
Benedict the Clever |

What does Benedict know about the hazards of this Valley of Aloi? Drakes could be a problem depending on their size, strength, and number. Would that be Knowledge (Arcana)?
He will ask Mayor Crawbert and Navah about what they know about the valley and its dangers.
And he will attempt to recall anything he may have heard in his schooling.
Knowledge (Geography): 1d20 + 6 ⇒ (10) + 6 = 16

DM Stalwart |

Yes, drakes would be Knowledge (arcana).
Benedict is unable to recall anything specific about the valley. Navah recalls that dwarves settled the valley hundreds of years ago and there are still significant structures that they built that still stand to this day.
Mayor Crawbert lets you all know that he's heard that this time of year, the valley gets a lot of fog rolling in from the mountains that take the better part of the day to burn off. That makes scouting difficult during the mornings because line-of-sight is greatly reduced.

Aerel Truthseeker |

Aerel considered what he has heard of this valley, as well.
Knowledge (Geography): 1d20 + 5 ⇒ (17) + 5 = 22

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Grum walked along, completely unconcerned. Knowing where to go wasn’t his job. They had a dwarf for that! He was brimming with excitement at the idea of going to a Dwarven Sky Citadel. The very idea of being allowed into such a grand fortress? How could he say no to that? Especially as how there was no way he could imagine that “Tuskers” like himself would usually be allowed to enter. Let the others worry about how to get there. He’d March, he’d hunt and he would daydream.

Benedict the Clever |

Sorry, I'm just blanking here. I am not sure what the fog means for our exploration, I'm not sure what we should do about the rumored drakes, and I'm not sure if we want to be mounted. I have no idea what to do here.
"Aerel, I will defer to you. How do you think we should approach this Valley?"

DM Stalwart |

Aerel estimates that it will take about five days of travel due to the rough terrain between the valley and Longshadow. Mountainous switchback trails and rugged hills will make it difficult for mounted travel. Only the hardiest species would be able to surely traverse the terrain.
The valley itself is generally inaccessible except from the southernmost end, since it is otherwise ringed with steep slopes or sheer cliffs.
Honestly, Benedict, I think the fog is there to dissuade typical adventuring parties from bypassing certain threats through the use of flight. Not so much of an issue for this group. I was actually thinking about dropping it entirely, but decided it might provide a nice eerie ambiance.

Aerel Truthseeker |

”We would be setting horses free or walking them pretty quickly. If there’s no magical option, better to stay afoot.” Otherwise, repeating what GM said.

Benedict the Clever |

"Okay, let's proceed with bows ready. The drake we encountered before - only two days after the attack on Phaendar - had a breath weapon. So we can't count on these drakes closing for melee.
And let's try to keep to cover where we can, having Aerel scout ahead while hiding. He should be able to spot flying foes from a good distance."

DM Stalwart |

Moving us along...
The Heroes of Phaendar say their heartfelt goodbyes to the town and citizens of Longshadow. The citizens and refugees who owe their lives and freedom to the brave adventurers line the streets to cheer them and bid them farewell.
Food stores are opened up and the heroes are given as much as they can carry. The townsfolk know that they embark upon a long and treacherous journey, and foraging will be difficult as it's likely the hobgoblins have stripped the land bare.
I recall you found a sustaining spoon, which is good for food, if bland and unappetizing. But you will need to take note of your water consumption.
After two day's travel across lands pacified of major threats because of the Legion, the group reaches the rugged untamed foothills. No signs of the Legion indicate that their scouts have not reached this far, and the tiny trail that winds through the terrain does not look to have been traveled in some time except by the local wildlife.
???: 1d20 + 17 ⇒ (2) + 17 = 19
Aerel's Perception: 1d20 + 24 ⇒ (11) + 24 = 35
On the third day, Aerel notices a colony of small burrowing mammals ahead, like some species of prairie dog. They start barking in alarm at his approach and popping in and out of their burrows, but he can tell there's something wrong about them. Their movements are wrong and seem more like a lure to entice some sort of predator to investigate.

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Grum laughs in ring of sustenance
"Why are we stopping?" Grum asked. "They just look bite-sized enough when cooking them." It then dawned on him that the others probably found them 'cute.' With a shake of his head he started to move forward, oblivious to any danger.

