
Zephrena |

The champion feels the harsh discordant tones. She moves into action. She starts to dance. Most of her dances she moves softly and smoothly on the floor. Yet this dance emphasizes shuffling and loud stomps. She hollers over to the bard Barker, lets see if we cant break up these harsh tones with more happy vibes. Give me some music to go with my beat stomping.
Performance dance 1d20 + 13 + 5 ⇒ (3) + 13 + 5 = 21
Zeph’s only performance skill is in dance. Ill leave it up to DM as to how effective she will actually be. Hopefully Barker’s music will do the trick.

Barker_ |

Barker hits the strings, whick begin to sound rhytmically around the room
"Xavier! Flamenco, do the beats" Barker plays a rhytmical tune hitting with his knuckls on the resonant box of his mandolin to provide some percussion sounds. He weaves magic into it, to begin to move the sound around the room in a circular fashion to make the poem hard to hear
2-actions casting Ventriloquism
Performance, trickster's mandolin, room bonus: 1d20 + 12 + 1 + 5 ⇒ (18) + 12 + 1 + 5 = 36
Maybe our Barding friend can aid on that ;)
Xavier claps with his hands adding to it with metalic drum like sound to accompany Zeph's dance.

GM Doug H |

Good work
Assisted by Zeph and the the clockwork assistant, the papers and echoing music settle. Trap disabled!
You find sheaves of notes, music, and plans for more mechanical assistants. The notes are in different handwriting, the poet's graceful calligraphy, a composer's undulating notations, and an engineer's tall and blocky lettering.
Together, these components — clockwork dancers, music, and verse — form an "anbarit" — a piece of art that involves dance, song, and poetry. It is the Amity Cycle. Or, if corrupted… the Enmity Cycle.
______
There is a door to the left and a door to the right. Which way?

Barker_ |
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Barker looks at the door and gets a coin from his pocket "Tails is left"
He tosses the coin and let it fall to the ground
1 is left: 1d2 ⇒ 1
"So I propose left"

GM Doug H |

The patchy walls of this room look as if they’ve recently been scraped of their peeling paint. A low, round table is shoved against the western wall and bears numerous scratches and burns.aBlue and white tiles cover the floor of this room in a mosaic and are cool to the touch. The lower halves of the whitewashed plaster walls are covered in similar tiles with geometric designs in green and white. Four thick rose bushes grow near a softly burbling fountain in the center of the room, and a pleasant coolness fills the entire chamber in stark contrast to the heat outside.
In the pool you find a jade serpent wondrous figurine
Map updated, up or down?

Eleanor Sage |

Eleanor reaches into the shallow pool for the jade serpent. "Interesting wishing well. I have heard of these but never saw much of a use for them." She holds out the wonderus figurine before pointing south with her staff.
Wonderous Figurines always seem like way too high of a level of an item for what they get you. But maybe I am missing something with them.

GM Doug H |

You check for traps then open the SOuthern door. really always checking for traps etc, so if I forget don;t worry.
The patchy walls of this room look as if they’ve recently been scraped of their peeling paint. A low, round table is shoved against the western wall and bears numerous scratches and burns.
The door South of there is a well-appointed room with walls draped with intricate tapestries that have been shredded into ribbons. A canopied bed and several pillows have similarly been cut to pieces, and white feathers cover the floor in piles.
You find a moderate mistform elixir and a moderate antidote that rolled under the bed.
Map updated… where to?

Barker_ |

I've added the items to the loot sheet
Barker looks at the fialls and around the room. "I guess we are going back north"

