| GM Frost |
Esskele ◆ stands and ◆ vmoves across the room. He then ◆ draws his potion. That's three actions already. You wish to keep those actions? You need another action to Activate the potion.
| GM Frost |
Disabling the trap requires two actions.
| GM Frost |
Since you can't disable with your third action, I'll just make Esskele get out of the room and draw the potion for now before the trap triggers again, to keep us moving.
Esskele ◆ stands and ◆ vmoves across the room. He then ◆ draws his potion.
The mechanism groans, and the trap fills the room with a cloud of caustic vapor and deals 2d6 + 2 ⇒ (5, 1) + 2 = 8 acid damage to all creatures in the area (DC 20 basic Fortitude save).
⬤ SQUEAKY CLEAN! Round 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
⚠️ BEFORE YOUR TURN ⚠️
❗ Bakal: DC 20 basic Reflex save vs 8 acid damage ❗
❗ Wimsy: DC 20 basic Reflex save vs 8 acid damage ❗
❗ Miel Archembault: DC 20 basic Reflex save vs 8 acid damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Cleaning Agents (Hazard) (- ♥ / 0% ♥) | ◆◆ Disable with DC 20 Engineering Lore (trained) or Thievery (trained) to deactivate the control panel (as Red Box on Map), or DC 21 Athletics or Acrobatics to plug the spouts (as Red Dots on Map) that release the chemicals; four successes are required to disable the trap (1/4).
➤ Inhin Yero (⛨18) (19/19 ♥) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (⛨16) (6/18 ♥) | Small; DV, Imprecise Tremorsense
➤ Wimsy (⛨18) (17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Yaeger Ignatius Thomas Hawkins (⛨16) (19/19 ♥) | DV
➤ Seven Coppers (⛨18) (12/16 ♥)
➤ Miel Archembault (⛨18) (8/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
➤ Esskele (⛨18) (13/22 ♥) | Wounded 1 | +2 status bonus to your saves vs. mental effects (1 min)
REFERENCES
Wimsy: 2☘️
Yaeger Ignatius Thomas Hawkins: 2☘️
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Esskele: 0☘️
| GM Frost |
Yaeger fixes the panel. Success, 2 out of 4 disabled
Everyone (except Yaeger) is up! I still need two Successes or one Crit Success.
Esskele
|
Esskele drinks his potion...
Potion of Heal, minor VS. Self: 1d8 ⇒ 6
...then since still feeling weak, he draws and drinks a second.
Potion of Heal, minor VS. Self: 1d8 ⇒ 5
First is Provisions, 2nd is one of the given ones. I didn't see them being distribute. Hope that's ok.
Inhin Yero
|
Bakal's Reflex Save vs DC 20: 1d20 + 6 ⇒ (11) + 6 = 17
Bakal’s metal plating begins to corrode as caustic vapors fill the room.
Seeing this, Inhin rushes in and goes for the trap’s control panel. He works quickly and efficiently, applying his engineering expertise to disable the mechanism.
“Hang in there, Bakal!” he calls out. “Give me a moment, I’ll try to shut this thing down!”
Engineering Lore vs DC 20: 1d20 + 7 ⇒ (20) + 7 = 27 Nat 20!
Inhin:
◆Stride
◆◆Deactivate Control Panel
| GM Frost |
Bakal flops down the floor because the solvent and detergents are too much for him. Dying 1, Prone But Inhin easily stops the trap from blasting them with more solvents and detergent!
⬤ SQUEAKY CLEAN! Round 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
⚠️ BEFORE YOUR TURN ⚠️
❗ Wimsy: DC 20 basic Reflex save vs 8 acid damage ❗
❗ Miel Archembault: DC 20 basic Reflex save vs 8 acid damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
☠Cleaning Agents (Hazard) (- ♥ / 0% ♥)☠
Inhin Yero (⛨18) (19/19 ♥) | DV; Fire Resistance 1
⠀⠀⠀Bakal (⛨16) (0/18 ♥) | Dying 1, Prone | Small; DV, Imprecise Tremorsense
➤ Wimsy (⛨18) (17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Yaeger Ignatius Thomas Hawkins (⛨16) (19/19 ♥) | DV
➤ Seven Coppers (⛨18) (12/16 ♥)
➤ Miel Archembault (⛨18) (8/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Esskele (⛨18) (13/22 ♥) | Wounded 1 | +2 status bonus to your saves vs. mental effects (1 min)
REFERENCES
Wimsy: 2☘️
Yaeger Ignatius Thomas Hawkins: 2☘️
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Esskele: 0☘️
We still need to resolve Wimsy and Miel's saves, and also Bakal's dying condition.
