A long, rippling crevice of nauseating mauve energy splits the southern wall of this otherwise empty cave, a tear in reality through which roiling clouds of mist churn and twist. The edges of the rift pulse and writhe, widen and contract, almost as if it were an organic thing. The temperature is noticeably hotter here than elsewhere in the caves, and the air carries on it the foul stench of burning flesh.
As you watch, a few fresh new vescavors slip through the strange crack in the wall to buzz hungrily through the air. But, now, something larger begins to push its way through, as if it were drawn to you.
1) A PC gets Mythic Points equal to its Mythic Rank + 1. These Mythic Points reset upon a night's rest/long rest.
2) While a PC has Mythic Points, then:
2a) Add the Mythic Rank to proficiency. This is a small, but measurable, improvement to AC/Attack/Saves/Checks.
2b) Roll a d12 at the beginning of the turn. If the d12 is equal or less than the PCs Mythic Rank, they are quickened as per the 3rd level Haste spell for one round.
2c) Decrease the DC of any flat check by the Mythic Rank.
3) A player may spend a Mythic Point to do the following:
3a) At the beginning of their turn, they may increase all non-d20 dice by one step for that turn. d12s may be increased to d20s.
3b) Before the results of any check or save are announced, add xd4 to the result, where x is their Mythic Rank.
3c) After a roll which critically fails, change the critical failure to a simple failure.
Unless I misunderstood, each person who has tried to figure out what is going on has done it from the glow alone. Do you want to enter the cave where the pulsing, purple glow is coming from?
As a GM, I don't want to railroad you too much (a little is fine). Should I go ahead and set up the encounter in the purple cave?
Tabil and Tavos put their heads together and discuss what the purplish, pulsing light means. It isn't magical or alchemical. Nor is it natural. It appears to be some kind of bleed over from another plane. Perhaps, they think, it might be the source of the vescavors.
If you want to, you certainly could take time to refocus. Analyzing the purplish glow from outside would have taken twenty minutes.
1) A PC gets Mythic Points equal to its Mythic Rank + 1. These Mythic Points reset upon a night's rest/long rest.
2) While a PC has Mythic Points, then:
2a) Add the Mythic Rank to proficiency. This is a small, but measurable, improvement to AC/Attack/Saves/Checks.
2b) Roll a d12 at the beginning of the turn. If the d12 is equal or less than the PCs Mythic Rank, they are quickened as per the 3rd level Haste spell for one round.
2c) Decrease the DC of any flat check by the Mythic Rank.
3) A player may spend a Mythic Point to do the following:
3a) At the beginning of their turn, they may increase all non-d20 dice by one step for that turn. d12s may be increased to d20s.
3b) Before the results of any check or save are announced, add xd4 to the result, where x is their Mythic Rank.
3c) After a roll which critically fails, change the critical failure to a simple failure.
1) A PC gets Mythic Points equal to its Mythic Rank + 1. These Mythic Points reset upon a night's rest/long rest.
2) While a PC has Mythic Points, then:
2a) Add the Mythic Rank to proficiency. This is a small, but measurable, improvement to AC/Attack/Saves/Checks.
2b) Roll a d12 at the beginning of the turn. If the d12 is equal or less than the PCs Mythic Rank, they are quickened as per the 3rd level Haste spell for one round.
2c) Decrease the DC of any flat check by the Mythic Rank.
3) A player may spend a Mythic Point to do the following:
3a) At the beginning of their turn, they may increase all non-d20 dice by one step for that turn. d12s may be increased to d20s.
3b) Before the results of any check or save are announced, add xd4 to the result, where x is their Mythic Rank.
3c) After a roll which critically fails, change the critical failure to a simple failure.
1) A PC gets Mythic Points equal to its Mythic Rank + 1. These Mythic Points reset upon a night's rest/long rest.
2) While a PC has Mythic Points, then:
2a) Add the Mythic Rank to proficiency. This is a small, but measurable, improvement to AC/Attack/Saves/Checks.
2b) Roll a d12 at the beginning of the turn. If the d12 is equal or less than the PCs Mythic Rank, they are quickened as per the 3rd level Haste spell for one round.
2c) Decrease the DC of any flat check by the Mythic Rank.