Aerel Truthseeker |

"Hold, Grum. There's more to them than meets the eye. Their behavior doesn't seem correct."
Knowledge (nature): 1d20 + 5 ⇒ (4) + 5 = 9
He begins looking around them, suspecting an ambush or trap.
Perception vs traps: 1d20 + 24 + 5 ⇒ (12) + 24 + 5 = 41

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"Alright...so?" He looked at the little creatures with bemusement. "After all we have been through, we are afraid of *those*? Why?"

Benedict the Clever |

Benedict likewise has a Ring of Sustenance, but can carry extra water for those who need it. We can also do Survival checks in a pinch.
"Trickery and deception, Grum. You've seen how effective they can be when I use such tactics.
And we have gotten in trouble before by assuming our foes were less dangerous than in fact they were."

Aerel Truthseeker |

”It’s not them, per se. I think they aren’t what they appear, but bait. There are creatures that have arms and such that they wave about like helpless prey so they can entice larger creatures in to attack. See how the ground there is cracked? I think we are looking at a plant that traps and consumes animal prey. But an impetuous avatar of Gorum would work, too.”
He starts looking around for stones. ”I want to try to elicit a response from a distance. Maybe we can get it to reveal its true nature without endangering ourselves.”
Thrown rock at the “burrow”: 1d20 + 16 ⇒ (12) + 16 = 28

Aerel Truthseeker |

Aerel advises they pass by the ambush predator that he believes this to be. But I will offer that destroying it might yield gear that less fortunate travelers carried.

Benedict the Clever |

"What do you all think? Bypass it, or fight it?"
Fine either way. If we want to destroy it at range, maybe use up some of the weaker Fireball beads from our various necklaces.

Aerel Truthseeker |

Great idea.
"It wouldn't be very responsible to leave this hunter on this trail. If we were being pursued by hobgoblins, it would be different, but..."
Aerel plucks a small bead from his necklace and flings it at what he has identified as a threat. Back 40 feet or so. Less about damage and more about reactions, really.
Necklace of Fireballs, Reflex DC 11(?): 2d6 ⇒ (6, 2) = 8

DM Stalwart |

The wand's DC is 14: 3rd level spell plus minimum 13 Int. to cast.
Reflex: 1d20 + 12 ⇒ (7) + 12 = 19
The prairie dogs that were still above the surface ignite and burn like old carcasses. Fur catches fire and quickly they wither, sending up small plumes of dark, greasy smoke.
A few more of the small mammals pop out of burrows, yipping in an almost taunting fashion.

Aerel Truthseeker |

”Those did not burn like living creatures. I still think there is more to this than meets the eye.”
I assume the necklace of fireballs uses the same DC. Thanks for the correction.
Did the ‘rotten’ area around the prairie dogs seem to take damage?

Aerel Truthseeker |

Aerel shakes his head. ”I don’t think any good comes of pursuing this further. Let see if I can get past.”
He attempts to move past safely, keeping any eye out for ambush on either side of the path before waving the next man across.

DM Stalwart |

The party easily bypasses the mysterious ambush predator by giving the area a wide berth. It doesn't take long, and they're back on the rugged path.
A couple hours later, the group crests another rise and sees a strange rock formation about a mile away, looking like a mountain in miniature. It's several dozen feet high, pocked with holes. As they view the terrain before them, they see numerous giant ants busying scrambling over and around the ground.

Benedict the Clever |

Giant ants are Knowledge-Nature?
Benedict tries to recall what he knows of giant ants - specifically, if they are rumored to be aggressive or territorial.
Knowledge (Nature): 1d20 + 3 ⇒ (12) + 3 = 15
Only 1 rank, and not a class skill.
"More wildlife that we should avoid if possible, I would think. They are not our targets, and a large number of them could be a problem."

DM Stalwart |

Yes, Nature
Benedict is aware that individually, the worker ants would not be much of a threat to the experienced warriors of his group. Soldier ants are tougher, but even they are only moderately stronger than a worker ant. The problem, of course, is numbers. The size of this hive indicates that it might contain hundreds of workers and dozens of soldiers.
The trick will be to cross this territory without enraging the colony.

