, but are unable to strike lasting blows.
To be continued.... Too tired to write all this up tonight.
Tracker:
Crab: 9, Frightened (end this round), On Fire 1->0 rounds
A1: 4, Frightened (end this round), On Fire 4->3 rounds
A2: 6, Frightened (end this round), On Fire 4->3 rounds
A3: 4, Frightened, On Fire 5->4 rounds
A4: 2 (fire extinguished)
A5: 4, Frightened (end this round)
A6:
A7:
A8: Frightened (end this round)
A9:
A10:
AC: Dead.
Kil:

bookrat |

Crab: The crab man monstrosity is on fire. It screams an unholy chorus of pain as it writhes on the ground.
Boon: Help from A4. Bane: Frightened.
Str Fire: 1d20 + 4 ⇒ (5) + 4 = 9
Fail. Still on fire.
A1-A3: The three fishmen are also still on fire and are writhing on the ground or wildly flailing about.
Banes: Frightened.
Str Fire +3 : 3d20 - 3d6 ⇒ (8, 19, 8) - (5, 6, 5) = 19
A1: Fail. A2: Success. A3: Fail.
A4: The still sizzling fishman tries to help the crab extinguish the flames.
Help: 1d20 - 1 ⇒ (15) - 1 = 14
Help successful. Adding a boon to Crab's roll.
A5 strikes at Keri with its deadly sharp claws.
Boon: Fish. Bane: Frightened.
A5 vs Keri: 1d20 + 3 ⇒ (1) + 3 = 4
Miss.
A6: The fishman outside with Tam barely avoids getting shoved backwards by the fierce halfling. It screeches at Tam and then tries to bite him as he moves away! Triggered Action for a free attack! He then chases after Tam, but cannot reach him with the halfling's faster movement.
A6 vs Tam: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Success!
A7: Standing next to Con, it strikes with a claw.
Boon: Fish.
A7 vs Con: 1d20 + 2 + 1d6 ⇒ (9) + 2 + (5) = 16
damage: 1d6 + 2 ⇒ (4) + 2 = 6
Success!
A8 is standing above the stairs, the opening wide beneath it with Vultan standing right there. Though Con tried to attack it, he missed, giving the fishman the opportunity to focus on the priest. It jumps down onto the stairs behind Vultan and grabs the priest, twisting his body in an attempt to throw him off the steps and onto the shattered glass below.
Bane: Frightened.
Shove: 1d20 + 3 - 1d6 ⇒ (12) + 3 - (2) = 13
This movement grants Con a free attack. Requires your triggered action.
Success! Vultan must make an Agility Challenge Roll to avoid being shoved into peril. On a failure, you take 1d6 fall damage and 1d3 damage from the glass shards, and then must make a strength challenge roll with 1 bane or bleed 1d3 damage for 1d3 rounds.
A9-A10: They keep moving towards the enemy, through the difficult terrain.
PC Summary:
Tam takes 7 damage.
Con takes 6 damage.
Vultan must make rolls or take damage.
Tracker:
No change.
End of Round:
Coming soon.

bookrat |

From Discord:
Vultan fails agility challenge roll. Vultan passes strength challenge roll. Fall damage, glass damage. Bleed effect avoided.
Fall Damage: 1d6 ⇒ 1
Glass damage: 1d3 ⇒ 3
Kil'hara moves to assist Vultan in getting back up, "Do you need heal-ing, fr-iend Vul-tan?"
End of Round
Crab Fire: 1d6 ⇒ 6
A1 Fire: 1d6 ⇒ 5
A3 Fire: 1d6 ⇒ 6
Tracker:
Crab: 14, On Fire (ends next end of round)
A1: 9, On Fire 3->2 rounds
A2: 6
A3: 10, On Fire 4->3 rounds
A4: 2
A5: 4
A6:
A7:
A8:
A9:
A10:
AC: Dead.
Kil:
PC Summary Update:
Tam takes 7 damage.
Con takes 6 damage.
Vultan takes 4 damage.

Tamien "Tam" |

As he was struck from moving, the pain and his sickness nearly caused Tamien to black out. But he grabbed onto the pain and adrenaline and forced himself to focus and he moved.
I knew. I KNEW that could have happened. A part of his mind berated himself for being so foolish.
The monster chased him but was faster. He remembered how this should work and he had it right where he wanted it now, he just wished he wasn't so hurt! He might very well die if things went poorly, but he had to hope.
He jumped to cut off his momentum, twisting in the air, he planted one foot on the wall of the lighthouse to steady himself and tensed his legs to spring back the other way. Then his posture changed, instead of using his arms, he was going to flying knee this one over the edge. It was bigger, yes. But he knew he could make up for the difference.
One more step.
Fast turn: Action-Prepare to Shove the Anglerfishman when it closes in. Banes 2: (Sickened, Larger enemy). Martial Arts (-1 Bane). Boons 2: (Blessing, Prepare).
Shove over the railings: 1d20 + 1 + 1d6 ⇒ (11) + 1 + (6) = 18