GM Doug H |

Carved marble pillars stand to the east and west of this impressive dining hall. Tiled mosaics cover the ceiling up to a low dome, which is bare white. High up on the walls are a series of stained glass windows of yellows and oranges. A few panes of each window have been smashed out.
Tables shoved up against the north wall are covered in papers, some torn in half, others ripped to shreds. The inkwell on the table has been spilled, blackening several other pages, while balls of crumpled paper are scattered about the floor. A set of iron manacles with a long chain is attached to the northern wall.
Two creatures await you in here. They seem to be twinned, fox-like humanoids with fluffy tails. Instead of smiling faces, they grin at you showing their teeth. You can see their fur is matted with filth and patchy from the scars of torture. At their sides they carry broken ouds. Stringed instrument.
Oh look, Kyem, visitors!
Shall we show them the joys of the House of Oblivion?
Oh they showed us so many INTERESTING things after they captured us and brought us there! What winding halls, you can run for days and days and never find your way out!
The other twin rubs a scar on her cheek, drawing blood. Oh, they did, Dalessha, they did! There's no escape once you're there. No matter how much you cry. You can only learn to love it.
These ones will to! They will be reshaped, like we were!
Yes! They say in unison.
Barker's Initiative Using Search: 1d20 + 11 ⇒ (8) + 11 = 19
Rhys's Initiative Using Avoid Notice: 1d20 + 14 ⇒ (17) + 14 = 31
Zephrena's Initiative Using Defense: 1d20 + 6 ⇒ (1) + 6 = 7
2d20 ⇒ (17, 1) = 18
The first one casts a spell; a cloud of malice swirls around your group.
Evil damage, DC 24 Fort save for all good aligned creatures: 4d10 ⇒ (1, 4, 6, 6) = 17
He then steps back to the corner.
☀☀☀
The twins Round 1
──────────
BEFORE YOUR TURN:
──────────
Barker: Possible DC 24 fort
Eleanor: Possible DC 24 fort
Holly: Possible DC 24 fort
Zephrena: DC 24 fort vs 17 evil
Rhys: Possible DC 24 fort
──────────
BOLD IS UP!:
──────────
Foxlike 1 (-0 HP)
➤ Barker (74/74 HP)
⠀⠀➤ Mechanical assistant (42/42 HP)
➤ Eleanor (86/86 HP)
⠀⠀➤ Holly (86/86 HP)
➤ Zephrena (87/87 HP)
➤ Rhys (88/88 HP)
Foxlike 2 (-0 HP)

Barker_ |

Fort save: 1d20 + 10 ⇒ (14) + 10 = 24
Barker holds his ground when the cloud hits he tries to recognize the creatures.
Recall Knowledge Bardic Lore +10 + Loremaster's Etude - roll twice take higher
"Get yourself together, we can save you from whatever is happening here, we came to put an end to it! You are not to far gone!"
Diplomacy: 1d20 + 14 ⇒ (1) + 14 = 15
If they do not listen, He hits the strings on his instrument and a terryfing music begin to sound spreading fear into enemies.

GM Doug H |

2d20 ⇒ (8, 19) = 27
Barker knows these are Vulpinal Agathions, celestial outsiders who hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death.
Vulpinals are formed from the souls of good musicians and serve as the cunning and clever musicians and minstrels who live telling stories and experiencing other cultures.
Vulpinals can recall knowledge as a free action and cast good aligned divine spells. They typically have good-aligned claw and jaw attacks. Whatever was done to them in the House of Oblivion changed this pair so thoroughly that they have been broken and corrupted beyond saving. They now serve the House Of Oblivion and the Divs therein.
They are not being controlled, they are have been converted to evil and corrupted beyond saving.
Funny. He thinks he needs to save us.
We like it this way. He will too.
Look, He’s a musician like we were!
oh, he’ll be fun to break.
It won’t take as long. Not the decades they spent remaking us.
He’ll scream a better tune. One with no words, from no language.
Dirge of Doom it is.

Zephrena |

Fortitude 1d20 + 13 ⇒ (2) + 13 = 15 fail...
Round 1
The champion is caught off guard by the corruption of such pure beings. The evil power hits her in the face. Zeph will use her reaction to try and help any party member who crit fails. 2nd, she will help someone else who just fails, if everyone passes she helps herself.
Sheylin give me strength She whispers to herself as she moves into action. Zeph hefts her shield and takes a step closer to #2. Her flickmace swings overhead and she snaps it down.
* Shield
* Step
* Attack
Melee attack 1d20 + 15 ⇒ (16) + 15 = 31
flickmace 2d8 + 4 ⇒ (8, 5) + 4 = 17

