| Benedict the Clever |
Knowledge (Dungeoneering): 1d20 + 6 ⇒ (7) + 6 = 13
Knowledge (Religion) on spirit?: 1d20 + 5 ⇒ (12) + 5 = 17
"No, we are not dwarves. We are from the surface, investigating a theft.
Who are you? Are you a ghost?"
Grum Bakison
|
Hearing 'ghost', Grum's eyes widened. His posture changed, ready to begin fighting once the word was given.
| DM Stalwart |
Benedict cannot think of anything besides a ghost as to what this apparition may be.
The ghostly dwarf nods at Benedict's question. "Yes, my name is -- or was -- Bellachal Dergik. From the surface, you say? What has happened to Kraggodan then, if humans and elves and orcs are here in this sanctum of dwarvenkind?"
| Benedict the Clever |
"Kraggodan still stands," says Benedict, "and has received us as guests. We have enjoyed the fabled hospitality of the dwarves.
It seems that you were turned into stone. When did this happen, and did you see what caused it?"
Haela no doubt can translate Kraggodan calendar to Absalom Reckoning so we can figure out how long ago this happened.
Grum Bakison
|
"Well, one dwarf is here." Grum said, and then added "Along with the rest of us. How about we take a crack at driving out these invaders? If you'd show us the way..." He let the suggestion hang.
| Benedict the Clever |
"Yes, we heard about the Gugs from Karburtin.
The dwarves sent a prior group to investigate the theft I mentioned, and they encountered the Gugs. Clearing them out is part of our task."
Karburtin did not mention a petrified dwarf and her ghost, though.
"Where might we find some of these creatures?"
| William Grove |
William nods solemnly to the ghost and says "Any idea what the best way to do that is? I would rather not have to fight you to do it."
He then thinks about anything he know about the gugs.
Kn: Dungeoneering: 1d20 + 18 ⇒ (11) + 18 = 29
| Benedict the Clever |
Sense Motive: 1d20 + 21 ⇒ (6) + 21 = 27
That is a crazy high DC for whatever is going on here. I'm sure that nobody else can hit it even on a nat 20. Moving on...
Benedict is ready to go when the others are.
Grum Bakison
|
Nat 20 fishing SM: 1d20 ⇒ 17
"Right. Let's go." Grum said. Death and glory awaited, though only Gorum knew for whom.
| DM Stalwart |
The group begins to head into the western chambers. They reach the door of the southernmost chamber and it doesn't take long before they notice the far wall has been knocked out and a much bigger cavern dug far beyond the original floorplan. What's more, several large creatures, apparently roused by their earlier conversation, lurk in the darkness! Inhuman roars emit from unnatural jaws as they prepare to attack!
Enemy: 1d20 + 1 ⇒ (11) + 1 = 12
Grum: 1d20 + 1 ⇒ (15) + 1 = 16
Benedict: 1d20 + 5 ⇒ (10) + 5 = 15
William: 1d20 + 5 ⇒ (17) + 5 = 22
Amkarang: 1d20 + 3 ⇒ (18) + 3 = 21
Aerel: 1d20 + 6 ⇒ (7) + 6 = 13
Haela: 1d20 + 2 ⇒ (9) + 2 = 11
Everyone but Haela may go!
| William Grove |
William steps forward and fires a volley of arrows at the creature in the middle.