Con |

Free Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Con misses his attack on A8 again!
Con turns and shoves A4 into the flaming crab monster!
Shove: 1d20 + 2 ⇒ (13) + 2 = 15

Prince Vultan |

Vultan hears the enemy drop down behind him and tries his best to spin on the stairs.
Agility to avoid peril: 1d20 + 2 ⇒ (3) + 2 = 5
He's not fast enough, and the enemy uses his position to grab Vultan by a wing and twists. The Prince is unceremoniously tossed from the stairs onto the floor below. He flares his wings in an attempt to gain control of his fall, but it's too short and he hits the glass-laden floor before righting himself.
Strength to avoid bleed: 1d20 - 2 ⇒ (20) - 2 = 18
He hits hard, but between his flared wings, his own spatial awareness, and his armor, he nearly catches himself. His strength isn't enough to stop himself completely, but the reduction to his velocity as he hits the floor prevents the glass from doing the worst of its damage.
He starts to pick himself up as his mind and body scream for him to stay down. There is a literal fire in his eyes as he looks up to where he was thrown from.
"Tonight..."
He mutters it under his breath as he rises, leveling his crossbow with the fish man on the stairs.
"You."
Here's a tip: 1d20 + 2 ⇒ (16) + 2 = 18
And the rest of the bolt, too: 2d6 ⇒ (5, 3) = 8
The bolt flies true, and Vultan almost drops the crossbow as he brings it down to reload it.
"Yes, friend Kil'hara, I need healing."
He looks down at himself as he begins working the crossbow, realizing not for the first time that he's glad his garb is red.

bookrat |

Some of these guys should have battle scars, for hitting half health and being officially injured. Let's roll that now.
Crab Battle Scar?: 1d20 ⇒ 17
A1 Battle Scar?: 1d20 ⇒ 9
A3 Battle Scar?: 1d20 ⇒ 12
A1 suffers a battle scar.
Injury Fate: 1d6 ⇒ 6
"Near miss" but frightened for 1 round.
Tamien tries to shove the fishman off the balcony, while Con tries to shove the fishman into the flaming crab.
There are two forced movements into peril. Each one gets an agility challenge roll.
Preil Check, Agi +3: 2d20 ⇒ (4, 17) = 21
One success. One failure. I'll let you guys decide which roll applies to which fishman. One could get thrown off the lighthouse, taking 8d6 damage, the other could get caught on fire, taking 1d6 now and 1d6 at the end of each round for 1d6 rounds.
Keri tries to stab and misses!
Kil'hara casts a spell on Vultan, just after Vultan fires a bolt right into the fishman! Heal your healing rate.
A8 Battle Scar?: 1d20 ⇒ 16
Pausing here before starting enemy turn.
Tracker:
Crab: 14, On Fire (ends next end of round)
A1: 9, On Fire 3->2 rounds, frightened until end of next round.
A2: 6
A3: 10, On Fire 4->3 rounds
A4: 2
A5: 4
A6:
A7:
A8: 8
A9:
A10:
AC: Dead.
Kil:

