Aerel Truthseeker |
Ah, my bad. I’m sure it’s immune to crits. And I could put light on an arrow so you can save the sunrod. I’ll do it next round.
DM Stalwart |
With the sunrod activated, the creature's ability to confound darkvision is nullified.
Botting Amkarang
Melee: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Melee: 1d20 + 19 ⇒ (7) + 19 = 26
Damage: 1d8 + 9 ⇒ (4) + 9 = 13
Melee: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Melee: 1d20 + 14 ⇒ (4) + 14 = 18
Damage: 1d8 + 9 ⇒ (4) + 9 = 13
Melee: 1d20 + 14 ⇒ (11) + 14 = 25
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Melee: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Unfortunately, he is unable to land a successful hit on the creature.
The creature attacks!
Tentacle vs. Haela: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Tentacle vs. Benedict: 1d20 + 19 ⇒ (10) + 19 = 29
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Red ray touch vs. Grum: 1d20 + 23 + 1 ⇒ (6) + 23 + 1 = 30
Fire: 6d6 + 1 ⇒ (1, 2, 3, 2, 1, 3) + 1 = 13
Green ray vs. Amkarang: 1d20 + 23 + 1 ⇒ (13) + 23 + 1 = 37
Acid: 6d6 + 1 ⇒ (1, 6, 6, 4, 5, 3) + 1 = 26
You're up!
Grum Bakison |
3 damage taken
Hit: 1d20 + 23 ⇒ (7) + 23 = 30
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (9) + (3) + (3) + 26 = 41
Iterative: 1d20 + 15 ⇒ (19) + 15 = 34
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (10) + (4) + (2) + 26 = 42
Confirm: 1d20 + 15 ⇒ (11) + 15 = 26
Crit: 1d10 + 26 ⇒ (7) + 26 = 33
Iterative: 1d20 + 10 ⇒ (9) + 10 = 19
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 26 ⇒ (3) + (1) + (2) + 26 = 32
Grum laughed as the fire washed over him, doing little but singe him. While annoying it wasn’t particularly painful, let alone lethal. His blade, on the other hand was much more effective.
Haela Sturm |
Haela steps into a flank with Grum and strikes with her axe.
Attack, Haste +1, PA -3, Blood for the Empire +3, Flanking +2: 1d20 + 17 + 1 - 3 + 3 + 2 ⇒ (15) + 17 + 1 - 3 + 3 + 2 = 35
Damage: 1d10 + 8 + 6 + 3 ⇒ (2) + 8 + 6 + 3 = 19
Hasted Attack: 1d20 + 17 + 1 - 3 + 3 + 2 ⇒ (16) + 17 + 1 - 3 + 3 + 2 = 36
Damage: 1d10 + 8 + 6 + 3 ⇒ (7) + 8 + 6 + 3 = 24
Iterative: 1d20 + 12 + 1 - 3 + 3 + 2 ⇒ (12) + 12 + 1 - 3 + 3 + 2 = 27
Damage: 1d10 + 8 + 6 + 3 ⇒ (8) + 8 + 6 + 3 = 25
Benedict the Clever |
Benedict presses the attack.
Attack, Haste +1, PA -3, Obedience +2: 1d20 + 17 + 1 - 3 + 2 ⇒ (4) + 17 + 1 - 3 + 2 = 21
Damage: 1d10 + 8 + 9 ⇒ (9) + 8 + 9 = 26
Hasted Attack: 1d20 + 17 + 1 - 3 + 2 ⇒ (16) + 17 + 1 - 3 + 2 = 33
Damage: 1d10 + 8 + 9 ⇒ (5) + 8 + 9 = 22
Secondary: 1d20 + 12 + 1 - 3 + 2 ⇒ (9) + 12 + 1 - 3 + 2 = 21
Damage: 1d10 + 8 + 9 ⇒ (7) + 8 + 9 = 24
Tertiary: 1d20 + 7 + 1 - 3 + 2 ⇒ (2) + 7 + 1 - 3 + 2 = 9
Damage: 1d10 + 8 + 9 ⇒ (2) + 8 + 9 = 19
Aerel Truthseeker |
Aerel steps (5') closer trying to get into PBS range eventually. Not assuming PBS yet, please include.
