Faldoc Tisbane
|
Is this another stupid test or are these guys for real? It is getting difficult to tell. Faldoc picks out a target (blue) and fires.
Manyshot: 1d20 + 17 + 4 ⇒ (20) + 17 + 4 = 41 for Arrow: 1d8 + 11 + 4 ⇒ (1) + 11 + 4 = 16 and Arrow: 1d8 + 11 + 4 ⇒ (8) + 11 + 4 = 23
Rapid: 1d20 + 17 + 4 ⇒ (8) + 17 + 4 = 29 for Arrow: 1d8 + 11 + 4 ⇒ (4) + 11 + 4 = 19
Iteritive: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31 for Arrow: 1d8 + 11 + 4 ⇒ (1) + 11 + 4 = 16
Confirm?: 1d20 + 17 + 4 ⇒ (10) + 17 + 4 = 31 for Arrow: 2d8 + 22 + 8 ⇒ (7, 7) + 22 + 8 = 44
If allowed I'll go for Red if Blue falls before I'm done.
Boomer then attacks Green! Bite: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 for Teeth: 1d6 + 10 ⇒ (4) + 10 = 14
Confirm?: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 for Teeth: 1d6 + 10 ⇒ (2) + 10 = 12
| EndlessForms |
Gregor cuts into the tattooed thug and Faldoc finishes him off, only to turn his bow upon the next thug! Boomer then rushes in and finishes off the second thug! It only takes a few more seconds for the party to subdue the last man.
Out of combat!
Shinkeer Aswander
|
| 1 person marked this as a favorite. |
Shin shakes his head in amazement. "I'm glad I could come along to at least chronicle your heroic deeds." He says with a grin.
Desmond Aesculus
|
Desmond reaches down and searches one of the men, trying to find any clue as to who they may be.
Perception Take 20: 20 + 16 = 36
| EndlessForms |
On the each of the men, Desmond finds a potion of bear's endurance, two potions of cure moderate wounds, +2 studded leather, a masterwork sansetsukon, a masterwork dagger, six darts, a ring of protection +1, and 65 gp.
Marthysan the Righteous arrives at the noodle house only minutes after the conclusion of the fight. "I'm sorry, the boat left without me and I had to walk here. . . . It looks like you had some trouble. I apologize I was not here to help." He bends down and examines their tattoos. "Golden League," he mutters. He stands back up, "I apologize again, but I'm going to have to cut our dinner short tonight. I should go report this event to the Emissary. Be vigilant and cautious."
Yon Loi's begins to close in resposne to the open violence committed within its walls, both to clean up the mess and as a precaution against future attacks on other patrons.
----
By the start of the fourth day of the competition, only eight teams of contestants remain. With fewer exhibitions to entertain the crowds throughout the day, you have more time to explore the island than in previous days, though the Emissary tries to keep you as busy as possible. As such, the penultimate day of the contest includes an unofficial challenge issued to all contestants that, unlike exhibition matches and tests, you can decline: the chance to face the brine dragon menace of the Ridge of Graves, Huyanwo. You will also face the eunuch witch Hok Fong in your round 4 match today.
Desmond Aesculus
|
Desmond heals himself up with his wand.
6 CLW: 6d8 + 6 ⇒ (4, 5, 7, 8, 2, 4) + 6 = 36
"Oooh, might be fun to take on a dragon. What do you think, guys?" The ranger asks after returning from the armaments store picking up a bundle of cold iron arrows.
Faldoc Tisbane
|
A dragon? Are you serious? Faldoc looks at Desmond with a look of concern. I'm not sure "fun" is the word I'd be searching for. However, the challenge is enticing.
| EndlessForms |
The party goes out seeking the brine dragon Huyanwo! It seems no one else has taken up the challenge....
As you approach the part of the island where the dragon resides, you discover that he has taken up residence in a seaside cave in a cliff facing the sea. However, as you approach the dragon comes out of its lair to defend its territory, rising into the sky above the sea! A blue-green neck frill sweeps back from the head of this dragon, leading to a body of shiny scales and fine-like crests.
huyanwo: 1d20 + 4 ⇒ (5) + 4 = 9
desmond: 1d20 + 6 ⇒ (17) + 6 = 23 (+4 urban)
gregor: 1d20 + 4 ⇒ (11) + 4 = 15
faldoc: 1d20 + 9 ⇒ (8) + 9 = 17
shin: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative:
1. Desmond, Shin, Faldoc, and Gregor
2. Huyanwo
You guys are up!