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Rhys flinches back, but realizes the cloud doesn't seem directed towards him. "Damn shame what they did to you. May cooler heads prevail this time." Floating forward on the breeze, he launches blast of chill air at the attacker.
2 Action Elemental Blast on #1: 1d20 + 12 ⇒ (11) + 12 = 23
Cold Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
1 Action Elemental Blast on #1: 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 18
Cold Damage: 2d6 ⇒ (3, 2) = 5

Eleanor Sage |

Fort DC 24: 1d20 + 12 ⇒ (17) + 12 = 29
"The poor souls have been driven absolutely mad." Holly and Eleanor both move into the room as she sends a small electric shock between the pair.
Electric Arc: 4d4 ⇒ (2, 1, 3, 4) = 10 DC 22 Basic Reflex
◆ Act as One (Eleanor Stride)
◆ Act as One (Holly Stride)
◆◆ Electric Arc
HP 78/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 78/86
AC 23 (24 w/ Reinforce Eidolon)

GM Doug H |

Zephrena withers under the magic, feeling a taste of what was done to these creatures and sickened to her core. Sickened 1 Not sure how Zeph would help herself, but let me know. So far only she haas failed the save.
She prays for strength and moves against twin 2, hitting her once. -1 attacks with Sick, but still a hit.
Rhys's first attack hits thanks to the bard's dirge.
Ref's: 2d20 ⇒ (7, 19) = 26 -1… included F, CS on the nose
______
Daleesha second vulpinal steps forward, her hand writhes with corruption and she brushes Zeph's cheek. SO much beauty to shatter.
Negative, DC 23 Fright 1 basic fort: 3d6 ⇒ (5, 5, 1) = 11
Then she snaps at her with her jaw.
Jaw vs Sickened AC, Shield: 1d20 + 15 - 1 ⇒ (13) + 15 - 1 = 27
P, Evil: 2d6 + 4 + 1d6 - 8 ⇒ (4, 5) + 4 + (6) - 8 = 11
The other one, Kyem #1 waggles his tail and a two-dimensional door opened before him. He steps through the hole in reality and appears behind Barker.
He too touches the bard with a corrupted hand.
Negative, DC 23 Fright 1 basic fort: 3d6 ⇒ (6, 2, 5) = 13
☀☀☀
The twins Round 2
──────────
BEFORE YOUR TURN:
──────────
Barker: Possible DC 23 fort, DC 23 fort vs 13 negative and -2 AC
Zephrena: DC 23 fort vs 11 negative and -2 AC
──────────
BOLD IS UP!:
──────────
Foxlike 1 (-20 HP) │ Fright 1
➤ Barker (74/74 HP)
⠀⠀➤ Mechanical assistant (42/42 HP)
➤ Eleanor (78/86 HP)
⠀⠀➤ Holly (78/86 HP)
➤ Zephrena (59/87 HP) │ Sickened 1
➤ Rhys (88/88 HP) │ Fright 1
Foxlike 2 (-17 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Barker_ |

Fort save, DC23: 1d20 + 10 ⇒ (7) + 10 = 17
BArker takes a step and continue to play, then he whistle loudlly "Get him Xavier!" Step + Dirge + command
The assistant walks behind the Foxlike creature and strikes it
Hook@foxlike 1: 1d20 + 12 ⇒ (12) + 12 = 24
Damage, b: 2d8 + 7 ⇒ (8, 4) + 7 = 19

Zephrena |

Fortitude 1d20 + 13 - 1 ⇒ (2) + 13 - 1 = 14 at least its not a crit fail...
Round 2
The gnome is suffering some adversity right now. She uses her reaction to save herself from the vulpine's attack. Zephrena hefts her shield and steps away. She snaps her flickmace out to attack.
* Shield
* Step
* Attack
Melee attack 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27
flickmace 2d8 + 4 ⇒ (7, 6) + 4 = 17