+2 Adaptive Holy Goblinoid Bane Composite Longbow MS RS DA AS 1: 1d20 + 21 - 2 - 4 ⇒ (12) + 21 - 2 - 4 = 27 Damage 1: 1d8 + 6 + 8 + 3 ⇒ (1) + 6 + 8 + 3 = 18 Damage 2: 1d8 + 6 + 8 + 3 ⇒ (7) + 6 + 8 + 3 = 24 Damage if evil: 2d6 ⇒ (2, 3) = 5 Damage if evil: 2d6 ⇒ (6, 1) = 7
+2 Adaptive Holy Goblinoid Bane Composite Longbow RS DA AS 2: 1d20 + 21 - 2 - 4 ⇒ (11) + 21 - 2 - 4 = 26 Damage: 1d8 + 6 + 8 + 3 ⇒ (4) + 6 + 8 + 3 = 21 Damage if evil: 2d6 ⇒ (6, 1) = 7
+2 Adaptive Holy Goblinoid Bane Composite Longbow RS DA AS 3: 1d20 + 16 - 2 - 4 ⇒ (1) + 16 - 2 - 4 = 11 Damage: 1d8 + 6 + 8 + 3 ⇒ (4) + 6 + 8 + 3 = 21 Damage if evil: 2d6 ⇒ (2, 3) = 5
+2 Adaptive Holy Goblinoid Bane Composite Longbow RS DA AS 4: 1d20 + 11 - 2 - 4 ⇒ (15) + 11 - 2 - 4 = 20 Damage: 1d8 + 6 + 8 + 3 ⇒ (1) + 6 + 8 + 3 = 18 Damage if evil: 2d6 ⇒ (3, 4) = 7
Grum Bakison
|
Using 2 uses for lightning bolt! 2 uses left for the day. Can hit two enemies with it
Lightning Bolt: 10d6 ⇒ (3, 1, 3, 6, 5, 4, 4, 1, 6, 1) = 34
Grum strode forward, his eyes focused on the roaring creatures. His blade danced with electricity, which only increased as Grum got more and more agitated. Finally, roaring his own challenge, he pointed the blade in a challenge against his enemies. To his surprise, and likely theirs as well, a bolt of lightning shot forth from the blade, his laten sorcerous powers manifesting without any plan or intention.
| Benedict the Clever |
Sacred bonus to hit from daily Deific Obedience: 1d2 ⇒ 1
Benedict moves up beside Grum and calls on his own magical power - in this case, the blessings of Chaldira Zuzaristan.
He casts Prayer. All allies within 40' (the whole party) get +1 luck bonus to hit, damage, skill checks, and saves, while all enemies within 40' take -1. This is mind-affecting (so some things are immune) and SR-dependent.
CL vs SR if needed: 1d20 + 12 ⇒ (15) + 12 = 27
Grum's Fate's Favored trait will mean that Prayer grants a +2 for him (but the save bonus won't stack with his existing luck bonus from the half-orc alternate trait).
| Aerel Truthseeker |
Aerel moves into the room stealthily, posting up to fire at the creatures if they enter the room. He's hoping to leverage his sneak attack, of course.
Stealth at half-speed: 1d20 + 25 ⇒ (10) + 25 = 35
| DM Stalwart |
Reflex 1: 1d20 + 6 ⇒ (15) + 6 = 21
Reflex 2: 1d20 + 6 ⇒ (1) + 6 = 7
Perception: 1d20 + 27 ⇒ (17) + 27 = 44
Botting Amkarang
Amkarang moves up and prepares to strike anything coming within his reach.
Unfortunately, the aberrations move with unnatural joints bending in unexpected ways, exhibiting a much longer reach than expected! The one in the center steps out of William's line of fire, wounded from two of his shots. It leans forward with its split-mawed head, snapping at Benedict, then following up with two claw attacks.
Bite, PA: 1d20 + 17 - 1 - 3 ⇒ (6) + 17 - 1 - 3 = 19
Damage: 1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17
Claw, PA: 1d20 + 17 - 1 - 3 ⇒ (6) + 17 - 1 - 3 = 19
Damage: 1d6 + 7 + 6 ⇒ (1) + 7 + 6 = 14
Claw, PA: 1d20 + 17 - 1 - 3 ⇒ (8) + 17 - 1 - 3 = 21
Damage: 1d6 + 7 + 6 ⇒ (2) + 7 + 6 = 15
The one around the corner steps up and tries the same series of attacks on Grum.
Bite, PA: 1d20 + 17 - 1 - 3 ⇒ (3) + 17 - 1 - 3 = 16
Damage: 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Claw, PA: 1d20 + 17 - 1 - 3 ⇒ (6) + 17 - 1 - 3 = 19
Damage: 1d6 + 7 + 6 ⇒ (1) + 7 + 6 = 14
Claw, PA: 1d20 + 17 - 1 - 3 ⇒ (13) + 17 - 1 - 3 = 26
Damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19
The heroes' defenses hold!