bookrat |

Tam shoves HARD, and the fishman tumbles over the side, grasping for the railing to no avail.
fall damage: 8d6 ⇒ (5, 4, 2, 6, 1, 3, 4, 6) = 31
The fishman splatters against the ground, blood and guts spraying in all directions and leaving an imprint of its body.
Inside, Con tries to shove the fishman into the flaming crab, but it barely dances out of the way, avoiding the burning oil.
enemy turn
Crab: The burning crab once again tries to remove the flames.
Str: 1d20 + 4 ⇒ (13) + 4 = 17
Success!
A1: The fishman is also focused entirely on itself, desperately trying to remove the flames as its flesh burns.
Banes: Frightened
Str: 1d20 + 3 - 1d6 ⇒ (12) + 3 - (6) = 9
Fail!
A2: With the crab unflamed, the fishman ignores its fellows and moves to help kill CK: 1d2 ⇒ 1 Con.
Claw Attack vs Con: 1d20 + 3 + 1d6 ⇒ (15) + 3 + (4) = 22
damage: 1d6 + 2 ⇒ (4) + 2 = 6
Con takes 6 damage! Con goes down, unless someone can prevent this attack from happening! Con is incapacitated and must make fate rolls. He is prone. He cannot use actions, but is capable of moving, talking, and is aware of his surroundings. He is defenseless. Any damage he takes will kill him. Con must also roll for a battle scar. Flat d20.
A3: The fishman continues to focus entirely on itself, desperately trying to remove the flames as its flesh burns.
Str: 1d20 + 3 ⇒ (16) + 3 = 19
Success!
A4: The fishman is trapped between flaming friends, and tries to help them get the flames out.
Help: 1d20 + 1 ⇒ (8) + 1 = 9
A5: The fishman continues to attack Keri.
Bite vs Keri: 1d20 + 3 ⇒ (6) + 3 = 9
miss!
A7: The fishman tries to grab Con, ready to drag him towards the wall, where a sigil is drawn. You notice that each of the bodies in the room are at locations where these sigils are located, and are feeding into the crab man.
grab: 1d20 + 3 ⇒ (15) + 3 = 18
Success! Con cannot move from his location.
A8: The fishman downstairs looks to attack Kil'Hara!
Claw vs Kil'Hara: 1d20 + 2 + 1d6 ⇒ (15) + 2 + (5) = 22
damage: 1d6 + 3 ⇒ (4) + 3 = 7
Kil'Hara Battle Scar, Injured: 1d20 ⇒ 20
A9: The fishman from downstairs finally makes it's way to KV: 1d2 ⇒ 2 Vultan, where it swipes with a claw.
Claw vs Vultan: 1d20 + 2 + 1d6 ⇒ (17) + 2 + (6) = 25
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Vultan takes 8 damage! Vultan goes down, unless someone can prevent this attack from happening! Vultan is incapacitated and must make fate rolls. He is prone. He cannot use actions, but is capable of moving, talking, and is aware of his surroundings. He is defenseless. Any damage he takes will kill him. Vultan must also roll for a battle scar. Flat d20.
A10: The fishman from downstairs finally makes it's way to KV: 1d2 ⇒ 2 Vultan, where it tries to grab the man to drag him upstairs.
Grab vs Vultan: 1d20 + 2 ⇒ (13) + 2 = 15
Vultan cannot move from his location.
Tracker:
Crab: 14
A1: Dead.
A2: 6
A3: 10
A4: 2
A5: 4
A6: Dead.
A7:
A8: 8
A9:
A10:
AC: Dead.
Kil: 7
END OF ROUND
A1 Fire damage: 1d6 ⇒ 6
The fishman burns to death.
PC Summary:
Con: 6 damage. Incapacitated. Must make Fate Roll. Must roll for Battle Scar. Grabbed.
Vultan: 8 damage. Incapacitated. Must make Fate Roll. Must roll for Battle Scar. Grabbed.

Keri Russell |

Fast
Keri cries out in despair as the situation quickly deteriorates. Seeing little other recourse, the elf quickly pulls the incantation of terror off of her belt. She unfurls the scroll, boldly pronounces the words, and unleashes the terrible magic!
Banes: 4d6 ⇒ (6, 6, 2, 5) = 19
Intellect: 1d20 + 4 - 6 ⇒ (13) + 4 - 6 = 11

Tamien "Tam" |

Slow turn: Minor action 1 & 2- Draw 2 vial of oil. Move 10 yards back to the open door. Action- hurl vial at the flames at the Crab monster.
As the monster went tumbling over the side, Tamien let out a sigh of relief and spared only a glance at his enemy as he rummaged through his pack. Pulling out 2 vials of oil he hurriedly limped back to the door. The sounds of fighting still fierce.
He saw something happen but didn't have time to determine what, he saw most of the enemies were still up and only a few had any flames burning them. Even so, he was sure he could make at least one of them burn.
Oil vial 1 vs. Agility of Crab man: 1d20 + 1 - 1d6 ⇒ (12) + 1 - (1) = 12
"Keri, burn it!"

bookrat |

Terror affects all creatures of the caster's choice. From this position, Keri can hit all enemies nearby.
Crab: 1d20 ⇒ 6
A2: 1d20 - 1 ⇒ (17) - 1 = 16
A3: 1d20 - 1 ⇒ (6) - 1 = 5
A4: 1d20 - 1 ⇒ (15) - 1 = 14
A5: 1d20 - 1 ⇒ (5) - 1 = 4
A7: 1d20 - 1 ⇒ (8) - 1 = 7
A8: 1d20 - 1 ⇒ (6) - 1 = 5
A9: 1d20 - 1 ⇒ (1) - 1 = 0
A10: 1d20 - 1 ⇒ (10) - 1 = 9
A9 Shock Damage: 3d6 ⇒ (5, 6, 2) = 13
Tracker:
Crab: 14, Prone, Terror (6 rounds)
A1: Dead.
A2: 6
A3: 10, Prone, Terror (6 rounds)
A4: 2
A5: 4, Prone, Terror (6 rounds)
A6: Dead.
A7: Prone, Terror (6 rounds)
A8: 8, Prone, Terror (6 rounds)
A9: 13, Prone, Terror (6 rounds)
A10: Prone, Terror (6 rounds)
AC: Dead.
Kil: 7
Terror: The creature cannot stand up, grants 2 boons on all attack rolls made against it, and makes its own attack rolls with 2 banes. Each time a frightened creature takes damage, it extends the duration of the affliction by 1 round.