Desmond Aesculus
|
95 feet out, just within range...
Desmond quick draws his +2 composite longbow and fires off 3 cold iron arrows at the dragon.
Rapid Shot, Deadly Aim: 1d20 + 16 - 2 - 3 ⇒ (16) + 16 - 2 - 3 = 27
Damage: 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16
Rapid Shot, Deadly Aim: 1d20 + 16 - 2 - 3 ⇒ (14) + 16 - 2 - 3 = 25
Damage: 1d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15
Rapid Shot, Deadly Aim: 1d20 + 11 - 2 - 3 ⇒ (1) + 11 - 2 - 3 = 7
Damage: 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18
"Just a big lizard. Hold still, Sahrek."
| EndlessForms |
Oh yeah: bamboo forest map, which is no longer a bamboo forest.
Only Desmond's first arrow is able to penetrate the dragon's hide!
Initiative:
1. Desmond, Shin, Faldoc, and Gregor
2. Huyanwo
16 dmg
Shin, Faldoc, and Gregor are up!
Faldoc Tisbane
|
Were we able to rest and buff before this challenge?
Faldoc quickly takes aim!
Many: 1d20 + 16 ⇒ (17) + 16 = 33 for Arrow: 1d8 + 11 ⇒ (7) + 11 = 18 and Arrow: 1d8 + 11 ⇒ (7) + 11 = 18
Rapid: 1d20 + 16 ⇒ (13) + 16 = 29 for Arrow: 1d8 + 11 ⇒ (2) + 11 = 13
Iteritive: 1d20 + 11 ⇒ (1) + 11 = 12 for Arrow: 1d8 + 11 ⇒ (5) + 11 = 16
Boomer decides to get out of the way... its a flying dragon after all!
| EndlessForms |
Yes, you could have rested and then buffed along the way. Not that you'll probably need it, the way things have been going.
Faldoc peppers the dragon with arrows as it roars in anger!
Initiative:
1. Desmond, Shin, Faldoc, and Gregor
2. Huyanwo
65 dmg
Gregor is up!
| EndlessForms |
The brine dragon moves with startling speed, flying clumsily through the air to get to the side of the party, unleashing an acidic spew from his mouth! (still flying about 40' in the air)
acid: 12d6 ⇒ (3, 1, 5, 6, 1, 2, 2, 2, 6, 6, 6, 3) = 43
DC 21 Ref for half; catches Gregor, Shin, Desmond, and Boomer
In addition, everyone needs to make a DC 20 Will save against his frightful presence or become shaken for 5d6 ⇒ (4, 6, 2, 5, 4) = 21 rounds
Initiative:
1. Desmond, Shin, Faldoc, and Gregor
2. Huyanwo
65 dmg
You guys are up!
Gregor Hawthorne
|
Reflex: 1d20 + 8 ⇒ (7) + 8 = 15, Will: 1d20 + 10 ⇒ (14) + 10 = 24
Quaffing his potion of fly Gregor flies up to the dragon's height.
I'm assuming I still have my potion of fly since the nagaji sorceress died before my action. If not let me know and I'll adjust accordingly.
Greater Bane
Greater Invisibility
Bless
Shield of Faith
Fly (potion)
Faldoc Tisbane
|
I'd have cast Longstrider since it lasts so long. I won't worry about the rest of it.
Boomer Reflex: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 and Boomer Will: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 Boomer is at 23/44 HP and is shaken.
Faldoc Will: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9 Gah. I prefer to be stirred.
Faldoc tries to overcome his fear and fires more arrows!