Attack with rapid shot and haste: 1d20 + 21 - 2 + 1 ⇒ (12) + 21 - 2 + 1 = 32
Damage: 1d8 + 5 ⇒ (5) + 5 = 10
Miss chance: 1d100 ⇒ 58
Haste attack with rapid shot and haste: 1d20 + 21 - 2 + 1 ⇒ (16) + 21 - 2 + 1 = 36
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Miss chance: 1d100 ⇒ 85
Rapid shot attack with rapid shot and haste: 1d20 + 21 - 2 + 1 ⇒ (12) + 21 - 2 + 1 = 32
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Miss chance: 1d100 ⇒ 20
Iterative attack with rapid shot and haste: 1d20 + 21 - 5 - 2 + 1 ⇒ (5) + 21 - 5 - 2 + 1 = 20
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Miss chance: 1d100 ⇒ 19
Final attack with rapid shot and haste: 1d20 + 21 - 10 - 2 + 1 ⇒ (18) + 21 - 10 - 2 + 1 = 28
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Miss chance: 1d100 ⇒ 68
Clustered Shots, damage from all hits are combined into a single pool of damage before DR is applied.
William Grove |
With the creature lit up William takes one step forward and unleashes a slew of arrows at the creature.
+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS DA AS 1: 1d20 + 20 - 2 + 1 - 3 + 1 ⇒ (17) + 20 - 2 + 1 - 3 + 1 = 34 Damage 1: 1d8 + 6 + 3 + 1 + 6 ⇒ (7) + 6 + 3 + 1 + 6 = 23 Damage 2: 1d8 + 6 + 3 + 1 + 6 ⇒ (8) + 6 + 3 + 1 + 6 = 24
+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS DA AS Haste: 1d20 + 20 - 2 + 1 - 3 + 1 ⇒ (1) + 20 - 2 + 1 - 3 + 1 = 18 Damage: 1d8 + 6 + 3 + 1 + 6 ⇒ (1) + 6 + 3 + 1 + 6 = 17
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 2: 1d20 + 20 - 2 + 1 - 3 + 1 ⇒ (7) + 20 - 2 + 1 - 3 + 1 = 24 Damage: 1d8 + 6 + 3 + 1 + 6 ⇒ (1) + 6 + 3 + 1 + 6 = 17
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 3: 1d20 + 15 - 2 + 1 - 3 + 1 ⇒ (17) + 15 - 2 + 1 - 3 + 1 = 29 Damage: 1d8 + 6 + 3 + 1 + 6 ⇒ (2) + 6 + 3 + 1 + 6 = 18
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS 4: 1d20 + 10 - 2 + 1 - 3 + 1 ⇒ (6) + 10 - 2 + 1 - 3 + 1 = 13 Damage: 1d8 + 6 + 3 + 1 + 6 ⇒ (2) + 6 + 3 + 1 + 6 = 18
Amkarang the Unsinkable |
Attack 1: 1d20 + 16 + 2 + 1 - 3 ⇒ (10) + 16 + 2 + 1 - 3 = 26
Damage: 1d8 + 7 + 6 + 2 ⇒ (6) + 7 + 6 + 2 = 21
Attack 2: 1d20 + 16 + 2 + 1 - 3 ⇒ (11) + 16 + 2 + 1 - 3 = 27
Damage: 1d8 + 7 + 6 + 2 ⇒ (5) + 7 + 6 + 2 = 20
Haste Attack: 1d20 + 16 + 2 + 1 - 3 ⇒ (14) + 16 + 2 + 1 - 3 = 30
Damage: 1d8 + 7 + 6 + 2 ⇒ (8) + 7 + 6 + 2 = 23
Attack 3: 1d20 + 11 + 2 + 1 - 3 ⇒ (11) + 11 + 2 + 1 - 3 = 22
Damage: 1d8 + 7 + 6 + 2 ⇒ (4) + 7 + 6 + 2 = 19
Attack 4: 1d20 + 11 + 2 + 1 - 3 ⇒ (12) + 11 + 2 + 1 - 3 = 23
Damage: 1d8 + 7 + 6 + 2 ⇒ (2) + 7 + 6 + 2 = 17
Attack 5: 1d20 + 6 + 2 + 1 - 3 ⇒ (18) + 6 + 2 + 1 - 3 = 24
Damage: 1d8 + 7 + 6 + 2 ⇒ (7) + 7 + 6 + 2 = 22
Amkarang goes to town with a flurry of hammer-swings.