Prince Vultan |

Battlescar: 1d20 ⇒ 16
Vultan hardly gets the words out of his mouth before the two fishman secreted away downstairs arrive to ruin his day. The first attacks, and the wicked strike catches Vultan before he can put up a defense.
Using fortune to reduce damage roll of 6 to 1.
Blessedly, his exhaustion works in his favor, and his limpness allows him to move with the hit enough to reduce its impact. He grunts with it and nearly loses his feet; he turns to the fish man and is startled to find that there is two, the second of which grabs him!
"Urrrghhhh"
Exhaustion threatens his ability to resist. Right as he puts together enough energy to attempt breaking free, it happens. A rumble sounds, and if there were a way for a sound to be covered in a greasy blackness, this was definitely it. He feels it slide around him and through him, but it doesn't take; it's like the effects lacked the friction to buffet him in any way.
Triggered action Triumph of Faith to resist Grabbed Affliction.
Triumph of Faith vs Grabbed: 1d20 + 3 ⇒ (13) + 3 = 16
He notices right away that the fishman that had grabbed him let go and he and his compatriot fell to the floor, writhing with some unseen sensation that had clearly overwhelmed their senses.
Vultan takes the chance to finish reloading his crossbow and then uses his wings to flutter away from the fish men, hoping they don't gather enough faculties to lash out at him as he does.
Okay, what was that?!
He thinks it as he finishes reloading his crossbow and taking aim. Relief washes over him at the turn of the tide.

bookrat |

"Do you need more heal-ing, fr-iend Vul-tan? I am nearly out of sp-ells, I on-ly have two m-ore."
The insect man seems hesitant to perform violence - indeed he's always been a bit of a pacifist - but if commanded, he will.
Enemy Actions
Crab: The crab, in it's terrified state, crawls over to Keri, its pincers just as sharp. The terror unleashes its fury, but makes its aim wild.
Boons: Crab 1. Banes; Prime 1, Terror 2.
Banes: 2d6 ⇒ (2, 6) = 8
Crab vs Keri: 1d20 + 3 - 6 ⇒ (16) + 3 - 6 = 13
Damage: 2d6 ⇒ (6, 6) = 12
A2: With its ally fallen, this fishman grabs Con, ready to pull him towards the sigil, with intent on sacrificing him to complete the ritual for the crab.
Grab: 1d20 + 3 ⇒ (18) + 3 = 21
A4: The fishman steps towards Tam, aiming to knock the halfling out.
Attack vs Tam: 1d20 + 3 + 1d6 ⇒ (20) + 3 + (4) = 27
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
The remaining crabman are too scared to do anything.
Tracker:
Crab: 14 (injured), Prone, Terror (6 rounds)
A1: Dead.
A2: 6,Grabbing Con
A3: 10 (injured), Prone, Terror (6 rounds)
A4: 2
A5: 4, Prone, Terror (6 rounds)
A6: Dead.
A7: Prone, Terror (6 rounds), Grabbing Con
A8: (injured)8, Prone, Terror (6 rounds)
A9: 13 (injured), Prone, Terror (6 rounds)
A10: Prone, Terror (6 rounds)
AC: Dead.
Kil: 7 (injured)

Keri Russell |

Battle Scar: 1d20 ⇒ 17
Fast
Keri cries out in pain as the crabman's claw closes around her dainty waist. She feels her muscles tear and organs give way, and she coughs out blood, but she miraculously manages to avoid losing consciousness. "Queen of Summer, hear my prayer!" she cries. "Lend me your grace!" Warm, healing light suffuses her body and gets in the eyes of the fishmen.
Blessing of Summer: You can use an action to heal damage equal to your healing rate. Light shines from you, and each creature within short range that is not a member of your group must get a success on a Perception challenge roll or become impaired for 1 round. Once you use this talent, you cannot use it again until you complete a rest.
"Vultan, Kil'hara, we need help!" she shouts. She murmurs a quick spell, causing one of the guttering flames around the room to fly to her fingertip. She then flicks it at the crabman in front of her to ignite the fresh oil dousing it!
Cast manipulate flame as a triggered action on my turn.