Many: 1d20 + 16 + 1 - 2 ⇒ (16) + 16 + 1 - 2 = 31 for Arrow: 1d8 + 11 ⇒ (2) + 11 = 13 and Arrow: 1d8 + 11 ⇒ (6) + 11 = 17
Rapid: 1d20 + 16 + 1 - 2 ⇒ (20) + 16 + 1 - 2 = 35 for Arrow: 1d8 + 11 ⇒ (3) + 11 = 14
Iteritive: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 30 for Arrow: 1d8 + 11 ⇒ (8) + 11 = 19
Corfirm Rapid?: 1d20 + 16 + 1 - 2 ⇒ (17) + 16 + 1 - 2 = 32 for Arrow: 2d8 + 22 ⇒ (5, 6) + 22 = 33
Confirm Iteritive?: 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25 for Arrow: 2d8 + 22 ⇒ (4, 6) + 22 = 32
Shinkeer Aswander
|
Ref: 1d20 + 10 ⇒ (20) + 10 = 30
Will: 1d20 + 20 ⇒ (7) + 20 = 27
Figuring the archers will drop the dragon before he manages to quaff a potion and fly over there, Shin casts a spell, sending missiles of force streaking toward the dragon.
Magic Missile: 3d4 + 3 ⇒ (1, 1, 1) + 3 = 6
| EndlessForms |
Gregor flies up to face the dragon, although the dragon remains unaware of his presence. Faldoc's expertly-aimed arrows and Shin's magic missiles are enough to bring the dragon down though....
Out of combat!
Upon defeating the dragon, you may locate his lair in a small grotto under the cliffs on the south side of the Ridge of Graves. The entrance rests 20 feet below the waterline even at low tide, and cannot be seen from the surface. Within lies Huyanwo’s hoard, amassed over the last 2 centuries: a +1 blinding heavy steel shield, 2 vials of elixir of vision, a gray bag of tricks, an incandescent blue sphere ioun stone*, a lesser silent metamagic rod, 200 pp, 800 gp, 3,000 sp, and 50,000 cp.
*iirc, the resonant power for this ioun stone is to grant the user Blind Fight which is probably the best resonant power out there imo (despite the popularity of the clear spindle)
---
Back at the Grand Pavilion:
Overnight, Abadaran clerics and wizards in the Emissary’s service employed spells such as stone shape, transmute rock to mud, and create water to fill the fight stage with a pool of watery mud, effectively transforming the ring into a giant swamp. Several islands of dark stone rise 6 inches out of the 4-foot-deep morass.
(Treated as deep bog)
Your foe in this quarterfinal round is the eunuch witch Hok Fong. The corpulent Tian-Shu man derives his power equally from his pig familiar Xinai and the very blood that courses through his veins. Introduced to the ways of the bloatmage by a hemotheurge from Kaer Maga who traveled to Goka in search of exotic new sources of blood lore in Tian Xia, Hok Fong now operates a lucrative business procuring such specimens for his Varisian counterparts and arranging their transport over to Avistan. The witch hopes to win the Ruby Phoenix Tournament and choose an item from Hao Jin’s collection that will grant him even more hemotheurgic power.
Take some time for prep and I'll get this combat going later.
Desmond Aesculus
|
Boy, we're an efficient group of kill-bots, ain't we?
Reflex: 1d20 + 12 ⇒ (4) + 12 = 16
Desmond is burned by the dragon's acid. Before he can recuperate and fight back, the dragon has been killed.
"Oooh, fun loot."
He again uses his wand to bring him back up to full health.
8 CLW: 8d8 + 8 ⇒ (2, 8, 1, 4, 8, 8, 4, 3) + 8 = 46
"A bloatmage? I worked with a guy that was a bloatmage. Weird, wild stuff..."
Before the match, Desmond blesses Sahrek with magic fang, and himself with longstrider and cat's grace.
Faldoc Tisbane
|
So who gets the ioun stone?
Faldoc will heal his poor companion, Boomer.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Faldoc prepares for the fight by casting Gravity Bow, Magic Fang and Hunter's Eye as usual.
Desmond Aesculus
|
Anyone else can, my headband already gives me a +2 enhancement bonus to Wisdom, so it doesn't really do me much good.
| EndlessForms |
To be fair, when I played it we kind of destroyed everything too. But we also had my Dragon Disciple throwing out maximized fireballs all day and Bold Strider's Champion of Irori one-shot punching everything that survived the fire. We still had a good time but I think that sort of thing just tends to happen in this module....
The bloatmage Hok Fong waddles out onto one of the dirt islands carrying a pig under his arm, his form blinking in and out of existence. The Emissary calls for the match to start!
hok fong: 1d20 + 2 ⇒ (20) + 2 = 22
desmond: 1d20 + 6 ⇒ (7) + 6 = 13 (+4 urban)
gregor: 1d20 + 4 ⇒ (4) + 4 = 8
faldoc: 1d20 + 9 ⇒ (8) + 9 = 17
shin: 1d20 + 3 ⇒ (15) + 3 = 18
Hok Fong looks across the bog to Desmond and says, "That bow would work better against your friends than myself."