3) A player may spend a Mythic Point to do the following:
3a) At the beginning of their turn, they may increase all non-d20 dice by one step for that turn. d12s may be increased to d20s.
3b) Before the results of any check or save are announced, add xd4 to the result, where x is their Mythic Rank.
3c) After a roll which critically fails, change the critical failure to a simple failure.
Merlin will shield block, and Jarlgrum will glimpse the damage.
Not a critical, because 34 < 10 + Merlin's raised shield AC Glimpse prevents 8, so 5 damage, and shield block prevents the rest
Persistent bleed/2:3d6 ⇒ (6, 5, 6) = 171d20 ⇒ 20
❖❖❖❖❖❖❖❖❖❖ Vescavor Hatchery, Round 4 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, +1 to Attack and Mental ENCOUNTER MAP
────────── Character in ➤ BOLD can act! ────────── ➤ Merlin Brokencrown AC 24/26(84/84 HP) │ ☘️ ☼ ☼ Shield up (H 8, 73/73), inspiration on, Drained 1 6 HP ➤ Tavos AC 22(74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Tabil AC 23(68/68 HP) │ ☘️ ☼ ☼ , , Low light vision, ➤ Avenger of the Green AC 23/25(0/88 HP) │ ☘️ ☼ ☼ , Low light vision , Hardwood Armor on (6)- , Wounded 1, unconscious, prone ➤ Jarlgrum AC 24/26(94/94 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield up., , ➤ Perla AC 23 (74/74 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Drained 1., , ➤ Krakas AC21 (62/62 HP) │ ☘️ ☼ ☼ ==== .,
Vescavor Queen (-102 HP) │ 27 < AC <= 30
In each of the caverns the buzz from the vescavors becomes louder, but, you are able to avoid attracting their attention.
Multiple passageways within the walls and ceiling provide access to a large cavern. Its resin-encrusted surfaces gleam with slick layers of translucent slime, reflecting a pulsating purple glow from the southeast tunnel.
To the north, is a Vescavor Queen. It hears you enter the cavern and rouses itself from the floor of the cavern.
Considering the mission you are on is to find (and destroy) the Vescavor queen, Perla is pretty sure that Tabil's suggestion might also avoid the main concentration of swarms -- not that you'd avoid them all, but, at least avoid the main concentration.
Krakas sends a burst of fire at the swarm of vescavors, but hits the back wall instead.
The vescavors swarm over Merlin. The swarm eats away the very earth beneath their feet. (All of the squares they strode through/into become difficult terrain) Merlin must make a Reflex Save DC 21 or fall prone. This action does provoke from Merlin.
Then, the vescavors start biting Merlin. Basic Fort Save DC 21 vs Ravenous Bites:3d6 ⇒ (2, 4, 1) = 7 piercing damage.
The big brown disks are not swarms. It might be better to save the fireball for something larger and more dangerous. I will rename the tunnels to avoid further confusion.
Still waiting on Merlin, Tavos, Perla, and Jarlgrum. I will assume that there is something to tie the rope to.
Warm air fills this crystalline cavern, pulled through a vent in the ceiling twenty feet overhead (the one you descended through). A continuous, high-pitched noise issues from the three tunnels ahead, a disconcerting drone melded with the discordant buzz of an angry crowd. The walls, floor, and ceiling of this cave glisten with moisture and are caked with a thick red resin resembling dried mucus, giving the chamber the disturbing illusion of being the interior of some great beast’s body.
You approach the hole. It is a five-foot diameter hole that goes straight down. Gathered around, Tavos or Perla note that the walls to the cylindrical tunnel appear to vanish 20 feet down, and there is floor 20 feet below that.
It doesn't appear to be too terribly difficult to climb down. Shilly and Shadow will not be able to follow you down, though.
It is a DC 20 Athletics check to go down 20 feet. Then it is a 20-foot drop. (Hint: If any of you are not trained in Athletics, you should use Follow the Expert.)
On the way, Tavos walks with Nurah, making polite conversation. She seems moderately friendly. She did seem disappointed that you didn't stay to consecrate the chapel. "Maybe it would have made all the difference," she says.
