| Keolin Portara |
You are sure there are no traps or magical auras on this door. The door is unlocked.
As you open the door, you see This small chamber is mostly empty, save for the body of a villager sprawled in the center.
Perched atop the corpse is a man-sized brown and yellow beetle, trying to push the corpse into the corner where a pile of trash and filth awaits.
It does not seem to be paying attention to you. The door is open and you have not yet entered the chamber.
Nyroba Samradagar
|
Nyroba charges, swinging her flail wildly.
attack with charge and power attack: 1d20 + 5 + 2 - 1 ⇒ (11) + 5 + 2 - 1 = 17
damage: 1d10 + 6 + 3 ⇒ (1) + 6 + 3 = 10
| Keolin Portara |
Nyroba's flail smashes into the beast, crunching its exoskeleton nicely. Bolonwr lashes out with an acid ray that strikes the beast in the head just as Zandu's magic missile flies from his wand.
The beast screams in pain, moves back five feet, and blasts forth a cone of acid from its mouth, hitting Nyroba and Tecolote.
acid damage: 2d6 ⇒ (4, 2) = 6
Nyroba save for half: 1d20 + 1 ⇒ (6) + 1 = 7full damage
Tecolote save for half: 1d20 + 4 ⇒ (18) + 4 = 22half damage
Nyroba Samradagar
|
more smash: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
damage: 1d10 + 6 + 3 ⇒ (3) + 6 + 3 = 12
-Posted with Wayfinder
Zandu Karela
|
Zandu lowers his hands from his face and speaks "Well, uhhh, well done, crushing whatever that is. Shall we continue that way before heading down?"
Zandu points at the door to the south, and then nervously refreshes his light.
Bolonwr
|
"Before we proceed, I think we should have a quick look through this pile of refuse the beetle was working on. You ofttimes find something valuable in refuse. Or worse."
Holding his nose, Bolonwr pulls out his dagger and starts sifting through the beetle's refuse to see if there might be anything worth salvaging.
perception: 1d20 + 5 ⇒ (10) + 5 = 15
| Keolin Portara |
The door opens. You move down the hallway, around a corner and see the following:
The remains of a small fire smolder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke.
You have not yet entered the room, and are standing at the entrance.
Roll20 will be updated shortly.
Nyroba Samradagar
|
"Not sure yet..."
-Posted with Wayfinder
| Keolin Portara |
Teclote recognizes the creature as a shadow, and knows that it is incorporeal, and what that means.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
Nyroba Samradagar
|
Oh-oh. I don't think we have anything that can hurt this thing.
-Posted with Wayfinder
Nyroba Samradagar
|
I wouldn't be surprised if there's a +1 weapon somewhere else in this dungeon -- but we have to get away from it first!
Nyroba gently closes the door and backs away, hoping the creature is territorial and will avoid following them if they leave.
-Posted with Wayfinder
Nyroba Samradagar
|
"Keep on the lookout to see if it follows us when we go," Nyroba whispers, as she heads back through the corridors to one of the areas that they have not yet explored.
Nyroba Samradagar
|
Religion, since it's an undead. Teclote could tell us what he knows about it. Nyroba hasn't trained in recognizing undead, which is kinda silly if you ask me, but there you go.
Zandu Karela
|
"Yes, yes, let us explore downstairs though. Maybe we can just leave it alone, no need to risk it. What if it's more powerful than we think, like some sort of improved shadow or a super shadow?"
I thought we shut the door and were going a different way.
Tecolote
|
Assume Tecolote shared everything in the spoiler above.
"Down below it is then."