bookrat |

Second floor enemies who fell prone fall on the glass shards and take 1d3 damage, as well as must make a strength challenge roll or bleed for 1d3 rounds (1d3 damage at end of each round).
A8 Glass Damage: 1d3 ⇒ 2
A8 Strength: 1d20 + 3 - 1d6 ⇒ (2) + 3 - (1) = 4
Rounds Bleeding: 1d3 ⇒ 3
Last End of Round Bleed: 1d3 ⇒ 1
A9 Glass Damage: 1d3 ⇒ 3
A9 Strength: 1d20 + 3 - 1d6 ⇒ (7) + 3 - (1) = 9
Rounds Bleeding: 1d3 ⇒ 1
Last End of Round Bleed: 1d3 ⇒ 2
A10 Glass Damage: 1d3 ⇒ 2
A10 Strength: 1d20 + 3 - 1d6 ⇒ (4) + 3 - (4) = 3
Rounds Bleeding: 1d3 ⇒ 2
Last End of Round Bleed: 1d3 ⇒ 2
Tracker:
Crab: 14 (injured), Prone, Terror (6 rounds)
A1: Dead.
A2: 6,Grabbing Con
A3: 10 (injured), Prone, Terror (6 rounds)
A4: 2
A5: 4, Prone, Terror (6 rounds)
A6: Dead.
A7: Prone, Terror (6 rounds), Grabbing Con
A8: 11 (injured), Prone, Terror (6 rounds), Bleeding (3 rounds)
A9: Dead
A10: 4, Prone, Terror (6 rounds), Bleeding (2 rounds)
AC: Dead.
Kil: 7 (injured)

bookrat |

Kil'hara Actions:
Kil'hara moves up the stairs at the call of Keri, stepping over the prone fishman at the base of the stairs.
The fishman lashes out with a claw as he passes.
Boons: Fish. Banes: Prone, Terror 2
Banes: 2d6 ⇒ (5, 4) = 9
Attack vs Kil: 1d20 + 3 - 5 ⇒ (3) + 3 - 5 = 1
Kil'hara deflty avoids the attack and rushed upstairs, pulling out an incantation.
Incantation: 1d20 - 1d6 ⇒ (14) - (3) = 11
Holy lights glow around him in three swirls, then depart from his body in wide arcs as they find their targets: Con, Tamien, and Vultan. Each of you heal your healing rate.

Tamien "Tam" |

Tamien's eyes shot open and he takes a deep breath as some of the pain in his chest recedes. His gaze snaps to the creature that had struck him and he pushed himself up on his arms before throwing his leg under and behind him to stand up.
Glancing behind him, he saw only the rail and the fog and had a sudden idea. He lunged forward, wrapping his arms around the monstrosity and lifted, trying to throw it over his shoulders and the fog.
Slow turn: Move to stand up. Action-Suplex vs. A4. Banes 2, sickened/larger creature. Martial Arts, -1 bane. 1 Boon, Blessing.
Suplex: 1d20 + 1 ⇒ (10) + 1 = 11

Con |

Con woke with a jolt, being dragged by one of the monster fishmen. He kicks and tears at it trying to break free!
Escape: 1d20 + 2 ⇒ (18) + 2 = 20

Prince Vultan |

Vultan levels his crossbow at one of the fishmen before realizing he'd bled out moments earlier. He takes ai-
"Vultan, Kil'hara, we need help!"
He feels a jolt of adrenaline at Keri's call and uses a wingbeat to jump to the stairs. He gets nearly to the top and has to parkour over the fishman flailing on the stairs. Fortunately, running with a rifle translates effectively into running with a crossbow, and with his wings, it's an easy feat!
Using Defend action and then running upstairs to save Keri from imperceivable peril.

bookrat |

Vultan runs up the stairs, stepping away from the prone fishman in a defensive manner. The fishman takes a desperate swipe at the winged human.
boons: Fish. Banes: Prone, Terror 2, Defensive
Banes: 3d6 ⇒ (3, 1, 3) = 7
Triggered Attack vs Vultan: 1d20 + 3 - 3 ⇒ (20) + 3 - 3 = 20
damage: 1d6 + 2 ⇒ (1) + 2 = 3
Fire Damage on Crab: 1d6 ⇒ 2
Con pulls away from the grab.
Tamien tries to suplex the fish off the edge of the walkway, but the fish resists.
Enemy actions
The Crab Man attacks Keri or Kil'hara: 1d2 ⇒ 2 Kil'hara with its pincer! The attack scrapes off Kil'hara's carapace and armor.
Boons: Crab. Banes: Prone, Terror 2
banes: 2d6 ⇒ (1, 3) = 4
Crab vs Kil: 1d20 + 2 - 3 ⇒ (12) + 2 - 3 = 11
A2: The fishman, one of the few unaffected by the terror, attacks Con again, chomping at him with its toothed maw.
Attack vs Con: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 3 ⇒ (1) + 3 = 4
A3: The fishman has a mental struggle if it wants to move towards its allies to help of if it should flee in terror. It heads towards Con,Tam: 1d2 ⇒ 2
Banes: 2d6 ⇒ (6, 4) = 10
Will: 1d20 - 6 ⇒ (19) - 6 = 13
A4: The fishman on Tam strikes back, trying to bite the halfling's hand off, but the man is too nimble!
Bite vs Tam: 1d20 + 3 ⇒ (5) + 3 = 8
A5-10: The fishmen are too scared to attack.
End of round:
Crab Fire Damage: 1d6 ⇒ 2
A8 Bleed Damage: 1d3 ⇒ 1
A10 Bleed Damage: 1d3 ⇒ 1
All three took damage, and therefore their Terror condition extends one round.
Tracker:
Crab: 18 (injured), Prone, Terror (6 rounds)
A1: Dead.
A2: 6
A3: 10 (injured), Prone, Terror (5 rounds)
A4: 2
A5: 4, Prone, Terror (5 rounds)
A6: Dead.
A7: Prone, Terror (5 rounds)
A8: 12 (injured), Prone, Terror (6 rounds), Bleeding (2 rounds)
A9: Dead
A10: 5, Prone, Terror (6 rounds), Bleeding (2 rounds)
Player summary:
Vultan takes 3 damage.
Con takes 8 damage and must make a battle scar check.