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Rhys continues blasting, focusing on the foe in the room with him, before letting the winds carry him out of the doorway.
2 Action Elemental Blast on #2: 1d20 + 12 ⇒ (11) + 12 = 23
Cold Damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12
1 Action Elemental Blast on #2: 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22
Cold Damage: 2d6 ⇒ (6, 3) = 9

Eleanor Sage |

Extend Boost (Nature) DC 22: 1d20 + 12 ⇒ (2) + 12 = 14 Reinforce Eidolon lasts 1 rounds.
Eleanor briefly protects Holly as she extends the electrical shoc out to the pair. Her concentration is completely on not electrocuting her companions as Holly whoops the second fox. Normally this small electrical curent is used on her plants to enhance plant growth. This is how Holly has grown so large.
Tendril Strike: 1d20 + 15 ⇒ (10) + 15 = 25
Damage (Sonic): 2d8 + 4 ⇒ (7, 2) + 4 = 13
Electric Arc: 4d4 ⇒ (4, 1, 3, 1) = 9 DC 22 Basic Reflex
◆ Act as One (Eleanor Extend Boost)
◆ Act as One (Holly Strike #2)
◆◆ Electric Arc
HP 78/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 78/86
AC 23 (24 w/ Reinforce Eidolon)

GM Doug H |

Rhys strikes once thanks to the frightened effect of Dirge of Doom. Holly slaps the vulpine creature and then blasts them with energy…
2d20 ⇒ (1, 4) = 5
The male twin's tail is singed nearly to ash! He howls. CF, F
Daleeesha steps and bites and claws at Zeph.
2d20 ⇒ (3, 13) = 16
The second attack lands thanks to the corrupted touch on the sickened champion:
S, Evil: 2d6 + 4 + 1d6 ⇒ (4, 4) + 4 + (1) = 13
Kyem steps back and claws and bites at barker.
2d20 ⇒ (16, 14) = 30
P, Evil: 2d10 + 4 + 1d6 ⇒ (8, 2) + 4 + (3) = 17
S, Evil: 2d6 + 4 + 1d6 ⇒ (5, 1) + 4 + (3) = 13
Barker's fur is sticky with blood, but he is still standing!
☀☀☀
The twins Round 2
──────────
BOLD IS UP!:
──────────
Foxlike 1 (-38 HP) │ Fright 1
➤ Barker (31/74 HP)
⠀⠀➤ Mechanical assistant (42/42 HP)
➤ Eleanor (78/86 HP)
⠀⠀➤ Holly (78/86 HP)
➤ Zephrena (35/87 HP) │ Sickened 1
➤ Rhys (88/88 HP)
Foxlike 2 (-51 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Barker_ |

Barker curses and spits out blood, yet he hits the stirngs, the haunting melody pierces through the soul and reaches to the deepest fears. Barker shields himself with magic and nods at Xavier.
"Have no fear! Those died foxes have no chances against you"
Then Xavier sends a hook at the fox
Punch@fox1d: 1d20 + 12 ⇒ (7) + 12 = 19
Damage, b: 2d8 + 7 ⇒ (7, 7) + 7 = 21
Dirge of doom, shield, command: Inspired Recitation + punch

Zephrena |

The gnome champion keeps her shield up. Give me a powerful core Sheylin! I must put these poor vulpine souls to rest! She yells and strikes at the fox.
* Shield
* Intimidate
* Attack
Intimidate 1d20 + 13 - 1 ⇒ (20) + 13 - 1 = 32
Attack 1d20 + 15 - 1 ⇒ (19) + 15 - 1 = 33
Flickmace 2d8 + 4 ⇒ (8, 2) + 4 = 14

GM Doug H |

Second attack: 2d8 + 4 ⇒ (7, 6) + 4 = 17
Zeph attacks the Vulpinal, almost knocking her out but not quite. Crit, but
Xavier swings wide this time while the bard dirges of doomage.
☀☀☀
The twins Round I forgot
──────────
BOLD IS UP!:
──────────
Foxlike 1 (-38 HP) │ Fright 1
Barker (31/74 HP)
⠀⠀Mechanical assistant (42/42 HP)
➤ Eleanor (78/86 HP)
⠀⠀➤ Holly (78/86 HP)
Zephrena (35/87 HP) │ Sickened 1
➤ Rhys (88/88 HP)
Foxlike 2 (-96 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