Seven Coppers
|
Seven Coppers sighs and moves closer to the caustic fumes. "I'm not going to be able to do this again!" he warns those in the room before repeating his limerick.
◆ Stride
◆◆ Soothe @ Miel: Healing: 1d10 + 4 ⇒ (7) + 4 = 11
| GM Frost |
I forgot to adjust your health from healing in the latest tracker. You should be full HP and no more Wounded.
Wimsy
|
Fortitude: 1d20 + 4 ⇒ (4) + 4 = 8
Quite badly hurt, Wimsy quickly retreats from the room--only to find Inhin has resolved the problem.
Just enough HP to not be Dying from that.
| GM Frost |
Miel Archembault's Reflex Save (T): 1d20 + 5 ⇒ (7) + 5 = 12 Fail, 8 acid damage
Seven heals Miel, while Wimsy catches the solvents and detergents full blast into her face.
DC 11 Recovery check for Bakal: 1d20 ⇒ 20
Fortunately, Bakal recovers from dying.
ENCOUNTER OVER! WELL DONE!
Once the Pathfinders have explored the entire ruin, they can easily leave and report their findings to Calisro Benarry. She listens excitedly as they describe their explorations and gives advice on how to tell the story in more exciting ways.
She suggests that they take their rest for the day, seeing how battered some of them look. She informs them that she'll talk to Eando that they will meet him tomorrow for the last mission.
----
Everyone will have their full day's rest, handwaving healing into full.
The next day, the Pathfinders meet with Eando Kline, the faction leader of the Vigilant Seal.
The interior of the tent is brightly lit and sparsely decorated. A fully armed and armored human man stands at a table opposite the entrance, a large wooden crate in front of him. “Pathfinders. Hold there a moment,” he says. He then delicately lifts what appears to be an ivory idol and places it within the crate, packs it with straw, then attaches the lid. Once he has set it aside, he speaks again.
“Thank you for waiting. I’m Eando Kline, leader of the Vigilant Seal."
“When it comes down to it, the Pathfinder Society has a loose set of agreements about how to behave. In the past, leadership was unwilling to take the necessary steps to keep dangerous items and information locked safely away. That’s where my role comes in. You all know about the Society’s motto: ‘Explore. Report. Cooperate.’ The Vigilant Seal has its own motto: ‘Protect. Contain. Destroy.’ The last thing we need is for a horde of fiends to be unleashed because someone jostled the wrong statue,” he says, and nods meaningfully toward the just-closed crate.
“So today I have an important job for you. Other Pathfinder scouts recently cleaned the monsters out of a nearby Azlanti temple dedicated to the vampiric demon lord Zura. They found an odd bit of treasure that had a dangerous aura about it. When they tried to seal it away in a protective box, it simply teleported itself back to the center of the temple. Rather than continuing to experiment with the item, they wisely reported their findings to me. After a bit of research into similar items, I believe that removing the item from the temple will require carrying it out by hand.
“Your job is to go to the ruin, retrieve this item, and return it to me so I can decide what to do with it next. The path is clear, and I have a map with the item’s location marked. Questions?”
| GM Frost |
“It’s a necklace stored in a wooden box. The necklace is silver and set with a single ruby. Based its description and some of the details the other Pathfinders noted, I believe it is an item sacred to the demon lord Zura, the first vampire. There are legends tying the demon lord’s history to Azlant, and the presence of this item seems to lend credence to those tales. The item seems to have a minor negative effect on living creatures but, based upon both my research and the reports of the agents who encountered it previously, short-term exposure should have no significant consequences. If you ever have cause to believe that is not the case, abandon the item at once and return here.” Eando explains.
"Threats have been taken care of, but stay vigilant for anything that might have been missed by the scouts." he adds. "They encountered skeletons and zombies."