Current buffs are twin blades +2/+2, haste +1/0, power attack -3/+6
DM Stalwart |
A beach of glassy stone edges a vast lake of lava that stretches out for several hundred feet. An ancient lava tube exits to the west, while to the north an ascending path of rock curves up the sides of the immense chamber. A stone structure floats gently atop the bubbling pool of lava some twenty feet from the shore. The ceiling is shrouded in darkness and rises at least several hundred feet. A few clusters of metal pipe and ceramic tubes descend from above.
Benedict the Clever |
Was waiting to see if William would ID the axe and scarab or if Aerel would scout the next rooms.
Benedict moves in, the Resist Energy potion hopefully being enough to protect him. He and Haela have Resist Fire 10 from potions, and it should last for 50 minutes.
"Where to now? I could use the dragon figurine to fly above the lava to that structure, or we've got a few potions of Fly, or we can just ignore it and walk around the edge."
William Grove |
Before moving out William takes a minute to try and identify the two magic items.
Spellcraft Axe: 1d20 + 19 ⇒ (20) + 19 = 39
Spellcraft Scarab: 1d20 + 19 ⇒ (20) + 19 = 39
It only takes 3 rounds per item to try and ID them. I'll take that short amount of time.
Aerel Truthseeker |
Aerel does move forward to scout while William studies the items. It will be hard to hide in a room that glows, but he will do his best.
Stealth: 1d20 + 24 ⇒ (9) + 24 = 33
DM Stalwart |
I thought IDing items took minutes. My bad.
The axe is a +1 adamantine construct bane battleaxe. The brooch is a golembane scarab.
Aerel moves up the path that skirts the lava pool and rises to an opening. The stone path curves up the northern side of the immense chamber housing the lava lake. It rises several hundred feet before abruptly stopping at a stone-arched entrance leading into a long tunnel.
Halfway up, he is able to see the angled block of stone jutting out from the lava pool has a crack on the top, exposing a hollow interior.
Aerel also spots three huge shapes moving around in the lava pool.
Aerel Truthseeker |
From his elevated position, Aerel tries to study the discoveries, perhaps identifying the huge shapes, he hopes. Hoping the others are watching him, he points to his eyes, holds up three fingers, and points into the lava.
Guessing some possible pertinent skills...
Perception: 1d20 + 25 ⇒ (17) + 25 = 42
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (9) + 8 = 17
Grum Bakison |
”Whatever is in the lava we do not want to meet.” Grum said, as he ceased admiring the axe. Usually he was all for a fight, meaning that if he wanted to avoid one then it spoke to the severity of what they would be facing. ”Do we have a path forward?”
Benedict the Clever |
"I don't see a path," says Benedict.
Those are Huge shapes, right? And one of them just 20' from Aerel? I don't see how we get to him without provoking.
"Can anybody identify the beings in the lava? Maybe we can speak to them."
Benedict has Knowledge (Dungeoneering, Religion, Local). My guess from the graphic is that these are Planes.
Benedict the Clever |
Benedict follows the pathway up, going to where Aerel is.