DC 22 Will save or dominated and told to fire your bow at your companions to the best of your ability
Initiative:
1. Hok Fong
2. Shin, Desmond, Faldoc, and Gregor
You guys are up!
Desmond Aesculus
|
Will: 1d20 + 7 ⇒ (5) + 7 = 12
Uh-oh. I will post my action later this morning.
-Posted with Wayfinder
Desmond Aesculus
|
Target: 1d3 ⇒ 3 1=Faldoc, 2=Gregor, 3=Shin
Sorry Shin.
Desmond's eyes glaze over as he is dominated by the bloatmage. He quick draws his bow and instinctively raises it and points at Shin. Taking aim at vital spots, the ranger launches a flurry of arrows at his ally.
Deadly Aim, Rapid Shot, Fav. Enemy, Cat's Grace: 1d20 + 16 - 3 - 2 + 6 + 1 ⇒ (12) + 16 - 3 - 2 + 6 + 1 = 30
Damage: 1d8 + 6 + 6 + 6 ⇒ (2) + 6 + 6 + 6 = 20
Deadly Aim, Rapid Shot, Fav. Enemy, Cat's Grace: 1d20 + 16 - 3 - 2 + 6 + 1 ⇒ (5) + 16 - 3 - 2 + 6 + 1 = 23
Damage: 1d8 + 6 + 6 + 6 ⇒ (7) + 6 + 6 + 6 = 25
Deadly Aim, Rapid Shot, Fav. Enemy, Cat's Grace: 1d20 + 11 - 3 - 2 + 6 + 1 ⇒ (16) + 11 - 3 - 2 + 6 + 1 = 29
Damage: 1d8 + 6 + 6 + 6 ⇒ (4) + 6 + 6 + 6 = 22
| EndlessForms |
Mwoo ah ah! Good thing Shin's got a nice AC and technically acts before Desmond so isn't FF.
Faldoc Tisbane
|
I'll skip the ioun stone for now as I have one already and I don't know how all that works. Having Blind-Fight sounds pretty awesome though and I'm thinking I'd like to have it if no one else wishes to use it.
Hopefully my bow likes you much more.
Many: 1d20 + 16 + 4 ⇒ (13) + 16 + 4 = 33 for Arrow: 2d6 + 11 + 4 ⇒ (5, 5) + 11 + 4 = 25 and Arrow: 2d6 + 11 + 4 ⇒ (3, 2) + 11 + 4 = 20
Rapid: 1d20 + 16 + 4 ⇒ (8) + 16 + 4 = 28 for Arrow: 2d6 + 11 + 4 ⇒ (4, 1) + 11 + 4 = 20
Iteritive: 1d20 + 11 + 4 ⇒ (4) + 11 + 4 = 19 for Arrow: 2d6 + 11 + 4 ⇒ (5, 4) + 11 + 4 = 24
Then Boomer charges... nothing. Its a swamp. He'll guard me I guess.
| EndlessForms |
Desmond tries to pincushion Shin but the monk is too quick and leaps away from all the arrows! Faldoc's arrows fly the right way and all puncture the bloatmage's blubbery skin!
Initiative:
1. Hok Fong
2. Shin, Desmond, Faldoc, and Gregor
89 dmg
Shin and Gregor are up!
Shinkeer Aswander
|
Acrobatics vs DC 10: 1d20 + 20 ⇒ (8) + 20 = 28
Acrobatics vs DC 20: 1d20 + 20 ⇒ (15) + 20 = 35
Acrobatics vs DC 20: 1d20 + 20 ⇒ (14) + 20 = 34
Acrobatics vs DC 10: 1d20 + 20 ⇒ (14) + 20 = 34
Shin skips across the rocks moving toward the wizard.
Double move to just north of the wizard. I assuming running jump for the first one, then standing jumps for the next two, and another running jump for the last one.
And yeah, Shin's AC is 34 with Mage Armor.
| EndlessForms |
As Shin skips across the bog, Gregor appears next to the bloatmage and easily takes the eunuch down!