After the Pathfinders speak with Eando Kline, theyeasily make their way through the Oubliette. Along the way there are some signs of the previous Pathfinders’ mission here: the bodies of several destroyed skeletons and zombies, disturbed cobwebs and rubble, and occasional splashes of blood on the walls.
They safely arrive to the room where the relic is located. A broad stone stairway descends into darkness to the west out of this low-ceilinged room. To the south is an archway carved with a rose motif. Beyond, the room opens into a chamber decorated with a hooded figure bearing a scythe, rendered as a protector—or warning—of what lies beyond. A single pedestal stands next to the northern wall.
The relic waits within a wooden box on the pedestal.
Who will be bringing the box?
| GM Frost |
Anyone who wants to bring the box?
Wimsy
|
Wimsy looks at Inhin. "If it has a negative effect on living creatures, perhaps it'll be safer for Bakal to carry it? He's not alive, exactly, correct?"
Inhin Yero
|
“Of course! I don’t think Bakal would mind carrying the box,” Inhin replies to Wimsy and Miel
| GM Frost |
After Yaeger lifts the wooden box holding the relic, a sudden weakness creeps over him, like something is siphoning his strength into it. The moment after they try to secure it to Bakal, the box vanishes and reappears on the pedestal as if it had never been moved.
Inhin Yero
|
"Hmmm... seems the box isn’t too keen on Bakal carrying it," Inhin says, glancing at his construct. "Let me try instead."
If no one objects, Inhin will take the box. He'll probably just command Bakal during combat encounters. XD
| GM Frost |
Inhin carries the wooden box, then. Any living creature within 5 feet of the relic immediately feels light-headed and flushed as their blood courses rapidly in their body, making them Enfeebled 1.
As the Pathfinders make their way back toward the exit, they hear rustling movement from the north where they have entered the ruins! Stairs lead down into this sunken room from the east and north, while both the north and south walls have a series of carved niches. Crumbled piles of stone within the niches are the only signs of the statues that once stood vigil here.
One hero point each fro Esskele and Inhin.
Miel Archembault's Initiative using Defend: 1d20 + 4 ⇒ (4) + 4 = 8
Seven Coppers's Initiative using Scout: 1d20 + 6 ⇒ (2) + 6 = 8
Esskele's Initiative using Search: 1d20 + 8 ⇒ (9) + 8 = 17
Yaeger Ignatius Thomas Hawkins's Initiative using Search: 1d20 + 6 ⇒ (13) + 6 = 19
Inhin Yero's Initiative using Avoid Notice: 1d20 + 6 ⇒ (5) + 6 = 11
Herexen: 1d20 + 8 ⇒ (7) + 8 = 15
Crawling Hands: 1d20 + 5 ⇒ (18) + 5 = 23
⬤ OUBLIETTE INTRUDERS! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
➤ Wimsy (⛨18) (17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Blue Crawling Hand (Tiny) (- ♥ / 100% ♥)
Black Crawling Hand (Tiny) (- ♥ / 100% ♥)
White Crawling Hand (Tiny) (- ♥ / 100% ♥)
Yaeger Ignatius Thomas Hawkins (⛨16) (19/19 ♥) | DV
Esskele (⛨18) (22/22 ♥)
Red Herexen (- ♥ / 100% ♥)
Inhin Yero (⛨18) (19/19 ♥) | Enfeebled 1 | DV; Fire Resistance 1
⠀⠀⠀Bakal (⛨16) (18/18 ♥) | Small; DV, Imprecise Tremorsense
Seven Coppers (⛨18) (16/16 ♥)
Miel Archembault (⛨18) (21/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
REFERENCES
Yaeger Ignatius Thomas Hawkins: 2☘️
Esskele: 1☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Wimsy
|
A tight space. Unfortunate. Wimsy scoots past the others to get a little closer, trying to pick off the little... hands?
◆ Stride
◆ Strike Blue Shortbow: 1d20 + 6 ⇒ (8) + 6 = 14 for piercing damage: 1d6 ⇒ 6
◆ Strike Blue (or Black) shortbow: 1d20 + 6 - 5 ⇒ (9) + 6 - 5 = 10 for piercing damage: 1d6 ⇒ 4
| GM Frost |
Wimsy aims for the tiny hand Blue, sticking one arrow to it. hit, 6 P damage; miss
Tiny Blue Hand climbs the wall 20 ft and crawls along it toward the one holding the wooden box!
