Mina and Cadmus have identified a way to reach the Underpipes, hidden beneath the gladiatorial Blood Pits of Kyras. Surely their attempt to sneak in unnoticed will go smoothly, and if they do make it down there, there’ll be nothing awful waiting for them. Right? Links Transcript https://docs.google.com/document/d/1Pzp5ZI6pfV0BoGjlCpB2XszX_uVIi_C_q7xeLbnsuII/edit?usp=sharing All music is royalty-free, and courtesy of Pixabay: https://pixabay.com/music/ Mina character sheet: https://docs.google.com/document/d/18h9OxkNRKUGTruL1-28aPTOj08Q3fDkzIKO_j9Fddlo/edit Cadmus character sheet: https://docs.google.com/document/d/10sZNAf3091QwA2sXI9volk5vzAyUZfKp2WwsgPdUets/edit Level Up: https://www.levelup5e.com/ 13th Age: https://pelgranepress.com/product-category/d20-games/archmage-engine/13th-age/ 13th Age Glorantha: https://www.chaosium.com/13th-age-glorantha-hardcover/#:~:text=For%20Game%20Masters%2C%2013th%20Age%20Glorantha%20includes%3A&text=More%20than%2060%20pages%20of,ve%20never%20heard%20of%20Glorantha. 5e Houserules: https://docs.google.com/document/d/1OGLf6d8k5nQEt2bBWRxScjMzhs2LTm8h7XcwTS8Pqs8/edit Mechanics SCENE 28: Beneath the Blood Pits Chaos Factor 6 Altered Scene: No FATE Healing potions (Very Unlikely) No, Event EVENT Introduce New NPC Intolerance the Innocent (Pit Master) FATE Human? (50/50) No (Cave Ogre) FATE Hostile to Cadmus? (50/50) Yes FATE Does he attack? (Very Likely) No Persuasion/ Deception at DIS vs WIS 10 (-1) 10 success Deception -1 vs WIS 10 (-1) 4 failure Cave Ogre (Pit Master Glugark) (2 x CR 2) AC12 HP 119 (14d10+42, bloodied 59) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 8 (–1) 16 (+3) v 10 (+0) 10 (+0) 8 (–1) Proficiency +2; Maneuver DC 14 Senses darkvision 60 ft., passive Perception 10 Languages Common, Giant Traits Elite Recovery. At the end of each of its turns while bloodied, the ogre can end one condition or effect on itself. It can do this even when unconscious or incapacitated. Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure. Sweeping Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., all creatures within 5 feet. Hit: 8 (1d8 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw. On a failure, it is pushed 10 feet away from the ogre. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Rock (Only when Bloodied). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and if the target is a Medium or smaller creature, it makes a DC 14 Strength saving throw, falling prone on a failure. Reactions (only when Bloodied) Reflexive Swat. When a creature the ogre can see within 5 feet hits it with a melee attack, the ogre makes a greatclub attack against it. Furious Smash (1/Day). When it takes damage or is targeted by a spell, the cave ogre roars and smashes the ground, a tree, or another object, sending debris flying in a 30-foot radius around the ogre. Each creature in the area makes a DC 14 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save or half damage on a success. Until the debris is cleared, the area becomes difficult terrain, which the cave ogre ignores. Combat tactics Against foes it deems small and weak, the ogre charges into a group and uses its Sweeping Strike. It attacks a lone foe, or one that has proven itself to be a threat, with its greatclub. Initiative: Mina 20 Glugark 17 Cadmus 5 ROUND 1 Mina (54/54) Sharpshooter (-5/ +10): +2 vs AC 12: 8 Miss, Move away, Bonus: Barbican attack Barbican (21/21) Move forward, Rend +6 vs AC 12: 9 miss Glugark (119/ 119): Move forward, Greatclub vs Barbican: +6 vs AC 15: 25 hit 13 hp (8/21), Prone Cadmus (28/28) Bless Mina, Barbican, Cadmus (+1d4 attacks/ saves) ROUND 2 Mina (54/54) Sharpshooter (-5/ +10): +2 +1 (Bless) vs AC 12: 15 Hit, 38hp (81/119) Bonus: Barbican repair Barbican (8/21) Repair (⅓) 9hp (17/21) Stand from prone Glugark (81/119) Move, Sweeping Strike (Mina, Barbican), DIS vs Mina 17 (Miss), 14 vs Barbican (Miss) Cadmus (28/28) Sacred Flame DEX save DC 12: 15 miss, move out of reach ROUND 3 Mina (54/54) Sharpshooter (-5/ +10): +2 +3 vs AC 12: 19 Hit, 48hp (33/119 bloodied) Reaction: Furious Smash: Dex save DC 14 Mina: 16 5hp (49/54), Barbican 7 10hp (7/21), Cadmus 22 5hp (23/28), 30ft radius is Difficult Terrain Bonus Barbican repair Barbican (7/21) Repair (⅔) 7 hp (14/21) Glugark (33/119) Sweeping Strike (Mina, Barbican, Cadmus) DIS vs Mina 12 miss, 9 vs Barbican miss, 21 vs Cadmus, hit 8hp (20/28), fail STR save, pushed 10ft Cadmus (20/28): move to distract, Help action (Mina) FATE: Attract attention? (50/50) Yes Rounds until reinforcements? 