Heroic Deed: Ridiculous Luck

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Available to Halfling or 8+ combo in THF and its subclasses. Roll a Risk Die. If it doesn't come up '1', you may roll a single attack roll, damage roll, saving throw, or skill check three times and choose which to use. If you invoke another heroic deed the round after successfully activating Ridiculous Luck, you have triple the usual chance of gaining a percentile point to a score.

Heroic Deed: Recharge Item

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Available to CLE/MAG 3+. After a long rest, and when you are not exhausted or under other debilitating status effects, you may concentrate for a single turn and add (X/2) rounded down charges to a magic item, up to and including its maximum charge capacity — where X is your total mage and cleric levels (and any subclass levels of those core classes). If you are an Enchanter, you may add one additional charge to the item — above and beyond the amount just calculated — per Enchanter level you possess. Unless a given magic item description says otherwise, you may only do this for charge-bearing magic items (wands, for instance) that you personally created. There is an X% chance you gain one percentile point to your Intelligence score, where X equals the number of charges you restored.

Heroic Deed: Stinging Second Attack

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Available to FGT 7+, THF 12+, CLE 17+, MAG 22+

Sacrifice a Risk Die. If it doesn't come up '1', you may make a second melee attack this round. If it hits, add {+Risk Die Result} to the damage on a single damage die. There is a {Risk Die Result}% chance you gain one percentile point to your Strength score. If you choose to sacrifice two Risk Dice for this deed, this second attack is made at a +4 bonus to-hit. The deed succeeds as long as one of the two Risk Dice isn't a '1', and the damage added to the second attack may be taken from either of the two Risk Dice results. When you succeed in invoking this heroic deed, you may remove one negative status or spell effect from your person and you regain a number of hit points equal to half those inflicted with your second attack. These cannot be gained as temporary hit points.

Heroic Deed: Rebuking Third Attack

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If you have already used the Stinging Second Attack Heroic Deed in the current round, sacrifice a Risk Die. If it doesn't come up '1', you may make a third melee attack at a -4 penalty on the to-hit roll. If it hits, add {(Risk Die Result)x3} to the damage on a single damage die. There's a {Risk Die Result}% chance you gain one percentile point to your Strength score. If you choose to sacrifice two Risk Dice for this deed, the level requirements are decreased by two. The deed succeeds as long as one of the two Risk Dice isn't a '1', and the damage added to the third attack may be calculated by using either of the two Risk Dice results.

Heroic Deed: Rapid Fire

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Available to RNG 3+, FGT 7+, GUN 4+, FGT subs 4+. Sacrifice a Risk Die by rolling it. Divide the result in half, rounded up, and assign it to variable N. If you succeed at a DC 9 Dexterity check, you're able to get off {1 + N} rapid shots with a bow (non-gunslingers) or revolvers (gunslingers only). The first attack is at your normal to-hit, and succeeding shots suffer a -1 cumulative to-hit penalty. You may divide these attacks among as many targets as desired. For the next N rounds, you cannot attempt Rapid Fire — it's a cool-down period. Rapid Fire is not usable in the same round that you use either Aim Carefully or Eagle Eye. Let X equal the number of shots that actually hit their target. There is an X% chance you gain one percentile point to your Dexterity score.

Heroic Deed: Rage of the Hero

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Available to BAR. A BAR 1+ who does not suffer a negative Intelligence modifier may voluntarily enter a Rage at will by sacrificing a Risk Die and succeeding at a DC 9 Constitution check. A BAR 3+ may, while Raging, expend a Risk Die by rolling it. If it doesn't come up '1', the Barbarian enjoys {Risk Die Result-2 (min. +1)} bonus to Constitution modifier. A BAR 5 while Raging, may expend a Risk Die by rolling it. If it doesn't come up '1', then the Barbarian enjoys a {Risk Die Result-2 (min. +1)} bonus to both Constitution and Strength modifiers.

PhanCamp Session 14

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Session 14 Phandelver Tabletop Campaign

16th May 2024 (6:00-9:00 CST) 3.0 hr session; cumulative: 41.5 hrs

Postponed from 9th May 2024 to 16th May 2024 due to DM having an audit at work.


previous session

In tonight's game session, the PCs received an update from Thraxis Corvale that their respective dragons — Vrakthis, Saphira, and Xaiko — are now approximately two tons each and with twenty-foot wingspans. Some discussion centered around possibly training them to carry the PCs in flight.

The Four postponed that task in order to respond to a new danger: the emergence of Anatharaxis from her deeper lair within the Barrowmaze. The PCs managed to locate this dracolich and its giant zombie servitors and dispatch them before they could visit destruction and terror upon communities surrounding the Barrowdown.

In this fight, Lanky drew upon his incredible assassin skills and the magic of his magical cape, enabling the halfling and Keven, his cave lizard mount, to disappear into shadows and move along the walls and ceiling of the dracolich's cavern.

Lanky slew the monster by using up most of his acidic murdayne root poison, while the other party members dealt with the not-insignificant giant zombies. The party emerged victorious and each PC attained Level 12 overall, whereupon Celaena took her 4th level in Ranger, Feyre took her 1st level in Necromancer, and Lanky took his 3rd level in Cut-Throat. Whiteheart took Level 4 in Sohei.


next session

Spell: Flamestrike

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Flamestrike (cleric 5th)

Flame Strike
Evocation [Fire]
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Moldvay vs spells
Spell Resistance: Yes

A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Heroic Deed: Rally

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Available to PAL 1+/CLE 4+/RNG 2+/FGT 7+/SOH 1+. You can roll and sacrifice a Risk Die to choose one allied creature within 60 feet of you who can see and/or hear you. If deed activation succeeds, that ally regains hit points equal to the number rolled + your Charisma modifier, and gains your Charisma modifier as a bonus to its AC, saving throws, and to-hit rolls for the remainder of the round. You can't use this ability to heal a creature who has 0 hit points. There is a {your Charisma modifier}% chance that you gain one percentile point to your Charisma score (minimum 1% chance).

Heroic Deed: Prolonged Shapechange

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Available to DRU 2+. Expend a Risk Die from your Risk Dice Pool by rolling it. If the result does not come up '1' and you are currently in an animal form, you add +X minutes to the remaining duration of your shapechange, where X is the product of the Risk Die result and your Druid level. Once per long rest, when you prolong your shapechange, add one percentile point to your Wisdom score.

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