Black and White also joing Blue, climbing and crawling along the wall above the Pathfinders.
⬤ OUBLIETTE INTRUDERS! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Wimsy (⛨18) (17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Blue Crawling Hand (Tiny) (-6 ♥ / 25% ♥) | 20 ft above floor on the wall
Black Crawling Hand (Tiny) (- ♥ / 100% ♥) | 20 ft above floor on the wall
White Crawling Hand (Tiny) (- ♥ / 100% ♥) | 20 ft above floor on the wall
➤ Yaeger Ignatius Thomas Hawkins (⛨16) (19/19 ♥) | DV
➤ Esskele (⛨18) (22/22 ♥)
Red Herexen (- ♥ / 100% ♥)
Inhin Yero (⛨18) (19/19 ♥) | Enfeebled 1 | DV; Fire Resistance 1
⠀⠀⠀Bakal (⛨16) (18/18 ♥) | Small; DV, Imprecise Tremorsense
Seven Coppers (⛨18) (16/16 ♥)
Miel Archembault (⛨18) (21/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
REFERENCES
Yaeger Ignatius Thomas Hawkins: 2☘️
Esskele: 1☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Yaeger Ignatius Thomas Hawkins
|
Yaeger Studies (◆) the Black Hand carefully, and makes a single ranged Strike (◆).
Harmona Gun: 1d20 + 7 - 2 ⇒ (12) + 7 - 2 = 17, for 1d10 + 1d6 + 1 ⇒ (5) + (3) + 1 = 9 Bludgeoning.
He then Reloads (◆).
Esskele
|
Esskele roars and moves forward to attack Red twice...
Greatsword VS. Red: 1d20 + 6 ⇒ (4) + 6 = 10
possible Slashing damage VS. Red: 1d12 + 3 + 3 ⇒ (9) + 3 + 3 = 15
Greatsword (part deux) VS. Red: 1d20 + 1 ⇒ (12) + 1 = 13
possible Slashing damage VS. Red: 1d12 + 3 + 3 ⇒ (12) + 3 + 3 = 18
Rage/move (1 action); attack 2X (2 actions).
| GM Frost |
Yaeger shoots Black Hand, causing it to explode into rotten bits of flesh and bone! hit, Black out
Esskele confronts Red Herexen, but his blade hits the wall behind it and the floor instead. Both miss.
Red Herexen screams at Esskele face and strikes him with her dagger!
Dagger: 1d20 + 10 ⇒ (15) + 10 = 25 hit
Damage: 1d6 + 4 ⇒ (4) + 4 = 8 P damage
Dagger (agile) - MAP: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8 miss
Dagger (agile) - MAP: 1d20 + 10 - 8 ⇒ (6) + 10 - 8 = 8 miss
⬤ OUBLIETTE INTRUDERS! Round 1 and 2 ⬤
Map Link: ENCOUNTER MAP
Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Round 2
➤ Wimsy (⛨18) (17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Blue Crawling Hand (Tiny) (-6 ♥ / 25% ♥) | 20 ft above floor on the wall
☠Black Crawling Hand (Tiny) (-9 ♥ / 0% ♥)☠
White Crawling Hand (Tiny) (- ♥ / 100% ♥) | 20 ft above floor on the wall
Yaeger Ignatius Thomas Hawkins (⛨16) (19/19 ♥) | DV
Esskele (⛨18) (14/22 ♥)
Red Herexen (- ♥ / 100% ♥)
Round 1
➤ Inhin Yero (⛨18) (19/19 ♥) | Enfeebled 1 | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (⛨16) (18/18 ♥) | Small; DV, Imprecise Tremorsense
➤ Seven Coppers (⛨18) (16/16 ♥)
➤ Miel Archembault (⛨18) (21/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
REFERENCES
Yaeger Ignatius Thomas Hawkins: 2☘️
Esskele: 1☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Seven Coppers
|
Seven Coopers grimaces as the undead ambush them.
♪ There once was a squire bold-hearted,
Who laughed though the dark battle started.
With shield held up high,
He would never deny
That brave souls leave danger outsmarted. ♪
Once he finishes his inspiring rhyme, he whistles a tune. His coins leap from his pouch and reshape themselves into long sewing needles before they lance toward one of the disembodied hands (blue).
