
GM Frost |

Hisaki is miraculuosly unaffected. What is his secret?! Only him could know before he can disappear behind his thicket of knives!
Stinky DC 16 basic Reflex save: 1d20 + 7 ⇒ (1) + 7 = 8
Stinky is not as fast as lightning, it gets toasted to ashes! Mirthal does not know her weakness, have no choice but to invent weakness against her. He misses hitting her as he tries to pull out something from his esoterica.
Aslynn, seeing she failed to frighten Hisaki, send darts of force streaking toward him! Magic Missile vs Hisaki: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11 force damage. She laughs hysterically as she does the magic! "Nyahahaha! You deserve that!"
BOUNDLESS NIGHTMARES! Round 3
Terrain Conditions: Stair are difficult terrain.
Party Conditions: INSPIRE COURAGE for 1 round
ENCOUNTER MAP
Character in BOLD can act!
Aslynn -11
Hisaki HP 13/26, AC 19 | Thicket of Knives (+2 status bonus to Deception checks)
Thevenin HP 18/26, AC 18 | +2 to Will saves
Xanthe HP 27/32, AC 19(20)
Askani HP 12/15, AC 16 (w Mage Armor)
Mirthal HP 17/17, AC 17
Flutters HP 17/17, AC 14

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The Chelaxian will unleash, a fiery halo emanating from her body and her eyes glowing white.
As she burns her last focus point she again attempts to smash the psychic shields of the night hag
Amp Your spell cracks the target’s mental defenses, leaving it susceptible to further psychic attack. The spell’s damage changes to 1d10. If the target fails its Will save, until the end of its next turn, it gains weakness 1 to mental damage and takes a -1 status penalty to Will saves. On a critical failure, the weakness is 3 (in addition to the target being stunned 1). The weakness applies before deals damage.
Amp Heightened (+2) The spell’s damage increases by 2d10, and the weakness on a failure or critical failure increases by 1.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage.
Critical Failure The creature takes double damage.
DC 17 Will
1d10 ⇒ 5
and with her subconscious mind, emotional acceptance, will heal the hobgoblin for 4 pts of damage.

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Thevenin moves over to their friend Hisaki and wraps a leaf around the place where the magic missiles struck him.
"She's not nice," they frown.
Battle Medicine, Assurance 16, Medic: 2d8 + 5 ⇒ (2, 4) + 5 = 11
They then cast guidance on Hisaki.
I moved Stinky off the map.

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Acrobatics (Tumble Through): 1d20 + 7 ⇒ (6) + 7 = 13 Panache on Success.
Xanthe continues to try slipping past the hag as his hands continue to shake. But she quickly sidesteps him once more as he swipes at her hands.
+1 Hatchet: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
+1 Hatchet: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
◆ Tumble Through
◆ Strike
◆ Strike
HP 20/32
AC 19 (20 w/ Cape held defensively)
Hero Point 2/3
Panache 0/1

GM Frost |

Askani attempts to penetrate the mind of Aslynn with a more powerful psychic attack.
Aslynn is not bothered at all, untouched mentally. (No effect to Aslynn) She even gives her a wicked smile, seeming locking Askani as her new target, while Askani heals her ally Hisaki (with 4 HP). As Flutters moves closer to the encounter, Xanthe attempts to tumble through but can get to move past her. (Failed to Tumble Through, no panache gained) But that is enough to catch Aslynn off guard with his hatchet attacks that both connects. Aslynn takes 16 slashing damage) Meanwhile, Thevenin heals Hisaki with some leaves of perhaps their own. (Additional 11 HP for Hisaki)
BOUNDLESS NIGHTMARES! Round 3
Terrain Conditions: Stair are difficult terrain.
Party Conditions: INSPIRE COURAGE for 1 round
ENCOUNTER MAP
Character in BOLD can act!
Aslynn -27
Hisaki HP 26/26, AC 19 | Thicket of Knives (+2 status bonus to Deception checks)
Thevenin HP 18/26, AC 18 | +2 to Will saves
Xanthe HP 20/32, AC 19(20)
Askani HP 12/15, AC 16 (w Mage Armor)
Mirthal HP 17/17, AC 17
Flutters HP 17/17, AC 14

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Mirthal reloads his crossbow and fires another bolt at Aslynn. He then reloads another bold.
Hand Crossbow: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Piercing: 1d6 + 2 + 1 + 2 ⇒ (1) + 2 + 1 + 2 = 6

GM Frost |

Mirthal misses to hit Aslynn with an arrow.
Hisaki might take down Aslynn once and for all?

GM Frost |

Botting Hisaki.
Hisaki continues to inspires his allies with his Inspire Courage. He then steps closer to Aslynn and gives her a swipe of his glaive!
Glaive Attack vs Aslynn, IC: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Glaive Damage, IC: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 Slashing Damage
The weapon connects, cutting her into half! The hag shrieks in pain as it dissolves into nothingness and the Vault is quiet again.
COMBAT OVER! WELL DONE!
Thevenin HP 18/26
Xanthe HP 20/32
Askani HP 12/15
Mirthal HP 17/17
Flutters HP 17/17
When they defeat the last of the enemies, moments later, Zarta Dralneen rushes into the vault along with Society leaders Ambrus Valsin, Eando Kline, Eliza Petulengro, Fola Barun, and Calisro Benarry. They look ready to fight, and they’re quite impressed by the agents handling of the situation. The leaders quickly checks that none of them are near death. They gather reports from them, as well as Rain and Biglock.
Zarta turns the chalice over multiple times, trying to see if she can get any of the magic liquid to appear. When everyone has finally gathered for the debrief, she says, “Well, I’m still not sure what this is, but all your reports are consistent. It’s obviously a central piece of Aslynn’s plan. In a way, it’s a good thing that shard of her mind infiltrated our vaults, as it’s allowed us to understand a few things we might have otherwise missed! I wish we could’ve learned about this without putting your lives in danger, and for that, I apologize. I hope you’re ready for more adventures. We’ve just scratched the surface of the vault’s contents, and we need to act fast to learn more about some of these items. One thing is certain: we can’t leave everything here and wait around for Aslynn to strike again.”
The faction leaders quickly fall into a heated discussion over the best approach to the items — it’s clear that they don’t see eye to eye, but they all agree that they’ll need to work together for the sake of the Society’s future! While the Society’s leaders argue, Biglock gives a smug grin to the agents. “Nice work. Hey — Zarta is pretty great. She says Mr. Glovely and I don’t have to stick around this dusty vault! Don’t worry, though. We’ll be in touch. I’ve got a few schemes in mind. When I’m done making arrangements, Mr. Glovely will come calling!”
-END OF SCENARIO-
Thank you for playing the game! I will prepare and chronicles and report the game soon. I will also archive the game threas after a few days.