![]() |

Circling around to gain a vantage on both foes, Rhys attempts to lay at least one low.
2 Action Elemental Blast on #2: 1d20 + 12 ⇒ (13) + 12 = 25
Cold Damage: 2d6 + 4 ⇒ (1, 2) + 4 = 7
1 Action Elemental Blast on #2: 1d20 + 12 - 5 ⇒ (20) + 12 - 5 = 27
Cold Damage: 2d6 ⇒ (1, 5) = 6
Moving shots to #1 if the first target falls.

Eleanor Sage |

Extend Boost (Nature) DC 22: 1d20 + 12 ⇒ (19) + 12 = 31 Reinforce Eidolon lasts 3 rounds.
Eleanor manages to boost Holly's defenses as the plant carelessly continues its beatdown. The sonic vibrations scatter the electrical current into a small storm around the foxes.
Tendril Strike vs #2: 1d20 + 15 ⇒ (1) + 15 = 16
Damage (Sonic): 2d8 + 4 ⇒ (2, 6) + 4 = 12
Electric Arc: 4d4 ⇒ (1, 3, 2, 1) = 7 DC 22 Basic Reflex
◆ Act as One (Eleanor Extend Boost)
◆ Act as One (Holly Strike #2)
◆◆ Electric Arc
HP 78/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 78/86
AC 23 (24 w/ Reinforce Eidolon)

GM Doug H |

2d20 ⇒ (4, 15) = 19
Eleanor's lightning drops one of the twins… Rhys turns and blasts the other one.
The broken creature one laughs at his sister's death.
He steps back and drops a sound burst, strumming the broken oud, on Eleanor, Zeph, and Barker.
Frightened DC 23 basic ref, sonic: 3d10 ⇒ (9, 5, 4) = 18
☀☀☀
The twins Round I forgot
──────────
BEFORE YOUR TURN:
──────────
Barker: DC 24 vs 18 sonic
Eleanor: DC 24 vs 18 sonic
Zephrena: DC 24 vs 18 sonic
──────────
BOLD IS UP!:
──────────
Foxlike 1 (-63 HP) │ Fright 1
➤ Barker (31/74 HP)
⠀⠀➤ Mechanical assistant (42/42 HP)
➤ Eleanor (78/86 HP)
⠀⠀➤ Holly (78/86 HP)
➤ Zephrena (35/87 HP) │ Sickened 1
➤ Rhys (88/88 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Barker_ |

Ref save DC23, bonus from Xavier inspire: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Barker spits out "You are trying to hurt me with music? I will show you what pain is"
He keeps on playing sawing fear in enemy hearts, than he tosses a piece of debris at the creature
Telekinetic Projectile@foxlike1: 1d20 + 12 ⇒ (17) + 12 = 29
Damage, b: 4d6 ⇒ (6, 4, 2, 4) = 16

Zephrena |

Reflex save 1d20 + 10 ⇒ (9) + 10 = 19
is the save for frightened AND sonic damage? Zeph has the Aura of Courage champion feat to help any of fail their save for fear effects
Round: I forget
The champion moves to strike at the last vulpine evilness.
*shield
*stride
*attack
Melee attack 1d20 + 15 - 1 ⇒ (1) + 15 - 1 = 15 suck!!!!
Flickmace 2d8 + 4 ⇒ (2, 4) + 4 = 10

GM Doug H |

Barker sends a dusry old teachup into the creature's head.
Zeph offers the broken vulpinal a glimpse of redemption, protecting barker. A tear falls from his eye before the madness takes hold again.
However, she fails to strike as the sonic boom must have rattled her bones.
☀☀☀
The twins Round I forgot
──────────
BEFORE YOUR TURN:
──────────
Eleanor: DC 23 vs 18 sonic
──────────
BOLD IS UP!:
──────────
Foxlike 1 (-80 HP) │ Fright 1
Barker (31/74 HP)
⠀⠀Mechanical assistant (42/42 HP)
➤ Eleanor (78/86 HP)
⠀⠀➤ Holly (78/86 HP)
Zephrena (35/87 HP) │ Sickened 1
➤ Rhys (88/88 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