The one in the back moves with surprising quickness for its size, and its unnatural joints allow it to squeeze through the hole effortlessly. Aerel's attempt at stealth was not successful, as the creature snaps its toothy head at him!
Bite, PA: 1d20 + 17 - 1 - 3 ⇒ (18) + 17 - 1 - 3 = 31
Damage: 1d8 + 7 + 6 ⇒ (3) + 7 + 6 = 16
The gug draws blood from the archer. Just then, another gug appears behind the party! It's unnatural head bites at William!
Bite, PA: 1d20 + 17 - 1 - 3 ⇒ (8) + 17 - 1 - 3 = 21
Damage: 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
The party is up!
Grum Bakison
|
Hit: 1d20 + 25 ⇒ (20) + 25 = 45
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 33 ⇒ (3) + (6) + (1) + 33 = 43
Confirm?: 1d20 + 25 ⇒ (2) + 25 = 27
Crit: 1d20 + 33 ⇒ (7) + 33 = 40
Iterative: 1d20 + 16 ⇒ (15) + 16 = 31
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 33 ⇒ (2) + (6) + (3) + 33 = 44
Iterative: 1d20 + 11 ⇒ (18) + 11 = 29
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 33 ⇒ (2) + (2) + (2) + 33 = 39
Grinning from ear to ear, Grum trusted his armor to hold firm. Enjoying the feeling of mortality and the rush that came from facing death, the half-orc roared his approval as he threw himself into the fray.
| Aerel Truthseeker |
"Pretty observant for a head that's all mouth. Have a toothpick after that quick bite."
Aerel does not provoke attacks of opportunities when making ranged attacks, so no move, just taking a full attack.
Attack #1: 1d20 + 22 ⇒ (19) + 22 = 41 Multiattack, rapid shot, point-blank shot
Damage #1: 1d8 + 6 + 1d8 + 6 ⇒ (1) + 6 + (4) + 6 = 17 Adamantine
Attack #1: 1d20 + 22 ⇒ (6) + 22 = 28 Rapid shot, point-blank shot
Damage #1: 1d8 + 6 ⇒ (1) + 6 = 7 Adamantine
Attack #1: 1d20 + 17 ⇒ (14) + 17 = 31 Rapid shot, point-blank shot
Damage #1: 1d8 + 6 ⇒ (6) + 6 = 12 Adamantine
Attack #1: 1d20 + 12 ⇒ (1) + 12 = 13 Rapid shot, point-blank shot
Damage #1: 1d8 + 6 ⇒ (6) + 6 = 12 Adamantine
Then he 5' steps toward Haela and William.
| William Grove |
William steps back and then unleashes a volley of arrows at the new threat behind them. He shouts out "Not nice!"
+2 Adaptive Goblinoid Bane Composite Longbow PBS MS RS DA AS Prayer 1: 1d20 + 21 + 1 - 2 - 4 + 1 ⇒ (13) + 21 + 1 - 2 - 4 + 1 = 30 Damage 1: 1d8 + 6 + 1 + 8 + 3 + 1 ⇒ (3) + 6 + 1 + 8 + 3 + 1 = 22 Damage 2: 1d8 + 6 + 1 + 8 + 3 + 1 ⇒ (3) + 6 + 1 + 8 + 3 + 1 = 22
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS Prayer 2: 1d20 + 21 + 1 - 2 - 4 + 1 ⇒ (12) + 21 + 1 - 2 - 4 + 1 = 29 Damage: 1d8 + 6 + 1 + 8 + 3 + 1 ⇒ (2) + 6 + 1 + 8 + 3 + 1 = 21
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS Prayer 3: 1d20 + 16 + 1 - 2 - 4 + 1 ⇒ (4) + 16 + 1 - 2 - 4 + 1 = 16 Damage: 1d8 + 6 + 1 + 8 + 3 + 1 ⇒ (1) + 6 + 1 + 8 + 3 + 1 = 20
+2 Adaptive Goblinoid Bane Composite Longbow PBS RS DA AS Prayer 4: 1d20 + 11 + 1 - 2 - 4 + 1 ⇒ (5) + 11 + 1 - 2 - 4 + 1 = 12 Damage: 1d8 + 6 + 1 + 8 + 3 + 1 ⇒ (7) + 6 + 1 + 8 + 3 + 1 = 26
| Haela Sturm |
Haela 5' steps up to the new threat, enters Dwarven Hatred Style, and attacks.