Out of combat! Lol, sorry Shin!
He was a witch/bloatmage by the way. Cool combo.
For defeating Hok Fong, the Emissary awards you a periapt of wound closure.
---
As monks take away the trappings of the previous round and spellcasters get to work setting the fight stage for the next match the Emissary’s servants wheel in a dozen iron maidens cast in the likenesses of praying monks. While their interiors contain none of the typical spikes or blades of the famed torture devices, the iron sarcophagi nevertheless close and lock in the same manner, creating a claustrophobic space from which few can escape. Locked within the iron skins, each participating contestant is subjected to trials that test her endurance and physical fortitude. Specific tests and their effects are listed on the table below. To succeed, an individual must remain conscious until the end of the trial.
A single PC may attempt as many trials as she wishes but may only attempt each one once, and should declare which trial she will attempt before the details of each trial are described. Each trial offers its own reward.
The trials are as follows:
Shinkeer Aswander
|
Lol. Shin gets out his paper and pen, and begins to chronicle the exploits of his companions....
Shin raises his hand. "It looks like I'll be able to do something here. I will attempt the winter trial first, I think, though may well try them all."
| EndlessForms |
Drowning (Core Rulebook 445): Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.
Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.
It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.
Extreme heat (Core Rulebook 444): Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.
Insanity Mist (Core Rulebook 560): Type poison, inhaled; Save Fortitude DC 15
Frequency 1/rounds for 6 rounds
Effect 1d3 Wis damage; Cure 1 save
Extreme cold (Core Rulebook 442): Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.
Desmond Aesculus
|
Just checked this. I promise I haven't peeked at any of the Idol things.
Desmond, not wanting to let Shin have all the glory, steps forward. "I'll take on the Poison and the Pain Idols."
Faldoc Tisbane
|
Faldoc would attempt the Pain trial but does not like the idea of poison, drowning, heat or cold.
| EndlessForms |
The rules for the idol tests are in the spoilers above; you can go ahead and start rolling the appropriate saves/damage/etc if you want to go through them. If you make it through, I'll give you the rewards!
Shinkeer Aswander
|
Shin braces himself and steps into the cold water bath.
Damage: 10d6 ⇒ (4, 5, 3, 6, 2, 2, 5, 6, 1, 6) = 40 Does Cold Resistance apply? I guess it's enviromental, so probably not.
Fort vs DC 15: 1d20 + 9 ⇒ (7) + 9 = 16
Fort vs DC 16: 1d20 + 9 ⇒ (4) + 9 = 13
Fort vs DC 17: 1d20 + 9 ⇒ (16) + 9 = 25
Fort vs DC 18: 1d20 + 9 ⇒ (7) + 9 = 16
Fort vs DC 19: 1d20 + 9 ⇒ (4) + 9 = 13
Fort vs DC 20: 1d20 + 9 ⇒ (4) + 9 = 13
Fort vs DC 21: 1d20 + 9 ⇒ (11) + 9 = 20
Fort vs DC 22: 1d20 + 9 ⇒ (18) + 9 = 27
Fort vs DC 23: 1d20 + 9 ⇒ (6) + 9 = 15
Fort vs DC 24: 1d20 + 9 ⇒ (13) + 9 = 22
Looks like seven fails.
Additional Nonlethal Damage: 7d4 ⇒ (3, 2, 4, 3, 3, 1, 3) = 19
After ten bone chilling minutes, Shin hops out of the bath, quite numb.
Can you heal between tests? What about buffs?
Desmond Aesculus
|
Desmond lays down in one of the iron sarcophogi - one that seems to have a bunch of holes in the casing. "Trial of pain, eh? Bring it on. I probably deserve this kinda treatment anyway."
As the lid is closed, Desmond begins to be poked and pricked by needles inserted through the holes.
Damage: 10d4 ⇒ (1, 3, 4, 2, 4, 2, 2, 2, 4, 1) = 25
As the lid is lifted, Desmond leaps out. "Jumpin' Gozreh on a pogo-stick, that smarts!"
He then subjects himself to the poisonous sarcophagus.