Speaking with Tavos, Tabil seems to think it odd that Tavos would think that Nurah was friendly. Nurah isn't the friendly sort. Especially being a bard.
As you and your army draw within 3 miles of Drezen, one final obstacle stands in their way.
The Ahari gorge ahead is filled what appears to be a seething, filthy green cloud of pale vapor, but as you approach, it becomes immediately obvious that this “cloud” is in fact a mass of dozens and dozens of swarming vermin. Marching the army into the swarms is certain death.
Climbing the gorge walls isn’t a much better option, since the paladins aren’t well trained in such endeavors and scaling the 120-foot-high cliffs would require multiple successful Climb checks. Fortunately, a solution exists for the problem.
Recall Knowledge Religion (or other skills -- you can make make a case for them) DC 25:
The swarm before you is unusually large, which implies the presence of a vescavor queen nearby. These large monsters typically lie at the heart of an underground complex, where they spend months repeatedly spawning ravenous swarms before exiting the caves to hunt and seek a new lair.
Recall Knowledge Nature DC 25:
When a vescavor queen is deep in her spawning, the surrounding area becomes inundated with the swarms, as the PCs are witnessing now. If the queen can be found and slain, the swarms will quickly dissipate, allowing the army to move onward toward Drezen.
Perception DC 25:
As long as your army stays at least a few hundred yards away, the swarms appear to ignore them. Smaller groups, such as a party of adventurers, can approach even more closely. If the characters spend several minutes observing the swarm, it becomes obvious that clouds of the ravenous creatures constantly swarm in and out of several large holes spread throughout the riverbed. The closest of these holes on the eastern side of the swarm to the PCs lies about 80 feet from the swarm cloud’s edge. The hole itself is a 5-foot-diameter opening that drops down.
On a successful Recall Knowledge check, you may also ask a related question
You send a message to your troops below along with the cache of healing potions, and they send a contingent to help clean out the chapel.
Perception DC 24:
They apparently have sent the overly religious (to assuage them) and the somewhat rebellious (as a punishment, since cleanup duty is not sought after by Paladins).
A message from the troop leader sent with the contingent points out that foraging this close to the worldwound is not only dangerous, but likely to provide little benefit, and would rather have the chapel cleaned and ready for consecration while wasting spending time on this chapel.
Working with the Paladins it takes somewhat less than a day to remove the remains of the evil denizens, clean off the statuary and walls of graffiti, and generally clean up the floors.
As you stand back to admire the work done, Radiance, the weapon that Jarlgrum has been using begins glowing brightly. Jarlgrum will take it out to show you, and upon inspection, the weapon itself seems improved. Effectively, it is now +1 Striking
After a good nights rest, only Perla, Shadow, and Merlin are still weakened (Drained 1).
Putting your heads together (and possibly Tabil 'pursuing a lead'), you determine that a Consecrate ritual for a holy deity would offset the current Consecrate for Kabriri. That would take three days.
Additionally, the chapel has been severely despoiled. You could take a day to clean it up (basically taking out the trash, removing the graffiti, etc)
Since Shadow is already Drained 1, Shadow's Fort save is at -1, therefore, Shadow failed. Shadow becomes Drained 2, and the demon is given temporary hit points.
Perla's first arrow pierces the demon through the hip, seriously wounded it.
I've reached out to Krakas to see what their action is.
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 5 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── Character in ➤ BOLD can act! ────────── Round 5(- HP) ➤ Krakas AC21(56/56 HP) │ ☘️ ☼ ☼ ==== Drained 1 (6 hp).,
Tavos AC 22 (74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,
Perla AC 23 (41/68 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,Drained 2
⠀⠀Shadow AC 22 (39/48 HP) │ Drained 2
Jarlgrum AC 24/26 (47/88 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield not up., Drained 1, Wounded 1,
⠀⠀Jarlgrum's Horse, Shilly AC 20 (50/50 HP) │ Drained 1
Bat-winged Fiend (-183 HP) │ 28 < AC <= 29, Round 4 continued(- HP)
Tabil AC 23 (27/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP)
Merlin Brokencrown AC 24/26 (78/78 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 2 6 HP
Avenger of the Green AC 23/25 (70/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Tavos AC 22: Fort DC 25 vs Aura Perla AC 23: Persistent bleed 4, Tabil AC 23: Persistent bleed 4 Avenger of the Green AC 23/25: Fort DC 25 vs Aura
Jarlgrum will sit up in the saddle and retrieve their equipment.
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 5 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── BEFORE YOUR TURN: ────────── Shadow AC 22: Fort DC 25 vs Consume Death
────────── Character in ➤ BOLD can act! ────────── Round 5(- HP) ➤ Krakas AC21(56/56 HP) │ ☘️ ☼ ☼ ==== Drained 1 (6 hp).,
Tavos AC 22 (74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Perla AC 23(41/68 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,Drained 2 ⠀⠀➤ Shadow AC 22(45/54 HP) │ Drained 1
Jarlgrum AC 24/26 (47/88 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield not up., Drained 1, Wounded 1,
⠀⠀Jarlgrum's Horse, Shilly AC 20 (50/50 HP) │ Drained 1
Bat-winged Fiend (-179 HP) │ 28 < AC <= 29, Round 4 continued(- HP)
Tabil AC 23 (27/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP)
Merlin Brokencrown AC 24/26 (78/78 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 2 6 HP
Avenger of the Green AC 23/25 (70/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Tavos AC 22: Fort DC 25 vs Aura Perla AC 23: Persistent bleed 4, Tabil AC 23: Persistent bleed 4 Avenger of the Green AC 23/25: Fort DC 25 vs Aura
Tavos exerts the blossoms to heal his allies, but cannot hit the demon.
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 5 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── BEFORE YOUR TURN: ────────── Shadow AC 22: Fort DC 25 vs Consume Death
────────── Character in ➤ BOLD can act! ────────── Round 5(- HP) ➤ Krakas AC21(56/56 HP) │ ☘️ ☼ ☼ ==== Drained 1 (6 hp).,
Tavos AC 22 (74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Perla AC 23(41/68 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,Drained 2 ⠀⠀➤ Shadow AC 22(45/54 HP) │ Drained 1 ➤ Jarlgrum AC 24/26(47/88 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield not up., Drained 1, Wounded 1, Prone ⠀⠀➤ Jarlgrum's Horse, Shilly AC 20(50/50 HP) │ Drained 1
Bat-winged Fiend (-179 HP) │ 28 < AC <= 29, Round 4 continued(- HP)
Tabil AC 23 (27/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP)
Merlin Brokencrown AC 24/26 (78/78 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 2 6 HP
Avenger of the Green AC 23/25 (70/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Tavos AC 22: Fort DC 25 vs Aura Perla AC 23: Persistent bleed 4, Tabil AC 23: Persistent bleed 4 Avenger of the Green AC 23/25: Fort DC 25 vs Aura
Avenger of the Green blasts the demon. Then slaps some twigs on to heal themselves. And, resists the glance of the demon.
Merlin feels his life force fleeing out of him and into the demon, but strides in and slashes at the demon, then strides back out.
Tabil looks for a good way to hurt the demon, but doesn't see it. Instead, he takes some of his robes and tries to make a makeshift bandage on his bleeding side.
Tabil Persistent bleed:4 = 41d20 ⇒ 9
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 5 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── BEFORE YOUR TURN: ────────── Shadow AC 22: Fort DC 25 vs Consume Death
────────── Character in ➤ BOLD can act! ────────── Round 5(- HP) ➤ Krakas AC21(56/56 HP) │ ☘️ ☼ ☼ ==== Drained 1 (6 hp)., ➤ Tavos AC 22(74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Perla AC 23(41/68 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,Drained 2 ⠀⠀➤ Shadow AC 22(45/54 HP) │ Drained 1 ➤ Jarlgrum AC 24/26(47/88 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield not up., Drained 1, Wounded 1, Prone ⠀⠀➤ Jarlgrum's Horse, Shilly AC 20(36/50 HP) │ Drained 1
Bat-winged Fiend (-179 HP) │ 28 < AC <= 29, Round 4 continued(- HP)
Tabil AC 23 (27/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP)
Merlin Brokencrown AC 24/26 (78/78 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 2 6 HP
Avenger of the Green AC 23/25 (59/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Tavos AC 22: Fort DC 25 vs Aura Perla AC 23: Persistent bleed 4, Tabil AC 23: Persistent bleed 4 Avenger of the Green AC 23/25: Fort DC 25 vs Aura
The demon glares at Shadow and Merlin They need to make Fort DC 25 vs Consume Death
Then it will bite Avenger of the Green:1d20 + 22 ⇒ (14) + 22 = 36for:2d12 + 11 + 2d12 + 11 ⇒ (6, 10) + 11 + (4, 8) + 11 = 50
I assume Jarlgrum will Glimpse it. 50 - 5 THP - 8 (glimpse) = 37
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 4 & 5 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── BEFORE YOUR TURN: ────────── Shadow AC 22: Fort DC 25 vs Consume Death Merlin Brokencrown AC 24/26: Fort DC 25 vs Consume Death
────────── Character in ➤ BOLD can act! ────────── Round 5(- HP) ➤ Krakas AC21(56/56 HP) │ ☘️ ☼ ☼ ==== Drained 1 (6 hp)., ➤ Tavos AC 22(74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Perla AC 23(41/68 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,Drained 2 ⠀⠀➤ Shadow AC 22(45/54 HP) │ Drained 1 ➤ Jarlgrum AC 24/26(47/88 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield not up., Drained 1, Wounded 1, Prone ⠀⠀➤ Jarlgrum's Horse, Shilly AC 20(36/50 HP) │ Drained 1
Bat-winged Fiend (-157 HP) │ 28 < AC <= 29, Off Guard (until Merlin's start of turn) Round 4 continued(- HP) ➤ Tabil AC 23(31/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP) ➤ Merlin Brokencrown AC 24/26(84/84 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 1 6 HP ➤ Avenger of the Green AC 23/25(38/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Tavos AC 22: Fort DC 25 vs Aura Perla AC 23: Persistent bleed 4, Tabil AC 23: Persistent bleed 4 Avenger of the Green AC 23/25: Fort DC 25 vs Aura
A carpet of green grass and emerald flowers surround Jarlgrum, Shilly, and Avenger of the Green, healing them.
Perla Fort vs Consume Death:1d20 + 12 - 1 ⇒ (5) + 12 - 1 = 16
Perla feels even weaker. Now Drained 2
The demon smiles -- it looks a little better now.
Perla is able to send an arrow into the demon, more than erasing the healing it got from Perla.
Perla Persistent Bleed:4 = 41d20 ⇒ 6
Merlin, yo-yo-ing in and back, puts a mighty slash through the demon. Not only does the longsword do more damage than expected, but the gash in the demon's chest unbalances the demon. I assume you have Weapon Mastery in Martial Weapons. The critical hit makes the demon Off Guard
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 3 & 4 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── Character in ➤ BOLD can act! ────────── Round 4(- HP) ➤ Krakas AC21(56/56 HP) │ ☘️ ☼ ☼ ==== Drained 1 (6 hp).,
Tavos AC 22 (74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,
Perla AC 23 (41/68 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,Drained 2
⠀⠀Shadow AC 22 (45/54 HP) │ Drained 1 ➤ Jarlgrum AC 24/26(39/88 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield not up.but +2 AC from lay on hands, Drained 1, Wounded 1, Prone ⠀⠀➤ Jarlgrum's Horse, Shilly AC 20(42/56 HP)
Bat-winged Fiend (-137 HP) │ 28 < AC <= 29, Off Guard Round 3 continued(- HP)
Tabil AC 23 (31/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP)
Merlin Brokencrown AC 24/26 (84/84 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 1 6 HP
Avenger of the Green AC 23/25 (75/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Perla AC 23: Persistent bleed 4, Jarlgrum AC 24/26: 8 Persistent Bleed, Jarlgrum's Horse, Shilly AC 20: , Fort DC 25 vs Aura Tabil AC 23: Persistent bleed 4 Avenger of the Green AC 23/25: Fort DC 25 vs Aura
The demon is completely able to twist away from the hail of splinters from Avenger of the Green.