1d4+2: 5 ROUND 4 Mina (49/54) Sharpshooter (-5/ +10): +2 +2 vs AC 12 ADV: 22 hit 46hp Glugark DEAD Bonus: Barbican Help Cadmus (clear rubble) - cancels DIS Barbican (14/21) Help Cadmus (20/28): Perception vs DC 13: 20 success FATE Do the reinforcements spot the secret entrance? (Unlikely) No SCENE 29 Pipe Crawl Chaos Factor 5 Altered Scene: Altered (Punish Benefits) Goodberries lost Mina: Mending (Barbican at full HP) Cadmus: Goodberry FATE: Tunnels clear? (Likely) No, Danger: Creature looking for food Monster (rare) construct, hostile, group (Medium encounter) FATE From in front? (50/50) yes Xanka x 4 (Tome of Beasts) Bronze Scout (Mordenkainen’s Tome of Foes) BRONZE SCOUT Medium construct, unaligned Armor Class 13 Hit Points 18 (4d8) Speed 30 ft., burrow 30 ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 11 (+O) 3 (-4) 14 (+2) l (-5) Skills Perception +6, Stealth +7 Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 16 Languages understands one language of its creator but can't speak Challenge l (200 XP) Earth Armor. The bronze scout doesn't provoke opportunity attacks when it burrows. Magic Resistance. The bronze scout has advantage on saving throws against spells and other magical effects. ACTIONS Bite. Melee Weapon Attack: +S to hit, reach 5 ft., one target. Hit: 5 (ld4 + 3) piercing damage plus 3 (ld6) lightning damage. Lightning Flare (Recharges after a Short or Long Rest). Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one. XANKA Small construct, unaligned Armor Class 15 (natural armor) Hit Points 18 (4d6 + 4), Speed 25 ft., climb 15 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 4 (–3) 10 (+0) 7 (–2) Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 120 ft., passive Perception 10 Languages Understands the languages of its creator but can’t speak Challenge 1/4 (50 XP) Constructed Nature. Xanka do not require air, food, drink, or Sleep. Ingest Weapons. When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent –1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches –5, the weapon is destroyed. Even magic weapons are subject to this effect. Magic Weapons. The xanka’s weapon attacks are magical. ACTIONS Absorb. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature’s turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead. Initiative Mina 18 Xanka 15 Cadmus 9 Bronze Scout 4 Distance: Long range FATE: does Cadmus know what they are? (50/50) Mina: Investigation 13 vs DC 12 ROUND 1 Mina (49/54) 27 (Crit) vs Bronze Scout AC 13 32hp DEAD, 19 vs Xanka 1 AC 15 hit. 14hp (4/18), Bonus Barbican help Mina Barbican move, provide firing platform Xanka move 50ft Cadmus Sacred Flame vs Xanka: DEX save 16 miss ROUND 2 Mina (49/54) ADV Sharpshooter (-5/ +10): 17 vs AC 15 hit 44hp (Xanka 1 DEAD, Xanka 2 DEAD, Xanka 3 DEAD, Xanka 4 4hp (14/18) Bonus Barbican attack Barbican move, DIS Attack 14 vs AC 15 miss Xanka Absorb 5 vs AC 15 miss Cadmus Sacred Flame vs Xanka: DEX save 9 hit 5hp (9/18) ROUND 3 Mina Help Barbican, Bonus attack Barbican ADV 24 vs AC 15 hit 6hp (3/18) Xanka Absorb 21 vs AC 15 hit 6hp (15/21) regain 6hp (9/18) Cadmus Sacred Flame vs Xanka: DEX save19 miss ROUND 4 Mina Attack at melee range DIS 15 vs AC 15 DEAD FATE Treasure? (Very Unlikely) No SCENE 30 Underpipes Round 2 (part 1) Chaos Factor 4 Altered Scene No DUNGEON Common (4 way junction), Discovery (bridge/ stairs/ ramp), Danger (Creature) Creature: Sleeping Beast (Bee/ Wasp) Horde (swarm) FATE: illuminated? (50/50) no MANABANE SCARAB SWARM Medium swarm of Tiny beasts, unaligned Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 20 ft., burrow 5 ft., climb 20ft. STR DEX CON INT WIS CHA 3 (–4) 16 (+3) 16 (+3) 1 (−5) 13 (+1) 2 (−4) Skills Perception +3, Stealth +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft.,passive Perception 13 Languages — Challenge 4 (1,100 XP) Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Magic Immunity. The manabane scarab swarm is immune to spells and other magical effects. Scent Magic. The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet. Mana Erosion. The manabane scarab swarm consumes magic. Unattended magic items in the swarm’s space at the end of the swarm’s turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm’s space lose 1d6 charges at the start of each of the swarm’s turns; items with limited uses per day lose one daily use instead, and single-use items such as potions or scrolls are destroyed. Magical effects in the swarm’s space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability). ACTIONS Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended.