Barbo Beezle
|
Barbo shifts over a few feet and smirks. "Your clothes could use some improvement. Here ya go! " He raises a hand and a wash of neon illusionary paint sprays into the men's eyes.
Color Spray. DC 18 or stunned for 1 round.
Glorne
|
Glorne takes a 5' step and blasts at one of the bandits...
[dice=ranged "Touch" vs. "Blue"]1d20+5+1+2[/dice]
[dice=possible Cold damage vs. "Blue"]3d6+2+1+4[/dice]
Not using Metakinesis this round. Applying Point-Blank and Precise shot feats, and Elemental Overflow due to 2 points of Burn (10 non-lethal).
Bo Goh Twang
|
The monk takes advantage of his superior speed to move around the remaining deserters in order to aid Maxime's efforts. With Improved Unarmed Strike, I provide flanking even though I am wielding a bow.
Single shot vs GREEN {PBS/Haste/DA/RA}: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 251d10 + 8 ⇒ (7) + 8 = 15
Ser Willem Dargerion
|
Not seeming to get through the last one's defenses well, Willem instead distracts the man by feinting.
Aid Another: 1d20 + 8 ⇒ (19) + 8 = 27
| GM Pendrak |
Barbo's many-hued spell seems to stun the bandits, putting them into an even worse position than before. Bo sends another arrow thudding into one of the deserters.
Yellow, Will save vs. color spray: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Green, Will save vs. color spray: 1d20 + 6 ⇒ (9) + 6 = 15
Yellow, Will save vs. hold person: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Round One Barbo (cast haste), Bo, (full attacked), Willem (readied), Sellswords (moved and missed), Uzziah (readied to cast id insinuation), Glorne (missed), Maxime (missed)
Round Two Barbo (glitterdust), Bo, (arrow flurry 2/4), Willem (missed), Uzziah (cast id insinuation), Sellswords (missed), Glorne (hit), Maxime (hit thrice)
Round Three Barbo (acid splash), Uzziah (hold person), Bo (arrow flurry 3/4), Willem (missed), Sellswords (not yet up), Maxime (hit), Glorne (missed)
Round Four Uzziah (cast thought worm ii), Barbo (color spray), Bo (hit), Willem (aid another), Sellswords (stunned), Maxime (up), Glorne not yet up)
Round Five Uzziah (up), Barbo (up), Bo (up), Willem (up), Sellswords (not yet up), Maxime (not yet up), Glorne (not yet up)
Blue- 93 damage, unconscious, bleeding to death
Yellow- 27 damage; paralyzed and stunned; AC down to 18 from 25; -4 on saves vs. mind-affecting
Green- 67 damage; stunned
Maxime gets a +2 to hit on her next attack against "Green" thanks to Willem's aid another action. Maxime, Glorne, Uzziah, Barbo, Bo, and Willem are up.
Barbo Beezle
|
"You're so pretty! " The old man claps his hands with joy. "Let's keep that up. " He reaches out and conjures up a wash of paint to spray at the pair.
Color Spray. DC 18 or stunned for 1 round.
Maxime Chanteclerc
|
Maxime continues to strike at the deserter with Willem's aid.
mwk sap #1: 1d20 + 12 + 1 + 2 ⇒ (1) + 12 + 1 + 2 = 16
Damages (NL): 1d6 + 11 ⇒ (1) + 11 = 12
mwk sap #haste: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
Damages (NL): 1d6 + 11 ⇒ (1) + 11 = 12
mwk sap #2: 1d20 + 12 + 1 + 2 ⇒ (16) + 12 + 1 + 2 = 31
Damages (NL): 1d6 + 11 ⇒ (5) + 11 = 16
Glorne
|
Glorne reaches out his hand and once again the pale, cool mist rises up in intensity, consolidates around his hand, and bursts forth in a ray of pure cold...
[dice=ranged Touch vs. "Yellow"]1d20+5+1+2[/dice]
[dice=possible Cold damage vs. "Yellow"]3d6+2+1+4[/dice]
Not using Metakinesis this round. Applying Point-Blank and Precise shot feats, and Elemental Overflow due to 2 points of Burn (10 non-lethal).
Bo Goh Twang
|
Maxime continues to strike at the deserter with Willem's aid.
mwk sap #1: 1d20 + 12 + 1 + 2 ⇒ (1) + 12 + 1 + 2 = 16
Not certain if that included +2 for flank
Holding his position, the monk begins to feather the center deserter.
Flurry {PBS/DA/RA/Haste} vs YELLOW: 1d20 + 14 ⇒ (15) + 14 = 291d8 + 10 ⇒ (8) + 10 = 18
Flurry {PBS/DA/RA/Haste} vs YELLOW: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 10 ⇒ (6) + 10 = 16
Flurry {PBS/DA/RA/Haste} vs YELLOW: 1d20 + 9 ⇒ (17) + 9 = 261d8 + 10 ⇒ (2) + 10 = 12
HASTED {PBS/DA/RA/Haste} vs YELLOW: 1d20 + 14 ⇒ (11) + 14 = 251d8 + 10 ⇒ (8) + 10 = 18
If he falls at any point, I will stop shooting him.
Uzziah Potus
|
Uzziah rolls his eyes, crosses his arms, and waits.
Delay
| GM Pendrak |
Once more the bandits are stunned by Barbo's magic. Maxime beats one of them into submission, while Glorne and Bo (after three more arrows) finish the other off. The battle is over, and your enemies lie broken and unconscious before you.
Yellow, Will save vs. color spray: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
Green, Will save vs. color spray: 1d20 + 6 ⇒ (19) + 6 = 25
Yellow, Will save vs. hold person: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
Round One Barbo (cast haste), Bo, (full attacked), Willem (readied), Sellswords (moved and missed), Uzziah (readied to cast id insinuation), Glorne (missed), Maxime (missed)
Round Two Barbo (glitterdust), Bo, (arrow flurry 2/4), Willem (missed), Uzziah (cast id insinuation), Sellswords (missed), Glorne (hit), Maxime (hit thrice)
Round Three Barbo (acid splash), Uzziah (hold person), Bo (arrow flurry 3/4), Willem (missed), Sellswords (not yet up), Maxime (hit), Glorne (missed)
Round Four Uzziah (cast thought worm ii), Barbo (color spray), Bo (hit), Willem (aid another), Sellswords (stunned), Maxime (takes down green), Glorne not yet up)
Round Five Uzziah (up), Barbo (color spray), Bo (up), Willem (up), Sellswords (not yet up), Maxime (not yet up), Glorne (not yet up)
Blue- 93 damage, unconscious, bleeding to death
Yellow- 39 damage; paralyzed and stunned; AC down to 18 from 25; -4 on saves vs. mind-affecting
Green- 96 damage, unconscious but stable
You can retcon in how you dealt with the deserters, all three of which are unconscious but alive (though two are currently bleeding to death). At any rate I'll move us along to the next part.
After a little more walking, the Pathfinders arrive at their destination.
The decaying husk of Hartsfall Keep stands on a tall hill, overlooking the area from its advantageous position. Gaps in its ruined walls provide multiple entrance points to the fortress’s interior.
The keep’s crumbling stone facade surrounds an interior overgrown with brambles and weeds. Chunks of rocks litter the ground under half-collapsed ceilings. Remnants of four towers rest at each corner, while the dilapidated central keep occupies the northern half of the interior. A rush of wind whistles through the bones of the long abandoned structure, echoing like a mournful dirge.
So, I want to give you guys some amount of insight into the mechanics of this final part of the adventure. You are here primarily to document this site historically, archaeologically, and otherwise in case it is destroyed in the war, if it comes. This is represented in the game by Discovery Points. You need to get about three quarters of the total Discovery Points available in order to succeed. I'll leave it up to you to determine how you, as Pathfinders, would go about documenting your visit to Hartsfall Keep, but I'm just reminding you of your mission.
There is an updated map, and you can approach through any of the gaps in the outer wall. Let me know how how you wish to proceed, and then place your little icons outside the keep on the map accordingly.
Barbo Beezle
|
Barbo looks down at the fallen men. "A pity. Were we to heal them, they'd just ambush us in our sleep." He looks up. "Unless someone has some rope? I can heal them if we could contain them." He shakes his head again and goes along with whatever the party wants to do with them.
---
At the keep, Barbo flicks a wrist and reveals a wand. "Armor", he whispers, and a thin layer of near-invisible force covers his form. Mage Armor Then, he twists his fingers, "Servant". A small amount of air is disturbed by him as an invisible being is summoned. Unseen Servant The Samsaran looks at the air beside him and smiles. "Welcome back, Jarvis. Reach into my bag. Remove my rod and wands. Carry them for me." His backpack is lifted and a rod and two wands are lifted out where they float in mid-air. "Good boy."
He looks at the group with a jaunty smile. "Alright, let's go. We need to take plenty of notes, and perhaps some maps, as we go. You never know when this society could fall apart." Before the group enters, he casts another spell. "Hope." You feel a hope rise within your heart, knowing that today will be a good day! Good Hope*
Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Yepp, this is a Bard spell. It's good to be a Samsaran!
Bo Goh Twang
|
The monk also draws a wand and taps himself before entering.
Mage Armor. If It has been nearly/over an hour since the confrontation with the deserters, Bo will spend another Ki point to recast Barkskin. Current AC=28
He also switches his inner animal focus, releasing the small image of a mouse he has been holding in the back of his mind. He summons up the image of a cave. Perched within is a single bat. It holds still a moment before beginning to chip in the darkness. Swapping out Feral Hunter Evasion for Dark Vision.
Bo thinks back to other sites he has been to. He obviously concentrates very hard before suddenly nodding his head and offers, "Rubbings! Sir Ilivan has reminded me this is a way to capture runes, bas-reliefs and the like. This helps us, yes?"
The young man peers into the keep, trying to gauge any mysteries inside.
Perception {good Hope}: 1d20 + 25 + 2 ⇒ (11) + 25 + 2 = 38
Maxime Chanteclerc
|
I have one manacles and a rope. This is not enough for all of them. But lets try to be merciful and hope for the best.
We take their weapon and armor and we will pick them up when we return, if they're still there.
Propose Maxime
================================
Once at the Keep, Maxime says. I will call an ally to help us investigate.
After a long prayer, a portal open and an enormous book with wings of glowing light and an angelic figure on the cover that gazes out watchfully as though alive gets out.
Let me introduce you to Πολυμάθεια, my archon's friend.
She will help us in this mission.
Πολυμάθεια is a Codex Archon
Ser Willem Dargerion
|
Willem leaves the men broken and beaten. "We have defeated you. We could turn you in for treason, but instead we give you leave to be on your way and return to your families. Scoff at this act of mercy and you will be buried here where no one will remember you. "
As his team approaches the keep, Willem looks around in astonishment. "Whoever owned this prior really needs to see about a landskeeper."
Know (Nobility): 1d20 + 6 ⇒ (3) + 6 = 9
Willem will give a short dissertation on what he knows of the families that he knows have owned this place while he looks around the grounds, which is very little.
Glorne
|
Glorne follows Bo as he approaches the keep. He stops 10' away from one of the broken walls to gather his journal book out of his backpack so he can start taking down detailed information.
I was lazy and didn't write down all my supplies. Also, the map looks a little like Hulk Hogan's face. It's creeping me out.
NOTE: Ice shield stays active whenever I leave a town/village/etc., and I still have 2 burn(10 non-lethal) until I sleep.
Barbo Beezle
|
Barbo looks the place over, taking a few notes in his journal before he goes in.
Perception: 1d20 + 0 + 2 ⇒ (1) + 0 + 2 = 3
He tries to remember anything about the history of the area and the nobility who built the place. Knowledge is power, and not all power comes from books. Just most of it. Perhaps I can enlighten our notes...
Knowledge (History): 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Knowledge (Nobility): 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Don't forget the +2 from Good Hope on pretty much all dice rolls!
Glorne
|
Forgot to roll on stuff.
Perception: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Glorne wonders if any of the fauna and foliage holds any special meaning as to the uniqueness of the keep...
Knowledge(Nature): 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
Guess that's all I have to offer.
Uzziah Potus
|
Uzziah begins inspection the closest tower remnants for intellectual value.
Perception: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Also putting up Thoughtsense, spending 2ppp for it to affect undead
Casting
Casting Time 1 standard action
Components V, M (a bit of dried brain tissue)
Effect
Range personal
Target you
Duration 1 minute/level
Description
You automatically detect and locate conscious creatures within 60 feet, as if you possessed the blindsight ability. Nondetection, mind blank, and similar effects can block this effect. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects.
Maxime Chanteclerc
|
Know. (nobility): 1d20 + 5 ⇒ (17) + 5 = 22
The marquise tries to remember something about the Keep.
She asks her archon companion to do the same and protect her comrade.
the archon has detect magic and detect evil as constant abilities
Know. (nobility/history): 1d20 + 14 ⇒ (15) + 14 = 29
| GM Pendrak |
"Alright, let's go. We need to take plenty of notes, and perhaps some maps, as we go. You never know when this society could fall apart."
In order to draw a proper map of the keep, you'll need to succeed on a Knowledge (engineering) or Profession (architect or cartographer) check, and explore the whole structure.
Bo thinks back to other sites he has been to. He obviously concentrates very hard before suddenly nodding his head and offers, "Rubbings! Sir Ilivan has reminded me this is a way to capture runes, bas-reliefs and the like. This helps us, yes?"
Also a good idea.
Also, the map looks a little like Hulk Hogan's face. It's creeping me out.
I can't unsee this now.
Glorne wonders if any of the fauna and foliage holds any special meaning as to the uniqueness of the keep...
Glorne kneels to regard a flower with a red center and bright purple petals arranged in a circle around it, a beautiful and exotic plant. He realizes that this particular bloom is not native to this region, but actually is common in Taldor.
This earns the party one Discovery point, as a clue towards the origins of the keep.
Uzziah begins inspection the closest tower remnants for intellectual value.
Stone rubble and remnants of broken furniture litter the main tower’s grassy floor. Scattered patches of tile peek out from under the weeds, giving only a vague glimpse of how the foundation once appeared. Along the walls, cracked open rooms expose their empty innards for all to see.
The marquise tries to remember something about the Keep.
She asks her archon companion to do the same and protect her comrade.
the archon has detect magic and detect evil as constant abilities
None of the Pathfinders, nor the archon, know much more about Hartsfall Keep or its previous owners.
A deep, strange voice emanates from the giant floating book that is the codex archon.
"I do not detect the presence of evil, but there is magic here."
Uzziah locates what is probably the source of the magic the archon detects, picking up a metal wand from the ground nearby.
This is a wand of nap stack.
Both Uzziah and Maxime locate something else in this area as well. On the eastern wall, a stairway leads downwards. It is partially concealed by collapsed chunks of the tower.
The rubble is exceedingly heavy and requires a PC to succeed at a Strength check to move it. However, there is enough space for Medium-sized or smaller PCs to squeeze through without moving the debris.
I should also note that the map has been rotated, so north is to the right, south is to the left, east is down, and west is up. The stairs mentioned are right next to where Uzziah is on the map.
Glorne
|
Glorne shares what he has learned with the group, as always, and heads to where Uzziah is. As he moves he activates his Ioun Torch.
Ser Willem Dargerion
|
Willem shakes his head as he moves with the rest of his companions. "Looks like this will be a new experience for all of us." Listening to Glorne talk about the flower coming from home, Willem nods. "I remember flowers like those being given to my mother long ago. She loved them, it seemed the only thing to make her happy at times." Willem trails off, keeping a close eye out for trouble as they looked around the supposedly abandoned keep.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Barbo Beezle
|
As the group explores, Barbo makes particularly ill-timed comments about how he needs to stop and make sure his measurements are correct. "Got to see everywhere! No map is complete if there is an unforunately blank space!"
