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?
LinksTranscript 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/
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 1
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