![]() |

With one target down, Rhys floats forward to the doorway, launching blasts at the remaining corrupted soul.
2 Action Elemental Blast: 1d20 + 12 ⇒ (10) + 12 = 22
Cold Damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12
1 Action Elemental Blast: 1d20 + 12 - 5 ⇒ (14) + 12 - 5 = 21
Cold Damage: 2d6 ⇒ (3, 6) = 9

Eleanor Sage |

DC 23 Reflex: 1d20 + 10 ⇒ (17) + 10 = 27 9 damage
Eleanor wobbles out covering her ears as Holly makes great strides towards the fox, attepting to end its threat.
Tendril Strike: 1d20 + 15 ⇒ (1) + 15 = 16
Damage (Sonic): 2d8 + 4 ⇒ (2, 3) + 4 = 9
◆ Act as One (Eleanor Extend Boost)
◆ Act as One (Holly Stride)
◆ Holly Stride
◆ Holly Strike
HP 69/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 69/86
AC 23 (24 w/ Reinforce Eidolon)

GM Doug H |

Rhys and Eleanor fail to land any blows…
Kyem weaves magic and howls: Bard you will never see anything beautiful again!
DC 23 fort for Barker vs Blindness
Then he lashes at Holly…
Jaws: 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 23
But, enfeebled by the Champion, the teeth slip off Holly's tough bark.
☀☀☀
The twins
──────────
BEFORE YOUR TURN:
──────────
Barker: DC 23 ve Blindness
──────────
BOLD IS UP!:
──────────
Foxlike 1 (-80 HP) │ Fright 1
➤ Barker (31/74 HP)
⠀⠀➤ Mechanical assistant (42/42 HP)
➤ Eleanor (69/86 HP)
⠀⠀➤ Holly (78/86 HP)
➤ Zephrena (26/87 HP) │ Sickened 1
➤ Rhys (88/88 HP)
──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Zephrena |

The champion takes a moment to try and retch her sick feeling away. Fortitude 1d20 + 13 ⇒ (11) + 13 = 24
Little bit of bile on her chin she hefts her heart shaped shield and flicks her gnome weapon forward with an unorthodox underhand swing.
* retch
* shield
* attack
Melee attack 1d20 + 15 ⇒ (13) + 15 = 28
Flickmace 2d8 + 4 ⇒ (6, 7) + 4 = 17

Eleanor Sage |

Eleanor raises both tendrils high into the air and brings them crashing down onto the fox.
Tendril Strike: 1d20 + 15 ⇒ (4) + 15 = 19
Damage (Sonic): 2d8 + 4 ⇒ (3, 2) + 4 = 9
Tendril Strike: 1d20 + 15 - 5 ⇒ (14) + 15 - 5 = 24
Damage (Sonic): 2d8 + 4 ⇒ (7, 8) + 4 = 19
Tendril Strike: 1d20 + 15 - 10 ⇒ (2) + 15 - 10 = 7
Damage (Sonic): 2d8 + 4 ⇒ (1, 6) + 4 = 11
◆ Act as One (Eleanor Step)
◆ Act as One (Holly Strike)
◆ Holly Strike
◆ Holly Strike
HP 69/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 69/86
AC 23 (24 w/ Reinforce Eidolon)

GM Doug H |

Zeph and Holly they put the creature out of its misery.
Barker's Fortitude (T): 1d20 + 10 ⇒ (12) + 10 = 22
Barker is blind for a minute but soon light creeps back into his eyes…
There are more sheafs of notes in the room. As you heal up, you can investigate…
Crit success:

Barker_ |

Performance, dc20: 1d20 + 12 ⇒ (5) + 12 = 17
Barker can't really figure out the notes, either his eyes are still working well, or the fight with foxlike creatures left him in shock.
"Can someone else understand it?"