Aerel Truthseeker |

Knowledge (Nature): 1d20 + 5 ⇒ (17) + 5 = 22
[b]”I could potentially draw them away and use the shroud to remove myself as a target while the others cross the ant territory farther away.”[/dice]

Benedict the Clever |

"That's an idea, Aerel. We could also use the dragon figurine to fly us past."
Would a Survival check be the appropriate skill to determine the right way to cross? Go downwind to avoid our scent being caught? "Walk without rhythm" like the Fremen do to avoid Tremorsense? Or are we into the Dampen Presence feat at that point?

Aerel Truthseeker |

Aerel will seek out a path around the ant hill that isn't otherwise dangerous, searching for traps and other threats.
Perception vs traps: 1d20 + 24 + 5 ⇒ (20) + 24 + 5 = 49
"Wait here."

DM Stalwart |

It's a circuitous path, but Aerel leads the group away from the giant ant hill and around the ants' territory.
They reorient themselves and continue to travel.
GM: 1d100 ⇒ 48
1d4 ⇒ 4
The day ends and the party makes camp in a narrow, sheltered canyon. The night passes uneventfully. However, just as they break camp and begin to travel through the crevasse, the earth itself stirs and starts to move!
Huge, vaguely humanoid shapes of earth and rock rise up in the early morning light, and start moving menacingly towards the interlopers!
Enemy: 1d20 - 1 ⇒ (11) - 1 = 10
Grum: 1d20 + 1 ⇒ (12) + 1 = 13
Benedict: 1d20 + 5 ⇒ (20) + 5 = 25
William: 1d20 + 5 ⇒ (17) + 5 = 22
Amkarang: 1d20 + 3 ⇒ (2) + 3 = 5
Aerel: 1d20 + 4 ⇒ (9) + 4 = 13
Everyone but Amkarang is up!!

Benedict the Clever |

As I had said earlier that Benedict would proceed with his bow out...
Benedict drops his bow and charges while drawing the warhammer can just make it there since you only get a single move if you draw while charging.
"Charge!"
Attack, Charge, Recklessness, PA: 1d20 + 15 + 2 + 3 - 3 ⇒ (8) + 15 + 2 + 3 - 3 = 25
Damage: 1d8 + 7 + 3 + 9 ⇒ (2) + 7 + 3 + 9 = 21
AC remains 28 even with charging.
Haela I put her on the map near Benedict doesn't even have a bow - almost always axe and shield for her. She sighs and charges alongside Benedict. "We'll hold this one!"
Swift action to enter Dwarven Hatred Style, then charge; AC drops to 25 after charging.
Attack, Charge, PA: 1d20 + 13 + 2 - 3 ⇒ (18) + 13 + 2 - 3 = 30
Damage: 1d10 + 4 + 6 ⇒ (8) + 4 + 6 = 18
If the creature hits her, she will use Dwarven Seething as an immediate action to gain her Defensive Training bonus (+4 AC) against it.

William Grove |

William sees the threat to his side and steps next to Amkarang and then unleashes a number of arrows at the creature.
+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS DA AS 1: 1d20 + 18 - 2 + 1 - 3 ⇒ (19) + 18 - 2 + 1 - 3 = 33 Damage 1: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (7) + 4 + 2 + 1 + 6 + 3 = 23 Damage 2: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (2) + 4 + 2 + 1 + 6 + 3 = 18
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 2: 1d20 + 19 - 2 + 1 - 3 ⇒ (2) + 19 - 2 + 1 - 3 = 17 Damage: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (1) + 4 + 2 + 1 + 6 + 3 = 17
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 3: 1d20 + 14 - 2 + 1 - 3 ⇒ (17) + 14 - 2 + 1 - 3 = 27 Damage: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (5) + 4 + 2 + 1 + 6 + 3 = 21

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Move and attack: 1d20 + 22 ⇒ (11) + 22 = 33
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (3) + (1) + (3) + 26 = 33
CHARGE!" Grum laughed, happily, as he followed the human and dwarf into battle. He was sure that they could handle the ones in front of them, so he decided to hold the rear. This was exactly the kind of situation that he lived for, and which he was ready to die for. It didn't really bother him that he didn't know why the creatures attacked them. What mattered was that this was going to be fun.