bookrat |

New Round! State fast or slow and post your actions!
Slow
Kil'hara moves to Con and casts Minor Healing. Con heals 1/2 his healing rate.
Triggered Action: A5 takes a swipe at Kil'hara as he moves away.
Boons: Fish. Banes: Prone, terror 2
Banes: 2d6 ⇒ (3, 3) = 6
A5 vs Kil'hara: 1d20 + 3 - 3 ⇒ (7) + 3 - 3 = 7
Miss!

Tamien "Tam" |

Fast turn: Action- Body toss! 2 banes, bigger enemy/sickened. -1 bane, Martial arts. 1 boon, Blessing.
Not tall anymore. Lower!
Tamien realized his mistake as he dodged the attack. He had tried to lift too high before, grabbing around the monsters waist.
Although he still felt shaky and his body hurt, he leaned in to the pain. Clenching his teeth in determination and letting out a primal growl, he ducked in and grabbed at its legs to control its footing. He heaved with all his strength and lifted up with his entire body.
Then he threw himself and the anglerfishman at the railing.
body toss: 1d20 + 1 ⇒ (17) + 1 = 18
"Fall down!"

Prince Vultan |

Prince Vultan sees the dire situation. He ascends just in time to watch a very injured Con get revitalized by Kil'hara's magic. He sees a fish man next to Con who isn't obviously afflicted with whatever it was that had incapacitated the other fish men.
He levels his crossbow intending to keep the fish man from incapacitating his good buddy again, and pulls the trigger.
Nice Shootin' Tex!: 1d20 + 2 ⇒ (1) + 2 = 3
The prince's trigger finger trembles as he raises the crossbow and the shot goes off before he even shoulders the crossbow.
Halfling Luck: 1d20 + 2 ⇒ (15) + 2 = 17
F$!!in' Gottem: 2d6 ⇒ (5, 3) = 8
Somehow, the wild bolt ricochets from across the room and strikes the fish man in the temple.
Vultan looks around wildly for whoever else has a crossbow and is firing at the same fish man before realizing what happened. He gives an exuberant shout at the realization.
"WHOOOO!! That's what I'm talkin' about, babyyyyyyy!"

Con |

Con braces himself and locks eyes with the nearby Fishman. He points his spear at it, takes a steady breath, and stares down at his target.
Will Attk: 1d20 ⇒ 9
Demoralizing the creature and then using a triggered action for Catch Your Breadth, to heal damage equal to my healing rate.