Eleanor Sage |

Society DC 22: 1d20 + 8 ⇒ (16) + 8 = 24
"These drafts of sheet music were written by someone who knows what they’re doing. Very similar to the music box we found in the tinkerer's house."

GM Doug H |

The next room is a hallway lined with doors.
A voice calls out from the first door — the same resonant voice of the robot when it performs verse.
Or, perhaps the robot has that person's voice.
Ahh… hello?

Barker_ |

"Hello? Do you mind saying who you are?"
Says Barker through the doors
"We have come here swiftly like a sandstorm and plan to be gone like darkness at dawn"

GM Doug H |

The voice intones some verse in response to Barker's vivid words.
The poet Valls sits trapped within this manse
in Lamasara's heart… where the muses dance,
and art and beauty weave their timeless romance.

Barker_ |

Theatre lore, DC16: 1d20 + 10 ⇒ (6) + 10 = 16
"That sounds like Amity Cycle, Valls is that you?" Barker tries to open the door

GM Doug H |

Opening the door, you find a man who matches the descriptin of Valls in a small chamber. In the adjoining rooms are two other people, a tinkerer named Dhia and a composer named Sefalia.Art on slide 2
“I suppose I should start. I’m Valls, a poet by trade, and these are my friends Dhia and Sefalia. Thank you for rescuing us. I’ve been a prisoner here the longest; I think for about three weeks, although it’s hard to remember for certain. I was at my house working on the words that would make up the anbarit, a piece of art composed of music, verse, and dance” he glances at his partners and continues, “It's about UNITY for Thuvia. We are all one people, and have much more culture than he sun orchid elixir.
I was attacked by a janni, his attendant hoodlums, and some wolflike creatures made of sand.
I’m not much of a fighter, so they had an easy time of it and soon bundled me off to a riverboat in Lamasara where I met with Zridi. She's a patronness of the arts. Or, so I thought. At first I thought she was there to help me. She was a huge fan of my work, mind you… but instead she was working with these kidnappers! Honestly, she seemed to be in charge. They put me to work under considerable duress—making alterations to the anbarit. Believe me, I resisted at first, but they did terrible things to me and threatened to harm others if I didn’t do as they say. So, I just began writing what she wanted me to write.”
Dhia is staring at Xavier. "That is one of my clockwork dancers! How fascinating. Has it been helping you? I was constructing these clockwork dancers and singers to help with the anbarit.
I digress. We need to talk about what happened, so you understand the story. Valls' experience is similar to my experience, although Zridi accompanied the kidnappers herself.” The tinkerer pauses for a moment and continues. “She ordered those gremlins to kill everyone else and take me captive. I could hear my assistants screaming as they knocked me out.”
“And now I’ve been forced to alter my creations to follow Zridi’s orders. Who knows what those gremlins have done to my workshop. I threatened to break my own fingers, but she said she’d kill Valls and Sefalia if I did.”
“Yes,” says the woman, “I was captured here in my own home. This janni, Seddek, he’s called by the others, was in charge most of the time. I was forced to create new music for a performance, twisting the work we did for the anbarit into something horrible. Zridi definitely has a clear idea of what she wants: engaging music filled with disharmony!”
Valls speaks again. “We know that Zridi is trying to do something to the anbarit. She wants to twist it. All the rewrites I have been told to make are really the opposite message we wanted to convey. Instead of unity, she demands disharmony. Instead of fellowship, isolation. We are sure Zridi plans to undertake this performance as part of some larger ritual, but I’m afraid we don’t know where or how she plans to do this.”
to sum up: Zidri kidnapped these three artists and made them create a new piece of art about disharmony.

Barker_ |

"Tinker, tailor, soldier, spy" says Barker to no one in particular
"We came here to save you, we found on cultists who brough the head of Xavier to Tahar saying that Amity is Dead. We helped by chasing off the cultists and were asked ot look for you Valls, and as a result to find each and every one of you."
Barker smiles to the others and then smiles ot Dhia "Who would have though that we found find such a rose hidden in the darkness."
He glances at Xavier who rolls his eyes
"I did not know that Xavier can do it."
"Anyway, we found a sample of your twisted works, and yes it seems to be designed to divide and separate those who hear it, cause mayhem and chaos, the opposite what you tried to achieve. It seems that Zridi found use of this art and brough plenty of help to keep it safe."
Are the door locked or something?