Assuming that some of William's shots hit, so Blood for the Empire applies for her.
Attack, PA -3, Prayer +1, Blood for the Empire +3: 1d20 + 18 - 3 + 1 + 3 ⇒ (13) + 18 - 3 + 1 + 3 = 32
Damage: 1d10 + 8 + 6 + 1 + 3 ⇒ (7) + 8 + 6 + 1 + 3 = 25
Iterative: 1d20 + 13 - 3 + 1 + 3 ⇒ (10) + 13 - 3 + 1 + 3 = 24
Damage: 1d10 + 8 + 6 + 1 + 3 ⇒ (1) + 8 + 6 + 1 + 3 = 19
Haela is AC 31 against it, with DR 2/- and 25% crit negation. If it hits her, she will use Dwarven Seething as an immediate action to gain her Defensive Training racial ability (+4 dodge bonus) against it for all subsequent attacks.
| Benedict the Clever |
Benedict steps to attack the one menacing Aerel.
Attack, PA -4, Prayer +1, Recklessness +3, Deific Obedience +1: 1d20 + 21 - 4 + 1 + 3 + 1 ⇒ (18) + 21 - 4 + 1 + 3 + 1 = 40
Damage: 1d10 + 9 + 12 + 1 + 3 ⇒ (2) + 9 + 12 + 1 + 3 = 27
Secondary: 1d20 + 16 - 4 + 1 + 3 + 1 ⇒ (12) + 16 - 4 + 1 + 3 + 1 = 29
Damage: 1d10 + 9 + 12 + 1 + 3 ⇒ (4) + 9 + 12 + 1 + 3 = 29
Tertiary: 1d20 + 11 - 4 + 1 + 3 + 1 ⇒ (14) + 11 - 4 + 1 + 3 + 1 = 26
Damage: 1d10 + 9 + 12 + 1 + 3 ⇒ (8) + 9 + 12 + 1 + 3 = 33
Benedict is AC 31.
| DM Stalwart |
The gugs have 15' reach and they use it, so no 5' steps and full attacks for the melee fighters.
Grum moves in close drawing an attack by the large aberration.
AoO: 1d20 + 17 - 3 - 1 ⇒ (18) + 17 - 3 - 1 = 31
Damage: 1d8 + 7 + 6 ⇒ (6) + 7 + 6 = 19
His devastating critical hit fells the creature!
Haela is also attacked as she closes.
AoO: 1d20 + 17 - 3 - 1 ⇒ (8) + 17 - 3 - 1 = 21
Damage: 1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15
Her weapon bites deep.
Benedict also draws an attack by the long-armed gug when he approaches.
AoO: 1d20 + 17 - 3 - 1 ⇒ (15) + 17 - 3 - 1 = 28
Damage: 1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15
The archers unleash volleys of arrows into their unnatural opponents, but unable to drop them.
The unharmed gug steps up to full-attack Grum.
bite: 1d20 + 17 - 3 - 1 ⇒ (14) + 17 - 3 - 1 = 27
Damage: 1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17
claw: 1d20 + 17 - 3 - 1 ⇒ (6) + 17 - 3 - 1 = 19
Damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19
Claw: 1d20 + 17 - 3 - 1 ⇒ (12) + 17 - 3 - 1 = 25
Damage: 1d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19
The other gugs fall back into the darkness of their tunnels!
The party's up!
| Aerel Truthseeker |
Aerel does not provoke attacks of opportunities when making ranged attacks. Full attack against the one attacking Grum.