Fort Save: 1d20 + 10 ⇒ (14) + 10 = 24
Fort Save: 1d20 + 10 ⇒ (10) + 10 = 20
Fort Save: 1d20 + 10 ⇒ (3) + 10 = 13
Fort Save: 1d20 + 10 ⇒ (2) + 10 = 12
Fort Save: 1d20 + 10 ⇒ (7) + 10 = 17
Fort Save: 1d20 + 10 ⇒ (10) + 10 = 20
Fort Save: 1d20 + 10 ⇒ (3) + 10 = 13
Fort Save: 1d20 + 10 ⇒ (18) + 10 = 28
Fort Save: 1d20 + 10 ⇒ (6) + 10 = 16
Fort Save: 1d20 + 10 ⇒ (13) + 10 = 23
Looks like I made the first save. Does that mean I made it clear, since it was just the one dose? If I had to make the save each round, then I had 3 fails (not bad).
Faldoc Tisbane
|
Unless Desmond's trial means I can't do this one, Faldoc will test his mettle with the Pain Trial. Its 2/round for 10 rounds, Des.
Pain!: 20d4 ⇒ (1, 1, 2, 3, 3, 3, 1, 3, 1, 4, 1, 2, 1, 1, 2, 1, 1, 3, 3, 2) = 39
Lookie at all the ones! Must come from the same factory that makes my Magic Missile wands...
Gregor Hawthorne
|
Cold Damage (Lethal): 10d6 ⇒ (1, 3, 6, 6, 2, 3, 2, 1, 3, 2) = 29
Fort: 1d20 + 11 ⇒ (5) + 11 = 16
Fort: 1d20 + 11 ⇒ (5) + 11 = 16
Fort: 1d20 + 11 ⇒ (11) + 11 = 22
Fort: 1d20 + 11 ⇒ (7) + 11 = 18
Fort: 1d20 + 11 ⇒ (20) + 11 = 31
Fort: 1d20 + 11 ⇒ (15) + 11 = 26
Fort: 1d20 + 11 ⇒ (16) + 11 = 27
Fort: 1d20 + 11 ⇒ (2) + 11 = 13, Non Lethal Damage: 1d4 ⇒ 1
Fort: 1d20 + 11 ⇒ (17) + 11 = 28
Fort: 1d20 + 11 ⇒ (15) + 11 = 26
| EndlessForms |
Yes, you can heal between trials and use buffs. Since they are environmental damage and/or nonlethal damage, cold or fire resistances don't apply to those trials.
@Desmond: I think it works like a normal poison and if you save the first time you are alright. Or since it's an inhaled poison I don't see why you couldn't hold your breath after making that first save....
After stepping out of the ice bath, Shin is awarded with a potion of protection from energy, cold.
For enduring the pain of the iron maiden, Desmond is awarded a potion of bear's endurance.
For braving the insanity mists, Desmond is given a potion of neutralize poison.
For enduring the pain, Faldoc is also awarded a potion of bear's endurance.
After braving the cold, Gregor is awarded with a potion of protection from energy, cold.
I'll wait a bit longer before moving on in case you want to attempt any others. You can try as many as you'd like.
Faldoc Tisbane
|
Faldoc tries the Poison Trial.
Fort: 1d20 + 10 ⇒ (19) + 10 = 29 Assuming he can then hold his breath for the rest of the time, he will.
Desmond Aesculus
|
As Desmond takes the potion of neutralize poison he thinks to himself, I could've used this a couple days ago.
He smiles kind of sheepishly, "I don't think you'll get me to try any of those other tests. Those two were enough for me."
He stows his newly obtained potions in his handy haversack.
Shinkeer Aswander
|
Quick question, Can Shin uses his air crystals if he does the drowning trial? He has a COn of 14, so he could hold his breath for 2.8 minutes, then air crystal for another minute, then make two Con checks.
If air crystals are allowed.
Con: 1d20 + 2 ⇒ (18) + 2 = 20
Con: 1d20 + 2 ⇒ (16) + 2 = 18
| EndlessForms |
Hm. I don't see why not. Sure!
Faldoc wins a potion of neutralize poison and Shin wins a potion of water breathing.
----
After sundown, the Emissary offers another night of festivities at the Grand Pavilion, featuring high-wire acrobatics performances, fireworks, a tengu swordsmanship show, comedy skits, and elaborate puppet shows. Commoners and eliminated contestants join the festivities, but Marthysan is noticeably absent. When the paladin is called forth by the Emissary to participate in a stunt, even the wise Emissary seems surprised at his absence.