Oh, I see that I do have Nature, but only at a +3. No point in making the check.
Haela follows behind Benedict.
Aerel Truthseeker |
Knowledge (nature): 1d20 + 6 ⇒ (18) + 6 = 24
Going to make assumptions from the name, but does Aerel know anything more than that?
As the first person approaches, Aerel holds his hand, palm-down, and gestures downward, like he's packing something into a container. If a second starts before the first one is out of what appears to be the most dangerous area, he will try to wave them off, to have them wait.
DM Stalwart |
Rarer than the classic earth/air/fire/water elementals, magma elementals share many of the same characteristics -- no discernable anatomy and a basic resistance to damage, along with other elemental resistances. Magma elementals can swim through lava like moving through water, and can vomit up a puddle of lava onto the ground.
Aerel Truthseeker |
Aerel’s concern is that too many people would attract attention. For the same reason, he doesn’t want to shout his suspicions. Once anyone is in earshot, he will share the results of his knowledge check.
Benedict the Clever |
"Okay, Aerel, what is it?
Do you think you should use the Spectral Shroud to examine that floating structure incorporeally?
Or should we just keep moving on?"
Aerel Truthseeker |
”It’s up to you. This seems like a bad place to spend time unnecessarily. I will investigate if you wish.”
Grum Bakison |
"I wouldn't." Grum said. "There's only so much time until the potions wear off, and I'm not convinced that something which swims in lava can be fought with swords."
DM Stalwart |
The stone path curves up the northern side of the immense chamber housing the lava lake. It rises several hundred feet before abruptly stopping at a stone-arched entrance leading into a long tunnel. Passing through the stone arch leaves the deadly heat of the lava pool behind. The tunnel ahead continues to rise, turning sharply at places with low footsteps in places to facilitate the incline.
There are tracks in the dust of this rarely-traveled passage. From what you can tell, several large creatures also traveled up this tunnel.
You see the signs of even older tracks, showing four distinct sets that likely traveled this way years ago.
After following this tunnel for more than an hour, it ends at a massive stone door. Two oversized locks seal the door securely.
You detect an alarm spell on the door as well.
Aerel Truthseeker |
Survival: 1d20 + 16 ⇒ (4) + 16 = 20 Phooey.
Aerel studies the doors and their massive locks. Without touching them, he steps back and tips his head to one side. ”William, you’ll know this better than I do, but there’s something extra here. I tripped a magical alarm once and realized later that there was… something… Something I should have paid attention to. These doors feel that way - can you see any magic on the door?”
William Grove |
William cast's detect magic on the door and studies it. He then nods and says "Your instincts are good. There is magic on the door. It looks like an alarm spell."
Kn: Arcana: 1d20 + 17 ⇒ (18) + 17 = 35
Benedict the Clever |
Survival: 1d20 + 6 ⇒ (9) + 6 = 15
Amkarang has a +14, he may find something.
Benedict stands back while Aerel and William work.
Aerel Truthseeker |
”I can try to disable it. Or are we going to knock and ask nicely?” As he asks, he is obviously preparing to attempt to disable the alarm and unlock the doors…
William Grove |
William looks at the doors and says "Well does anyone know if this is our destination? If it is knocking would be polite and the best way to start things off."
He then looks around for any writing or runes to see if this place is identified.
Aerel Truthseeker |
Aerel raises an eyebrow at the gesture and moves over to the tiny bundle. Suspicious, he examines the vicinity for a trap before crouching down to retrieve it.
Perception vs. traps: 1d20 + 25 + 5 ⇒ (19) + 25 + 5 = 49
Benedict the Clever |
Anyone want to roll Survival for Amkarang?
Benedict the Clever |
"By 'knock' you mean trigger the Alarm? I suppose that makes the most sense. Any other thoughts?"
Benedict the Clever |
"From years ago? Maybe they were the source of those Ironfang Legion lockpicks."