DM Stalwart |

Botting Aerel
Aerel fires a trio of arrows into the one Grum is attacking.
Ranged, PBS, RS,DA: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 1d8 + 12 ⇒ (4) + 12 = 16
Ranged, PBS, RS,DA: 1d20 + 16 ⇒ (16) + 16 = 32
Damage: 1d8 + 12 ⇒ (1) + 12 = 13
Ranged, PBS, RS,DA: 1d20 + 11 ⇒ (11) + 11 = 22
Damage: 1d8 + 12 ⇒ (7) + 12 = 19
His arrows strike true, damaging the earthen creature even further.
The one on Grum strikes hard with two rocky slams.
Slam: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 2d8 + 10 ⇒ (1, 3) + 10 = 14
Slam: 1d20 + 18 ⇒ (3) + 18 = 21
Damage: 2d8 + 10 ⇒ (7, 1) + 10 = 18
The one coming from the southeast glides through the earth, popping up within striking distance from Grum.
Slam: 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 2d8 + 10 ⇒ (6, 8) + 10 = 24
The one coming from the northwest moves up and takes a big swing through both Amkarang and William.
Slam vs. Amkarang: 1d20 + 18 ⇒ (8) + 18 = 26
Damage: 2d8 + 10 ⇒ (4, 1) + 10 = 15
Cleave vs. William: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 2d8 + 10 ⇒ (6, 4) + 10 = 20
Benedict's foe slams through both him and Haela.
Slam vs. Benedict: 1d20 + 18 ⇒ (16) + 18 = 34
Damage: 2d8 + 10 ⇒ (1, 7) + 10 = 18
Cleave vs. Haela: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 2d8 + 10 ⇒ (2, 4) + 10 = 16
Everyone's up!!

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Hit: 1d20 + 22 ⇒ (16) + 22 = 38
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (6) + (5) + (1) + 26 = 38
Iterative: 1d20 + 14 ⇒ (1) + 14 = 15
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (2) + (1) + (2) + 26 = 31
Grum was buffeted by the elementals, their attacks being impossible to fully parry given that they came from all sides. Laughing in pain and excitement, he went with the second hit, using it to push him at the other. Already damaged by his previous attacks, he lunged at it, and plunged his blade deep into what would be a living creature’s chest.

Benedict the Clever |

Benedict strikes at his foe with his warhammer.
Attack, PA: 1d20 + 15 - 3 ⇒ (3) + 15 - 3 = 15
Damage: 1d8 + 7 + 9 ⇒ (3) + 7 + 9 = 19
Iterative: 1d20 + 10 - 3 ⇒ (9) + 10 - 3 = 16
Damage: 1d8 + 7 + 9 ⇒ (1) + 7 + 9 = 17
Ugh, pretty sure both of those miss.
Haela tries to bring down the creature.
Attack, PA: 1d20 + 13 - 3 ⇒ (20) + 13 - 3 = 30
Damage: 1d10 + 4 + 6 ⇒ (8) + 4 + 6 = 18
Not going to bother to roll to confirm, because elemental.
Iterative: 1d20 + 8 - 3 ⇒ (4) + 8 - 3 = 9
Damage: 1d10 + 4 + 6 ⇒ (6) + 4 + 6 = 16
They only manage one good swing between them.
Benedict is at 76/94 and AC 28; Haela is at 60/76 and AC 31 against this foe (due to Dwarven Seething).

William Grove |

William steps behind Amkarang and unleashes more arrows at the creature.
+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS DA AS 1: 1d20 + 18 - 2 + 1 - 3 ⇒ (6) + 18 - 2 + 1 - 3 = 20 Damage 1: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (7) + 4 + 2 + 1 + 6 + 3 = 23 Damage 2: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (3) + 4 + 2 + 1 + 6 + 3 = 19
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 2: 1d20 + 19 - 2 + 1 - 3 ⇒ (6) + 19 - 2 + 1 - 3 = 21 Damage: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (5) + 4 + 2 + 1 + 6 + 3 = 21
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 3: 1d20 + 14 - 2 + 1 - 3 ⇒ (16) + 14 - 2 + 1 - 3 = 26 Damage: 1d8 + 4 + 2 + 1 + 6 + 3 ⇒ (4) + 4 + 2 + 1 + 6 + 3 = 20