◇ Lingering Compostion (♬): Performance (T) vs. DC 15: 1d20 + 6 ⇒ (15) + 6 = 21
S: Compositions lasts 3 Rounds
◆ Cast (c) Courageous Anthem (♪)
◆◆ Cast (c/m) Needle Darts (✨) @ Blue Hand: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Piercing: 3d4 + 1 ⇒ (2, 1, 1) + 1 = 5
You have +1 to attacks, +1 to damage, and +1 to saves vs. fear
| GM Frost |
Miel attacks Red Herexen but the sword goes to the side. miss
Seven sings his heart out inspiring allies. CA 3 rds He also sticks needles to Blue Hand, which falls to the floor and no more moving. Blue out
Inhin/Bakal (Rd 1) and Wimsy (Rd 2) are up!
Inhin Yero
|
Inhin puts Bakal into overdrive mode.
Overdrive vs DC 15: 1d20 + 7 ⇒ (19) + 7 = 26
Crit Success = Bakal gains additional 4 damage to its Strike for 1 minute
The construct’s system is filled with surging power.
“Bakal, forward! Crush the enemy!” Inhin commands.
The construct charges ahead and slams the Red Herexen with two heavy punches in quick succession.
Fist+CA: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
HP: Fist+CA: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage+CA+Overdrive: 1d8 + 3 + 1 + 4 ⇒ (1) + 3 + 1 + 4 = 9 Bludgeoning
Fist+CA, MAP: 1d20 + 6 + 1 - 5 ⇒ (17) + 6 + 1 - 5 = 19
Damage+CA+Overdrive: 1d8 + 3 + 1 + 4 ⇒ (3) + 3 + 1 + 4 = 11 Bludgeoning
Inhin:
◆Overdrive
◆◆Command Construct
Bakal:
◆Stride
◆Strike Red Herexen
◆Strike Red Herexen
| GM Frost |
Bakal goes into overdrive and lands massive punches to the herexen. hit, 9 B; hit, 11 B
⬤ OUBLIETTE INTRUDERS! Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (3 rds remaining): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
➤ Wimsy (⛨18) (17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
☠Blue Crawling Hand (Tiny) (-11 ♥ / 0% ♥)☠
☠Black Crawling Hand (Tiny) (-9 ♥ / 0% ♥)☠
White Crawling Hand (Tiny) (- ♥ / 100% ♥) | 20 ft above floor on the wall
Yaeger Ignatius Thomas Hawkins (⛨16) (19/19 ♥) | DV
Esskele (⛨18) (14/22 ♥)
Red Herexen (-20 ♥ / 33% ♥)
Inhin Yero (⛨18) (19/19 ♥) | Enfeebled 1 | DV; Fire Resistance 1
⠀⠀⠀Bakal (⛨16) (18/18 ♥) | Small; DV, Imprecise Tremorsense
Seven Coppers (⛨18) (16/16 ♥)
Miel Archembault (⛨18) (21/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
REFERENCES
Yaeger Ignatius Thomas Hawkins: 2☘️
Esskele: 1☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Wimsy
|
"Esskele... now!" shouts Wimsy, trying to time it so that she fires an arrow at the exact same moment.
...ah well, the arrow was only ever intended as a distraction anyway.
◆◆ Strike Red Hard! Esskele's Greatsword: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 for slashing damage: 1d12 + 3 + 3 + 1 ⇒ (9) + 3 + 3 + 1 = 16
◆ Strike Shortbow: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 for piercing damage: 1d6 + 1 ⇒ (2) + 1 = 3
| GM Frost |
Esskele slices Herexen at Wimsy's command, cutting the undead in two. Herexen out The undead's body explodes into a blast of void energy to anyone within 30 ft! DC 20 basic Fortitude save (from everyone except Inhin) vs 1d8 ⇒ 5 void damage
The White Crawling Hand climbs down and then up to Inhin, and then tries to claw him in the face!