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 3 & 4 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── BEFORE YOUR TURN: ────────── Perla AC 23: Fort DC 25 vs Consume Death
────────── Character in ➤ BOLD can act! ────────── Round 4(- HP) ➤ Krakas AC21(56/56 HP) │ ☘️ ☼ ☼ ==== Drained 1 (6 hp)., ➤ Tavos AC 22(74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Perla AC 23(51/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,Drained 1 ⠀⠀➤ Shadow AC 22(51/60 HP) │ Drained 1 ➤ Jarlgrum AC 24/26(26/88 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield not up.but +2 AC from lay on hands, Drained 1, Wounded 1, Prone ⠀⠀➤ Jarlgrum's Horse, Shilly AC 20(29/56 HP)
Bat-winged Fiend (-111 HP) │ 28 < AC <= 29 Round 3 continued(- HP)
Tabil AC 23 (31/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP) ➤ Merlin Brokencrown AC 24/26(84/84 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 1 6 HP
Avenger of the Green AC 23/25 (62/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Perla AC 23: Persistent bleed 4, Jarlgrum AC 24/26: 8 Persistent Bleed, Jarlgrum's Horse, Shilly AC 20: , Fort DC 25 vs Aura Tabil AC 23: Persistent bleed 4 Avenger of the Green AC 23/25: Fort DC 25 vs Aura
Tabil steels himself against the consuming gaze of the demon.
He doesn't see any advantage to attacking, so moves over to Jarlgrum and patches up some of his wounds.
Unfortunately, he continues bleeding.
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 3 & 4 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── BEFORE YOUR TURN: ────────── Perla AC 23: Fort DC 25 vs Consume Death
────────── Character in ➤ BOLD can act! ────────── Round 4(- HP) ➤ Krakas AC21(56/56 HP) │ ☘️ ☼ ☼ ==== Drained 1 (6 hp)., ➤ Tavos AC 22(74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Perla AC 23(51/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,Drained 1 ⠀⠀➤ Shadow AC 22(51/60 HP) │ Drained 1 ➤ Jarlgrum AC 24/26(26/88 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield not up.but +2 AC from lay on hands, Drained 1, Wounded 1, Prone ⠀⠀➤ Jarlgrum's Horse, Shilly AC 20(29/56 HP)
Bat-winged Fiend (-111 HP) │ 28 < AC <= 29 Round 3 continued(- HP)
Tabil AC 23 (31/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP) ➤ Merlin Brokencrown AC 24/26(84/84 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 1 6 HP ➤ Avenger of the Green AC 23/25(66/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Perla AC 23: Persistent bleed 4, Jarlgrum AC 24/26: 8 Persistent Bleed, Jarlgrum's Horse, Shilly AC 20: , Fort DC 25 vs Aura Tabil AC 23: Persistent bleed 4 Avenger of the Green AC 23/25: 4 Persistent Bleed, Fort DC 25 vs Aura
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 3 & 4 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── BEFORE YOUR TURN: ────────── Perla AC 23: Fort DC 25 vs Consume Death Tabil AC 23: Perla Fort DC 25 vs Consume Death
────────── Character in ➤ BOLD can act! ────────── Round 4(- HP) ➤ Krakas AC21(56/56 HP) │ ☘️ ☼ ☼ ==== Drained 1 (6 hp)., ➤ Tavos AC 22(74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Perla AC 23(51/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,Drained 1 ⠀⠀➤ Shadow AC 22(51/60 HP) │ Drained 1 ➤ Jarlgrum AC 24/26(0/88 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield not up.but +2 AC from lay on hands, Drained 1, Dying 2, Unconscious, Prone ⠀⠀➤ Jarlgrum's Horse, Shilly AC 20(29/56 HP)
Bat-winged Fiend (-111 HP) │ 28 < AC <= 29 Round 3 continued(- HP)
Tabil AC 23 (35/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP)
Merlin Brokencrown AC 24/26 (84/84 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 1 6 HP
Avenger of the Green AC 23/25 (66/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Perla AC 23: Persistent bleed 4, Jarlgrum AC 24/26: 8 Persistent Bleed, Recovery check Jarlgrum's Horse, Shilly AC 20: , Fort DC 25 vs Aura Tabil AC 23: Persistent bleed 4 Avenger of the Green AC 23/25: 4 Persistent Bleed, Fort DC 25 vs Aura
Demon Reflex:1d20 ⇒ 11 The demon isn't able to step out of the way of all the damage from Tavos' first spell.