Aerel Truthseeker |

Apologies - I meant to post when I got to a computer I could view the map on and forgot all about it.
If Grum's opponent's new red sash means it's dead, I will target Grum's new dance partner. Otherwise, these missiles are at Grum's current buddy first, then the new guy.
Aerel lends what support he can to the disciple of Gorum.
Ranged, PBS, RS, DA: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 1d8 + 12 ⇒ (3) + 12 = 15
Ranged, PBS, RS, DA: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 1d8 + 12 ⇒ (1) + 12 = 13
Ranged, PBS, RS, DA: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 12 ⇒ (4) + 12 = 16
Clustered shots if two or more arrows hit the same target.

DM Stalwart |

Grum's two swings finish off the elemental, so Aerel targets the other one, sinking all three deep into its earthy form.
Benedict can't seem to get through the rocky armor, but Haela's first strike is true.
William's shots bring down the elemental.
Amkarang hasn't posted yet, but William's arrows brought it down. Not sure which earth elemental he wants to go after, so I'll let him choose when he posts next
The two remaining earth elementals continue their attacks.
Slam on Benedict: 1d20 + 18 ⇒ (19) + 18 = 37
Damage: 2d8 + 10 ⇒ (3, 8) + 10 = 21
Slam on Haela: 1d20 + 18 ⇒ (11) + 18 = 29
Damage: 2d8 + 10 ⇒ (3, 6) + 10 = 19
Slam on Grum: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 2d8 + 10 ⇒ (4, 4) + 10 = 18
Slam on Grum: 1d20 + 18 ⇒ (4) + 18 = 22
Damage: 2d8 + 10 ⇒ (1, 7) + 10 = 18
PCs are up!

Aerel Truthseeker |

Aerel continues to drive missiles into his target, attempting to put them in a tight grouping for maximum effect.
Ranged, PBS, RS, DA: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Ranged, PBS, RS, DA: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 1d8 + 12 ⇒ (3) + 12 = 15
Ranged, PBS, RS, DA: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d8 + 12 ⇒ (3) + 12 = 15
And, of course, Clustered Shots vs Damage Reduction.

Benedict the Clever |

Benedict continues to take a beating from the creature now at 55/94 but Haela manages to dodge under its giant fist still at 62/76 - I had forgotten to count her DR 2/-.
They continue their assault.
Benedict Warhammer, PA: 1d20 + 15 - 3 ⇒ (1) + 15 - 3 = 13
Benedict, off-balance from being slammed by the creature, misses wildly with his first swing before setting his feet and striking again.
Benedict Iterative: 1d20 + 10 - 3 ⇒ (13) + 10 - 3 = 20
Damage: 1d8 + 7 + 9 ⇒ (8) + 7 + 9 = 24
Haela Waraxe, PA: 1d20 + 13 - 3 ⇒ (9) + 13 - 3 = 19
Damage: 1d10 + 4 + 6 ⇒ (1) + 4 + 6 = 11
Haela Iterative: 1d20 + 8 - 3 ⇒ (14) + 8 - 3 = 19
Damage: 1d10 + 4 + 6 ⇒ (7) + 4 + 6 = 17

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Hit: 1d20 + 22 ⇒ (17) + 22 = 39
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (9) + (4) + (1) + 26 = 40
Iterative: 1d20 + 14 ⇒ (13) + 14 = 27
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (3) + (3) + (4) + 26 = 36
It wasn't as satisfying killing elementals, Grum decided. They didn't bleed, they didn't feel pain...it just wasn't the same. But seeing them crumble was something of a reward in and of itself. Turning to the remaining one attacking him, he hacked into it, glad to know that his enchanted blade wouldn't lose it's edge. He didn't even want to think about what would happen fighting a pile of rocks with a normal sword.

Aerel Truthseeker |

I'm all excited about the damage I dealt with three arrows and Grum turns around and does almost the same thing with one swing. And then does it again. Nicely struck!

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Two handed power attacks are damage king. But arrows make up for them with range. Once someone starts flying or using terrain, guys like Grum can only cry. But…thanks. Two hits with these numbers always feels good. :)