Knowledge (Engineering): 1d20 + 10 ⇒ (19) + 10 = 29
Looking at the wand, Barbo realizes what it is. "Hmmm... Nap Stack a blessing for those without enough time. How I could have used this back in the colleges."
Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21
He follows the rest of the group, making careful notes on his map.
Bo Goh Twang
|
Not realizing how little he has to offer at this moment in time, the monk keeps a wary eye out for danger.
Perception {Good Hope}: 1d20 + 25 + 2 ⇒ (6) + 25 + 2 = 33
| GM Pendrak |
Do you guys want to fully explore the first level first, or go ahead down the stairs?
| GM Pendrak |
The Pathfinders continue to explore the ground level of Hartsfall Keep, moving to check the northwestern tower. Within the northwestern tower’s shattered interior, a thick slab of rock blocks the entrance-way to a room. The skeletal remains of a humanoid figure are trapped beneath it.
The remains belong to an adolescent human male.
You must succeed at a Strength check to push the rubble to the side and gain access to the room beyond. There is enough space for two Medium PCs to safely aid. Otherwise you can move on to the courtyard.
Maxime Chanteclerc
|
Heal (maxime): 1d20 - 1 ⇒ (13) - 1 = 12
Heal (Archon): 1d20 + 2 ⇒ (2) + 2 = 4
The Archon casts Aid on each member of the group.
Temporary HP: 1d8 + 5 ⇒ (6) + 5 = 11
We must get access to the room. I will help to move out the slab of rock.
Barbo Beezle
|
Don't forget about your +2 from Good Hope!
Heal: 1d20 - 1 + 2 ⇒ (15) - 1 + 2 = 16
Barbo looks at the bones and declares, "A teenage male. Interesting. Up to no good, no doubt." He writes it down nonetheless and tries to determine time of death. How many years ago?
Bo Goh Twang
|
Heal: 1d20 + 8 ⇒ (9) + 8 = 17 The monk quietly nods at Barbo's assessment. How did a stone fall onto this boy? I wonder if it was a trap of some sort. Perhaps someone should look. He looks dully at his companions until he sees Ser Willem struggle with the stone block.
The monk allows Sir Illivan to briefly guide his soul to the end of The Path. For only a moment, his body is infused with future perfection. He strains along side the cavalier. Afterwards, Bo struggles to fight off the exhaustion that follows such effort, his body is slick with sweat.
STR {Rapture & Good Hope}: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
STR {Rapture & Good Hope}: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
STR {Rapture & Good Hope}: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
STR {Rapture & Good Hope}: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
STR {Rapture & Good Hope}: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Using the Spiritualist ability Rapture (6 rounds a day) for a bonus of +4 to both STR & CON (similar to Bloodrage). Up to 5 rounds remaining. Fatigued afterwards for one minute.
| GM Pendrak |
You didn't get it on the first try or the second, but the third roll would do it, assuming at least one person successfully aided you. In the interest of continuing onward, we'll assume that was what happened. But Bo used three rounds of rapture.
Bo and Willem, after a brief struggle, are able to move the massive stone slab blocking the way, to reveal a way into a room. Nestled in the corner of the tower, this small store-room remains surprisingly intact. A colorful mosaic decorates the far wall with a tattered tapestry crumpled at its base beside three iron chests.
The tapestry seems to depict a family tree.
You recognize the style and weathered material of the mosaic as being Taldan circa 2000 AR.
The tapestry originates from Issia circa 2900 AR.
The tapestry belonged to the keep’s last owners, and you identify the family as a branch of Brevic nobility, House Garess.
The chests contain preserved books and a collection of old coins. The total value of these items is 250 gp.
Ser Willem Dargerion
|
Willem looks at the tapestry in awe. While he doesn't recognize the family, it intrigues him nonetheless. "Surtova?", he offers.