GM Doug H |

Doors are not locked.
We cannot escape… to the left, where you came from, are two corrupted Vulpinals. What a tragedy. Seddek himself awaits within the other wing of the house.

Zephrena |

The gnome tears up just a tiny bit listening to their story. How awful. Things like this are the reason I became a champion. Worry not, the two corrupt foxes are no more. As for Seddek we will deal with him soon enough.
She looks to the rest of her comrades. She gives them a look to mean "are we ready?"

GM Doug H |

Valls nods. We'll wait here, champions…
Through the next door is a kitchen, where you find 50 gold.
In the next room:
Wooden shelves and racks line the eastern wall of this room, and numerous benches and chairs are arranged in clusters throughout the area. The walls here are covered with wooden lattices, and climbing vines grow up them from channels of bare earth. The ceiling has a round opening, and a few birds perch there. Pillows and blankets are tucked into baskets in the northeast and southwest corners of the room.
A janni and two cultists are in here. The cultists ate idly snapping their whips at the birds. The janni is ripping pages out of a musical composition notebook.
Oh, are you here to save those three artists? Don't worry: we'll return them after they make a new art for Thuvia. Of course, first they'll have to do a special "residency" at the House of Oblivion.
He has the drop on you, and spins his scimitar as he grows in size… and grows and grows… Huge
Barker's Initiative Using Search: 1d20 + 11 ⇒ (2) + 11 = 13
Rhys's Initiative Using Avoid Notice: 1d20 + 14 ⇒ (10) + 14 = 24
Zephrena's Initiative Using Defense: 1d20 + 6 ⇒ (13) + 6 = 19
3d20 ⇒ (5, 20, 19) = 44
Scimitar: 1d20 + 17 ⇒ (4) + 17 = 21
His scimitar smashes the door frame above Zeph's head!
The second cultist steps back and snaps his whip at Zeph’s feet:
Trip: 1d20 ⇒ 8
Then he tries to attack…
Whip: 1d20 - 5 ⇒ (14) - 5 = 9
☀☀☀
The right-hand janni Round 1
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BOLD IS UP!:
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Seddek (-0 HP) │ Enlarged (huge, clumsy 1)
Cultist 2 (-0 HP) │ Reaction available (remember, they trip)
➤ Zephrena (87/87 HP)
➤ Eleanor (86/86 HP)
⠀⠀➤ Holly (86/86 HP)
Cultist 1 (-0 HP)
Barker (74/74 HP)
⠀⠀Xavier (42/42 HP)
Rhys (88/88 HP)

Eleanor Sage |

"I..is this a part of the ritual." Eleanor's eyes grow wide as the Janni grows and grows.
Extend Boost (Nature) DC 22: 1d20 + 12 ⇒ (16) + 12 = 28 Reinforce Eidolon lasts 3 rounds.
Holly tumbles into the room smacking her vines at the cultist. Target Cultist #1
Tendril Strike: 1d20 + 15 ⇒ (6) + 15 = 21
Damage (Sonic): 2d8 + 4 ⇒ (3, 8) + 4 = 15
Tendril Strike: 1d20 + 15 - 5 ⇒ (8) + 15 - 5 = 18
Damage (Sonic): 2d8 + 4 ⇒ (7, 7) + 4 = 18
◆ Act as One (Eleanor Reinforce Eidolon)
◆ Act as One (Holly Stride)
◆ Holly Strike
◆ Holly Strike
HP 86/86
AC 20
Hero Points 2/3
Battle Medicine (Ward Medic) ()
Focus Points 3/3
Staff of Healing 1/3
Spells 2nd 0/2 | 3rd 2/2
Scrolls: Heal (1st) 2/2 | (2nd) 0/2
Holly
HP 86/86
AC 23 (24 w/ Reinforce Eidolon)