bookrat |

Peril Agility: 1d20 + 3 ⇒ (10) + 3 = 13
Success
Tam throws the fishman off the balcony, but it catches the rail and manages to stay up!
Battle Scar Chance for A2: 1d20 ⇒ 20
No Scar
Enemy Actions
Crab: The crabman focuses on the horrific energies around it, sucking in the terror and pain to hela itself!
Abyssal Mending: 1d3 ⇒ 3
A2: It uses the last if its life to desperately kill Con.
Boons: Fish. Banes: Demoralize
A2 vs Con: 1d20 + 2 ⇒ (9) + 2 = 11
Miss.
A3: It is terrorized and lying on the ground. Does it have the will to move?
Banes: 2d6 ⇒ (5, 1) = 6
Will: 1d20 - 1 - 5 ⇒ (11) - 1 - 5 = 5
Fail
A4: The fishman scrambles back up over the edge from nearly falling down. It then tries to bite Tam, but the halfling deftly dodges.
Strength to climb: 1d20 + 3 ⇒ (12) + 3 = 15
A4 bite vs Tam: 1d20 + 3 ⇒ (11) + 3 = 14
Success, Followed by Miss.
A5: It is terrorized and lying on the ground. Does it have the will to move?
Banes: 2d6 ⇒ (3, 2) = 5
Will: 1d20 - 1 - 3 ⇒ (15) - 1 - 3 = 11
The creature tries to put out the fire on the crabman monster.
Banes: 2d6 ⇒ (6, 2) = 8
Strength: 1d20 + 3 - 6 ⇒ (5) + 3 - 6 = 2
Success, followed by failure
A7: It is terrorized and lying on the ground. Does it have the will to move?
Banes: 2d6 ⇒ (6, 4) = 10
Will: 1d20 - 1 - 6 ⇒ (6) - 1 - 6 = -1
Fail
A8: It is terrorized and lying on the ground. Does it have the will to move?
Banes: 2d6 ⇒ (6, 3) = 9
Will: 1d20 - 1 - 6 ⇒ (12) - 1 - 6 = 5
Fail
A10: It is terrorized and lying on the ground. Does it have the will to move?
Banes: 2d6 ⇒ (4, 3) = 7
Will: 1d20 - 1 - 4 ⇒ (16) - 1 - 4 = 11
Success!
Fishman A10 crawls its way towards the stairs to try and eat Vultan. The teeth sink into Vultan's legs, ripping flesh!
Banes: Prone, Terror 2
Banes: 3d6 ⇒ (2, 3, 5) = 10
A10 Bite vs Vultan: 1d20 + 3 - 5 ⇒ (17) + 3 - 5 = 15
Hit!
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
End of Round
Crab Fire Damage: 1d6 ⇒ 1
A8 Bleed Damage: 1d3 ⇒ 1
A10 Bleed Damage: 1d3 ⇒ 1
Tracker:
Crab: 16 (injured), Prone, Terror (6 rounds), on fire
A1: Dead.
A2: 14 (injured), Demoralized (6 rounds)
A3: 10 (injured), Prone, Terror (4 rounds)
A4: 2
A5: 4, Prone, Terror (4 rounds)
A6: Dead.
A7: Prone, Terror (4 rounds)
A8: 13 (injured), Prone, Terror (6 rounds), Bleeding (1 rounds)
A9: Dead
A10: 6, Prone, Terror (6 rounds), Bleeding (1 rounds)
Summary: Vultan takes 7 damage.

Tamien "Tam" |

Fast turn: Action- Dropkicking A4 over the ledge. Minor action- Picking up fallen oil vial.
Dodging away desperately from the form of the anglerfishman's attack, Tamien hit against the wall and then jumped back at his opponent striking with both legs
Cartwheel dropkick vs. A4: 16 = 16
He watched with a sigh of relief as his opponent finally goes over over the railing. But he could only take a quick moment to catch his breath before looking back into the room with the rest of his allies as they desperately fought for their lives. It looked as though several of the other monstrosities were starting to get to their feet.
Gotta help them!
"Use fire! Hit screaming ones!"

Prince Vultan |

Vultan lets his guard down in his exuberance and the enemy on the ground near him manages to catch Vultan's foot in its mouth. It bites down with everything it's worth and Vultan feels the bottom drop out from under his resilience. The exhaustion catches up with him as the pain arrives at his brain and he goes out cold before even hitting the floor.
Fate: 1d6 ⇒ 4
Vultan hits the floor and doesn't wake up as the fish continues to gnaw on him like a dog with a bone.
Battlescar: 1d20 ⇒ 9
More Battlescar: 1d6 ⇒ 3
HAIL SATAN: 3d6 ⇒ (6, 6, 6) = 18
Oops, all battlescar: 1d6 ⇒ 3
How many piggies went to market?!: 1d3 ⇒ 3
Kil'hara sends healing energy to Vultan and he comes to, kicking the fishman away before he's even fully aware of what's happening. His foot is a mangled mess, and he's definitely missing some toes.
Ok, just wait for shock to take over aaaand... now it's a problem for future Vultan!
The shock takes over, and while Vultan's brain says, "You need to stabilize the situation and find space to take a breather", his heart said his friends were in trouble, and as long as the limbs moved, they'd move to save them.
Then his mouth said, "So long, gay bowser!" as he grabbed onto a fish man above the stairs and pulled and twisted with all his might, throwing him towards the glass-laden floor below!
YEET: 1d20 - 2 ⇒ (18) - 2 = 16

Con |

Con lunges for the nearly-dead fishman, again!
Boons: 2d6 ⇒ (2, 5) = 7
Attk: 1d20 + 2 + 5 ⇒ (7) + 2 + 5 = 14
Dmg: 1d6 + 1 ⇒ (6) + 1 = 7

bookrat |

NPC turns coming soon.
Logging damage and status after Player Turns.....
Tracker:
Crab: 19 (injured), Prone, Terror (6 rounds), on fire
A1: Dead.
A2: Dead
A3: 10 (injured), Prone, Terror (4 rounds)
A4: Dead
A5: 4, Prone, Terror (4 rounds)
A6: Dead.
A7: 5, Bleeding (3 rounds), Prone, Terror (4 rounds)
A8: 13 (injured), Prone, Terror (6 rounds), Bleeding (1 rounds)
A9: Dead
A10: 6, Prone, Terror (6 rounds), Bleeding (1 rounds)

bookrat |

Crab: 1d20 ⇒ 2
Miss even with boons
A3 Will to Act: 1d20 ⇒ 18
Succeed, even with banes
Boons: Fish. Banes: Prone, Terror 2
A3 Banes: 2d6 ⇒ (2, 6) = 8
A3 Attack vs Tam: 1d20 + 3 - 6 ⇒ (13) + 3 - 6 = 10
Miss
A5 Will: 1d20 ⇒ 3
Fail, even with boons
A7-10: 3d20 ⇒ (5, 9, 9) = 23
All Fail
End of round stuff:
Crab Fire: 1d6 ⇒ 4
A7 Bleed: 1d3 ⇒ 1
A8 Bleed: 1d3 ⇒ 3
A10 Bleed: 1d3 ⇒ 1
Tracker:
Crab: 23 (injured), Prone, Terror (6 rounds), on fire
A1: Dead.
A2: Dead
A3: 10 (injured), Prone, Terror (4 rounds)
A4: Dead
A5: 4, Prone, Terror (4 rounds)
A6: Dead.
A7: 6, Bleeding (3 rounds), Prone, Terror (4 rounds)
A8: Dead
A9: Dead
A10: 7, Prone, Terror (6 rounds), Bleeding (1 rounds)

Keri Russell |

Fast
Keri attacks the crabman again, though her previous success seems like it might have been a fluke.
Spear: 1d20 + 3 ⇒ (9) + 3 = 12

Tamien "Tam" |

Tamien felt the energy of Vultan's spell wear off and the full weight of his sickness crash into him again. It was bad, but at least he was still moving as he dodged back from the newest monster that had managed to crawl over and swipe at him.
As sick as he felt though, he knew he could kill this one. It was still badly wounded and still terrified from Keri's spell. He couldn't afford to take any more risks, he had to kill it. His punch wasn't likely to be enough on its own, not yet. But the trident could do it.
He dropped the vial of oil he'd been intending to throw onto the ground and drew the trident quickly. Gripping it in both hands he squared his shoulders and thrust in a downward motion with all his might.
Fast Turn: Drop vial of oil. Minor action- Draw Trident. Action- Attack A3. Banes 1; Sickened. Boons 3; Terror2, Prone 1.
Boons: 2d6 ⇒ (3, 5) = 8
Trident: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
2-handed damage: 1d6 + 1 ⇒ (6) + 1 = 7

Con |

Fast Turn!
After his last target fell, Con pressed his attack on the Keeper!
Boons: 1d6 ⇒ 2
Attk: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Dmg: 1d6 + 1 ⇒ (4) + 1 = 5

Prince Vultan |

Vultan watches Con dispatch a fishman, then watches Tam dispatch another. Keri is well on her way to putting an end to a third.
Oh look, hope.
He hitches back the string on his crossbow and slides another bolt under the retention spring, ready to fire.
I ought to warm up the pipes, too. I got another song in me before the day is done.

bookrat |

As the fishman falls dead at Con's feet, the once-human-turned-lizard redirects his attention to the crab monster. With a quick strike, Con decapitates the beast; arterial blood spurting out of the open neck, spraying several feet into the air.
With the monster gone, the fishmen all surrender - those who are alive, anyways. All of them are still under the effects of the terror spell, and without their summoning and creation, they are too afraid to do anything else. Killing them will be easy, as they will not resist - but you may also choose to let them live.
As the moments pass and you finally have a chance to catch your breath, the air also starts to clear. It becomes less foggy. The red light is still prominent, thanks to the skin stretched over the lighthouse light. And there still is some fog, as the barnacles releasing them still live. But the demonic magic which was enhancing everything seems to have been broken.
Things to address: What to do with the fishmen. What to do with the barnacles. What to do about the light. What to do with the horrific third floor and the viscera spread over everywhere, including the demonic ritual symbols made out of entrails and blood. What to do with the bodies of your fellow sailors. What to do with that sudden feeling of nausea now that it's all over and you realize that there's still blood and guts everywhere and that you just barely survived by the skin of your teeth.
Congratulations! You are now level 2! There will be no downtime event. Your level gain will take place after your next rest. There will be no more dangers today. Please start thinking about level 3, as level 2 will be a fairly short level. Your next official downtime event will happen at level 3.

Keri Russell |

Keri closes her eyes as the crabman's blood sprays all over her. Her stomach heaves as she stumbles up against the wall and slumps to a seat. Now that the battle is over and Vultan's blessing has ended, all of the fear and panic she's been holding back come rushing to the forefront. She curls into a little ball and stays there with her eyes closed, shuddering quietly. The magic of her enchanted robes quickly cleans the blood and gore from her body, but while the physical evidence is gone, the emotional damage will not be so easily washed away.