Glorne
|
Appraise(untrained) vs. Mosaic: 1d20 + 1 ⇒ (3) + 1 = 4
Appraise(untrained) vs. Tapestry: 1d20 + 1 ⇒ (3) + 1 = 4
Glorne shares anything he may learn with the group.
"Perhaps we should make a copy of the Mosaic and bring the Tapestry with us for further research."
Uzziah Potus
|
After the reveal of the room from the stone slab, Uzziah humorously quips, gesturing at the dead body, "Well at least they were useful in death."
Appraise: 1d20 + 9 ⇒ (12) + 9 = 21
Appraise: 1d20 + 9 ⇒ (2) + 9 = 11
History: 1d20 + 13 ⇒ (19) + 13 = 32
"Hmm, Taldan circa 2000 AR," he says while looking at the mosaic. He then moves on to the tapestry, "I'm not sure of the timing, but with those three names, this is definitely of House Garess. We should copy the mosaic and bring the tapestry with us. These warmongering fools could only do further damage to this place."
Barbo Beezle
|
Barbo takes notes furiously, even making rubbings of the detailed portions of the mosiac. He talks to Babe, his pet pig, the whole time. "Alright, don't forget that, lil darlin. Iomedae knows I might."
Appraise, Tapestry, DC19: 1d20 + 10 ⇒ (14) + 10 = 24
He takes specific note of the tapestry. "Hmm...Issia, 2900 AR. A classic piece."
Bo Goh Twang
|
Bo catches his breath, enjoying the exultation he finds within the rapture. One day, I will be one with The Path.
Know History: 1d20 + 5 ⇒ (16) + 5 = 21
The monk looks at the items in the room, and a glimmer of recognition passes before his eye. Yet he cannot hold on to the though. Like so many others, it drifts away, little more than a trivial while seeking The Path.
Unless someone has a Guidance they could hit me with?
| GM Pendrak |
Between Barbo and Uzziah, the Pathfinders are able to pinpoint the origins and history of the mosaic and tapestry, which they document through various means. Gathering the valuables from the chests, they continue to explore the main level of Hartsfall Keep, moving out into the main courtyard.
What was once an impressive courtyard is now overrun with vegetation. A variety of plants cover most of the keep’s southern half. The array of colors, odors, and textures makes for a striking yet haphazard display.
You identify the foreign blooms in this garden as coming from far to the south, as most of them are native only to Taldor and the surrounding areas.
The layout of this courtyard was a popular design at Taldan estates around the time of Taldor's Fifth Army of Exploration, circa 21st century AR.
Thick slabs of red sandstone comprise the keep’s main tower, with the exception of one section of the south wall. This section bears blocks of granite displaying a crude etching of a deer hanged from a noose.
The tower’s walls reach thirty feet in height and are adorned with slender arching windows. Bordering these windows are reliefs featuring intricate scroll-work and stag horns. Large gaps in the roof's crenelations reveal open air in place of any ceilings or internal infrastructure.
Across the courtyard, near what appears to have been the main gate, stand a pair of cracked, mildew-stained fountains. Dried leaves float atop the rainwater collected in their grimy basins. The images of stags are carved throughout their surfaces.
As you begin to turn the corner into the courtyard, you hear the sound of boots hitting and scraping against the wall of the main tower, almost as if a hanged man was struggling for his life.
Those of you who fail the Perception check, please also give me Will saves.
Bo Goh Twang
|
Bo is much more at peace when the others decide to begin exploring again. The standing around and thinking is tiresome. He would rather seek out challenges that aid in his future ascendance to physical and spiritual completeness.
Perception: 1d20 + 25 ⇒ (19) + 25 = 44
Maxime Chanteclerc
|
Know. (nature): 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Perception (Archon): 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13
Perception (Maxime): 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Will (Archon): 1d20 + 5 ⇒ (16) + 5 = 21
Someone is struggling for his life!
Barbo Beezle
|
Perception, DC 20: 1d20 ⇒ 18
Will Save: 1d20 + 5 ⇒ (18) + 5 = 23
Barbo takes note of the crude etching. "Huh, surely that was from a different time period. Doesn't look original at all."