Claw: 1d20 + 7 ⇒ (12) + 7 = 19 hit
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 S damage
⬤ OUBLIETTE INTRUDERS! Round 2 and 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (3 rds remaining): +1 status bonus to attack rolls, damage rolls, and saves against fear effects
Map Link: ENCOUNTER MAP
Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
⚠️ BEFORE YOUR TURN ⚠️
❗ Wimsy: DC 20 basic Fortitude save vs 5 void damage ❗
❗ Yaeger Ignatius Thomas Hawkins: DC 20 basic Fortitude save vs 5 void damage ❗
❗ Esskele: DC 20 basic Fortitude save vs 5 void damage ❗
❗ Bakal: DC 20 basic Fortitude save vs 5 void damage ❗
❗ Seven Coppers: DC 20 basic Fortitude save vs 5 void damage ❗
❗ Miel Archembault: DC 20 basic Fortitude save vs 5 void damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
➤ Wimsy (⛨18) (17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
White Crawling Hand (Tiny) (- ♥ / 100% ♥)
➤ Yaeger Ignatius Thomas Hawkins (⛨16) (19/19 ♥) | DV
➤ Esskele (⛨18) (14/22 ♥)
➤ Inhin Yero (⛨18) (15/19 ♥) | Enfeebled 1 | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (⛨16) (18/18 ♥) | Small; DV, Imprecise Tremorsense
➤ Seven Coppers (⛨18) (16/16 ♥)
➤ Miel Archembault (⛨18) (21/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
☠Blue Crawling Hand (Tiny) (-11 ♥ / 0% ♥)☠
☠Black Crawling Hand (Tiny) (-9 ♥ / 0% ♥)☠
☠Red Herexen (-36 ♥ / 0% ♥)☠
REFERENCES
Yaeger Ignatius Thomas Hawkins: 2☘️
Esskele: 1☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Miel Archembault: 2☘️
Yaeger Ignatius Thomas Hawkins
|
Yaeger Studies (◆) the White Hand carefully, and makes a single ranged Strike (◆).
Harmona Gun: 1d20 + 7 - 2 + 1 ⇒ (20) + 7 - 2 + 1 = 26, for 1d10 + 1d6 + 1 ⇒ (4) + (2) + 1 = 7*2 = 14 Bludgeoning.
He then Reloads (◆).
"Talk about finishing things with a bang!"
| GM Frost |
Yaeger finishes off the White Crawling Hand that is bothering Inhin by skillfully shooting it without harming the inventor. The undead hand explodes into bits of rotten flesh on Inhin's face.
Rolling saves...
Wimsy's Fortitude Save (T): 1d20 + 4 ⇒ (1) + 4 = 5 (Crit Failure, Hero Point?)
Miel Archembault's Fortitude Save (E): 1d20 + 6 ⇒ (13) + 6 = 19 (Fail, 5 void)
Seven Coppers's Fortitude Save (E): 1d20 + 5 ⇒ (17) + 5 = 22 (Success, 2 void)
Esskele's Fortitude Save (E): 1d20 + 7 ⇒ (13) + 7 = 20 (Success, 2 void)
Yaeger Ignatius Thomas Hawkins's Fortitude Save (T): 1d20 + 4 ⇒ (10) + 4 = 14 (Fail, 5 void)
Bakal's Fortitude Save (E): 1d20 + 5 ⇒ (1) + 5 = 6 (Immune?)
Wanna know if Wimsy wants to hero point the crit fail save?
Inhin Yero
|
[dice=Bakal's Fortitude Save (E)]1d20+5 (Immune?)
Yes, construct companions are immune to void damage.
Esskele
|
Esskele takes out one of his minor healing potions and drinks it.
Potion of Healing, Minor VS. Self: 1d8 ⇒ 6
Current HP total listed.
Wimsy
|
Hero Point: 1d20 + 4 ⇒ (7) + 4 = 11
Wimsy is, at least, not quite as badly hurt as it seemed at first.
| GM Frost |
Yaeger Ignatius Thomas Hawkins (14/19 HP) [2☘️]
Esskele (18/22 HP) [1☘️]
Inhin Yero (15/19 HP) [1☘️] | Enfeebled 1
Bakal (18/18 HP)
Seven Coppers (14/16 HP) [2☘️]
Miel Archembault (16/21 HP) [2☘️] | Esskele's Bodyguard
The defeated undead carries a +1 longsword and an old ring worth 5 gp.
You can have enough time to heal, handwaving everyone to full HP.