Demon Reflex:1d20 ⇒ 9 The demon isn't able to completely avoid Tavos's second spell.
Tavos then moves away, too far be in the 'gaze' aura of the demon.
Avenger of the Green blasts the demon, avoids the 'gaze', but, continues bleeding.
Krakas feels weakened from the gaze of the demon Drained 1, and manages to smack it with cold iron shards.
Merlin is able to resist the demons intentional gaze attack, raises his shield, and strides away.
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 2 & 3 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── BEFORE YOUR TURN: ────────── Jarlgrum AC 24/26: Fort DC 25 vs Drained 1 (from end of last turn) Jarlgrum's Horse, Shilly AC 20: Fort DC 25 vs Drained 1 (from end of last turn) Perla AC 23: Fort DC 25 vs Drained 1 (from end of last turn) Shadow AC 22: Fort DC 25 vs Drained 1 (from end of last turn)
────────── Character in ➤ BOLD can act! ────────── Round 3(- HP) ➤ Jarlgrum AC 24/26(26/94 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield up., ⠀⠀➤ Jarlgrum's Horse, Shilly AC 20(33/56 HP)
Krakas AC21 (56/56 HP) │ ☘️ ☼ ☼ ==== Drained 1 (6 hp).,
Tavos AC 22 (74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Perla AC 23(57/80 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,, ⠀⠀➤ Shadow AC 22(51/60 HP)
Bat-winged Fiend (-102 HP) │ 28 < AC <= 29 Round 2 continued(- HP)
Tabil AC 23 (35/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP)
Merlin Brokencrown AC 24/26 (84/84 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 1 6 HP
Avenger of the Green AC 23/25 (66/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Jarlgrum AC 24/26: 8 Persistent Bleed, Fort DC 25 vs Aura Jarlgrum's Horse, Shilly AC 20: 4 Persistent Bleed, Fort DC 25 vs Aura Perla AC 23: Persistent bleed 4, Fort DC 25 vs Aura Shadow AC 22: Fort DC 25 vs Aura Bat-winged Fiend: 3d6 Persistent Bleed Tabil AC 23: Persistent bleed 4, Fort DC 25 vs Aura Avenger of the Green AC 23/25: 4 Persistent Bleed, Fort DC 25 vs Aura
Neither of Tabil's Fort saves take into account his already Drained 1 condition. Tabil will still succeed at the first, but doesn't need even to check the second. {Whew, this is complicated}
Tabil sees a way to strike at the demon, but, his strike doesn't hit.
Tabil continues to bleed.
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 2 & 3 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── BEFORE YOUR TURN: ────────── Jarlgrum AC 24/26: Fort DC 25 vs Drained 1 (from end of last turn) Jarlgrum's Horse, Shilly AC 20: Fort DC 25 vs Drained 1 (from end of last turn) Krakas AC21: Fort DC 25 vs Drained 1 (from end of last turn) Tavos AC 22: Fort DC 25 vs Drained 1 (from end of last turn) Perla AC 23: Fort DC 25 vs Drained 1 (from end of last turn) Shadow AC 22: Fort DC 25 vs Drained 1 (from end of last turn) Merlin Brokencrown AC 24/26: Fort DC 25 vs Consume Death
────────── Character in ➤ BOLD can act! ────────── Round 3(- HP) ➤ Jarlgrum AC 24/26(26/94 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield up., ⠀⠀➤ Jarlgrum's Horse, Shilly AC 20(33/56 HP) ➤ Krakas AC21(62/62 HP) │ ☘️ ☼ ☼ ==== ., ➤ Tavos AC 22(74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Perla AC 23(57/80 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,, ⠀⠀➤ Shadow AC 22(51/60 HP)
Bat-winged Fiend (-53 HP) │ 28 < AC <= 29 Round 2 continued(- HP)
Tabil AC 23 (35/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP) ➤ Merlin Brokencrown AC 24/26(84/84 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 1 6 HP ➤ Avenger of the Green AC 23/25(70/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Jarlgrum AC 24/26: 8 Persistent Bleed, Fort DC 25 vs Aura Jarlgrum's Horse, Shilly AC 20: 4 Persistent Bleed, Fort DC 25 vs Aura Krakas AC21: Fort DC 25 vs Aura Tavos AC 22: Fort DC 25 vs Aura Perla AC 23: Persistent bleed 4, Fort DC 25 vs Aura Shadow AC 22: Fort DC 25 vs Aura Bat-winged Fiend: 3d6 Persistent Bleed Tabil AC 23: Persistent bleed 4, Fort DC 25 vs Aura Avenger of the Green AC 23/25: 4 Persistent Bleed, Fort DC 25 vs Aura
◆ The demon will look at Merlin attempting to steal his life force. Merlin must make a Fort Save DC 25 or increase his Drained value by 1
◆ The demon will look at Tabil attempting to steal their life force. Tabil must make a Fort Save DC 25 or increase their Drained value by 1
◆ The demon will then attempt to bite Jarlgrum:1d20 + 22 ⇒ (8) + 22 = 30for:2d12 + 11 ⇒ (7, 3) + 11 = 21 piercing and:1d6 ⇒ 1 Unholy damage.
Persistent bleed:3d6 ⇒ (2, 5, 1) = 81d20 ⇒ 5
The demon continues bleeding.
❖❖❖❖❖❖❖❖❖❖ Lost Chapel: Final Confrontation, Round 2 & 3 Party Conditions: 3 pm, ☘️ = Hero Points | ☼=Mythic Points, ENCOUNTER MAP
────────── BEFORE YOUR TURN: ────────── Jarlgrum AC 24/26: Fort DC 25 vs Drained 1 (from end of last turn) Jarlgrum's Horse, Shilly AC 20: Fort DC 25 vs Drained 1 (from end of last turn) Krakas AC21: Fort DC 25 vs Drained 1 (from end of last turn) Tavos AC 22: Fort DC 25 vs Drained 1 (from end of last turn) Perla AC 23: Fort DC 25 vs Drained 1 (from end of last turn) Shadow AC 22: Fort DC 25 vs Drained 1 (from end of last turn) Tabil AC 23: Fort DC 25 vs Consume Death Merlin Brokencrown AC 24/26: Fort DC 25 vs Consume Death
────────── Character in ➤ BOLD can act! ────────── Round 3(- HP) ➤ Jarlgrum AC 24/26(26/94 HP) │ ☘️☘️ ☼ ☼ Darkvision --- Shield up., ⠀⠀➤ Jarlgrum's Horse, Shilly AC 20(33/56 HP) ➤ Krakas AC21(62/62 HP) │ ☘️ ☼ ☼ ==== ., ➤ Tavos AC 22(74/74 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision , ➤ Perla AC 23(57/80 HP) │ ☘️☘️ ☼ ☼ , -- Darkvision ,, ⠀⠀➤ Shadow AC 22(51/60 HP)
Bat-winged Fiend (-53 HP) │ 27 < AC <= 29 Round 2 continued(- HP) ➤ Tabil AC 23(39/62 HP) │ ☘️ ☼ ☼ , , Low light vision, Drained 1 (6 HP) ➤ Merlin Brokencrown AC 24/26(84/84 HP) │ ☼ ☼ Shield not up, inspiration not on (H 8, 73/73), Drained 1 6 HP ➤ Avenger of the Green AC 23/25(70/88 HP) │ ☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP,
────────── AFTER YOUR TURN: ────────── Jarlgrum AC 24/26: 8 Persistent Bleed, Fort DC 25 vs Aura Jarlgrum's Horse, Shilly AC 20: 4 Persistent Bleed, Fort DC 25 vs Aura Krakas AC21: Fort DC 25 vs Aura Tavos AC 22: Fort DC 25 vs Aura Perla AC 23: Persistent bleed 4, Fort DC 25 vs Aura Shadow AC 22: Fort DC 25 vs Aura Bat-winged Fiend: 3d6 Persistent Bleed Tabil AC 23: Persistent bleed 4, Fort DC 25 vs Aura Merlin Brokencrown AC 24/26: Fort DC 25 vs Aura Avenger of the Green AC 23/25: 4 Persistent Bleed, Fort DC 25 vs Aura