Everyone quickly presses on and, before they exit, find a wide hallway ends with elaborately carved marble stairway to the south (EXIT). On the east and west walls are intricate mosaics, one depicting crimson fanged skull in a leering motif, while the other shows a female warrior with dark hair and the same symbol emblazoned on her armor.
Before everyone can reach the exit, blood pounds in Inhin’s body as his heart races uncontrollably! (DC 20 Will save (CS: unaffected; S: sickened 1; F: sickened 2. CF: as F and move speed is reduced by 10 for 1 minute.))
Miel Archembault's Initiative using Defend: 1d20 + 4 ⇒ (12) + 4 = 16
Seven Coppers's Initiative using Scout: 1d20 + 6 ⇒ (3) + 6 = 9
Esskele's Initiative using Search: 1d20 + 8 ⇒ (2) + 8 = 10
Yaeger Ignatius Thomas Hawkins's Initiative using Search: 1d20 + 6 ⇒ (11) + 6 = 17
Inhin Yero's Initiative using Avoid Notice: 1d20 + 6 ⇒ (19) + 6 = 25
Hazard, Stealth: 1d20 + 10 ⇒ (17) + 10 = 27
Moments later, the image of a ghostly warrior, her holy symbol dripping blood and pulsing with negative energy, steps from the wall and seeks to kill any living creature. The warrior’s blade sweeps through the bodies of any living creature within sight of the exit stairs, and they each take 1d10 + 4 ⇒ (4) + 4 = 8 slashing damage (DC 20 basic Fortitude save)!
⬤ OUBLIETTE INTRUDERS! Round 1 ⬤
Map Link: ENCOUNTER MAP
Note(s): ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point)
⚠️ BEFORE YOUR TURN ⚠️
❗ Inhin Yero: DC 20 Will save (CS: unaffected; S: sickened 1; F: sickened 2. CF: as F and move speed is reduced by 10 for 1 minute.); DC 20 basic Fortitude save vs 8 S damage ❗
❗ Bakal: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Yaeger Ignatius Thomas Hawkins: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Miel Archembault: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Wimsy: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Esskele: DC 20 basic Fortitude save vs 8 S damage ❗
❗ Seven Coppers: DC 20 basic Fortitude save vs 8 S damage ❗
➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Spite of the Righteous Hazard as wall mural (red thick line) (- ♥ / 100% ♥) | DC 20 Religion (trained) to exorcise the spirit, DC 21 Religion or Occult (trained) to sever the connection between Hunger’s Call and the temple, or DC 21 Thievery (trained) to scratch the eyes out of the mural; four total successes are required to disable the haunt. (0/4)
➤ Inhin Yero (⛨18) (19/19 ♥) | Enfeebled 1 | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (⛨16) (18/18 ♥) | Small; DV, Imprecise Tremorsense
➤ Yaeger Ignatius Thomas Hawkins (⛨16) (19/19 ♥) | DV
➤ Miel Archembault (⛨18) (21/21 ♥) | Esskele's Bodyguard | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
➤ Wimsy (⛨18) (17/17 ♥) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
➤ Esskele (⛨18) (22/22 ♥)
➤ Seven Coppers (⛨18) (16/16 ♥)
REFERENCES
Yaeger Ignatius Thomas Hawkins: 2☘️
Miel Archembault: 2☘️
Wimsy: 1☘️
Esskele: 1☘️
Seven Coppers: 2☘️
Esskele
|
Fortitude VS. DC: 20: 1d20 + 7 ⇒ (1) + 7 = 8
Hero Point Fortitude.
Fortitude VS. DC: 20: 1d20 + 7 ⇒ (9) + 7 = 16
Does this trigger Esskele's Spirit Coffin?
Source :Tian Xia Character Guide pg. 44
Access : bakuwa lizardfolk heritage or Tian Xia origin
A hump forms on your back that allows you to attack and trap spirits. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they’re already magical, they instead gain the effects of a ghost touch rune.
Special If you have access to this feat but aren’t a bakuwa lizardfolk, your body doesn’t change when you take this feat. You must instead wear a physical coffin, which is a small wooden chest of light Bulk that you specially anoint during your daily preparations. If your chest is missing or destroyed, you lose the benefits of spirit coffin until you’ve replaced and re-anointed it.
| GM Frost |
Esskele, unfortunately the hazard does not have an AC that can be attacked, so the feat would not be useful against it.
The best course of action would be...