Attack #1: 1d20 + 22 ⇒ (11) + 22 = 33 Multiattack, rapid shot, point-blank shot
Damage #1: 1d8 + 6 + 1d8 + 6 ⇒ (8) + 6 + (6) + 6 = 26 Adamantine
Attack #2: 1d20 + 22 ⇒ (11) + 22 = 33 Rapid shot, point-blank shot
Damage #2: 1d8 + 6 ⇒ (3) + 6 = 9 Adamantine
Attack #3: 1d20 + 17 ⇒ (16) + 17 = 33 Rapid shot, point-blank shot
Damage #3: 1d8 + 6 ⇒ (5) + 6 = 11 Adamantine
Attack #4: 1d20 + 12 ⇒ (6) + 12 = 18 Rapid shot, point-blank shot
Damage #4: 1d8 + 6 ⇒ (7) + 6 = 13 Adamantine
Reviewed the map, changed target.
| William Grove |
William moves slightly to get a better view of the one left and fires off a volley of arrows.
+2 Adaptive Goblinoid Bane Composite Longbow MS RS DA AS 1: 1d20 + 21 - 2 - 4 ⇒ (20) + 21 - 2 - 4 = 35 Damage 1: 1d8 + 6 + 8 + 3 ⇒ (4) + 6 + 8 + 3 = 21 Damage 2: 1d8 + 6 + 8 + 3 ⇒ (2) + 6 + 8 + 3 = 19
+2 Adaptive Goblinoid Bane Composite Longbow RS DA AS 2: 1d20 + 21 - 2 - 4 ⇒ (16) + 21 - 2 - 4 = 31 Damage: 1d8 + 6 + 8 + 3 ⇒ (8) + 6 + 8 + 3 = 25
+2 Adaptive Goblinoid Bane Composite Longbow RS DA AS 3: 1d20 + 16 - 2 - 4 ⇒ (17) + 16 - 2 - 4 = 27 Damage: 1d8 + 6 + 8 + 3 ⇒ (2) + 6 + 8 + 3 = 19
+2 Adaptive Goblinoid Bane Composite Longbow RS DA AS 4: 1d20 + 11 - 2 - 4 ⇒ (1) + 11 - 2 - 4 = 6 Damage: 1d8 + 6 + 8 + 3 ⇒ (3) + 6 + 8 + 3 = 20
+2 Adaptive Goblinoid Bane Composite Longbow MS RS DA AS 1 Crit Confirm: 1d20 + 21 - 2 - 4 ⇒ (7) + 21 - 2 - 4 = 22 Damage 1: 2d8 + 12 + 16 + 6 ⇒ (5, 4) + 12 + 16 + 6 = 43
Grum Bakison
|
Hit: 1d20 + 25 ⇒ (3) + 25 = 28
Damage with electricity and fire: 1d10 + 1d6 + 1d4 + 33 ⇒ (3) + (2) + (2) + 33 = 40
Head ringing from the blow he had taken from the Gug, Grum stumbled towards the last remaining one. Even with it being momentarily hard to see straight, he still tried to swing his blade to the best of his abilities.
| Benedict the Clever |
Benedict moves up to join Grum in the attack, trying to evade the Gug's long arms.
AC 31 against any AOOs
Attack, PA -4, Prayer +1, Deific Obedience +1: 1d20 + 21 - 4 + 1 + 1 ⇒ (7) + 21 - 4 + 1 + 1 = 26
Damage: 1d10 + 9 + 12 + 1 ⇒ (4) + 9 + 12 + 1 = 26
| DM Stalwart |
AoO vs Grum: 1d20 + 17 - 3 - 1 ⇒ (17) + 17 - 3 - 1 = 30
Damage: 1d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
AoO vs Benedict: 1d20 + 17 - 3 - 1 ⇒ (20) + 17 - 3 - 1 = 33
Damage: 1d8 + 7 + 6 ⇒ (2) + 7 + 6 = 15
crit confirm: 1d20 + 17 - 3 - 1 ⇒ (2) + 17 - 3 - 1 = 15
Damage: 1d8 + 7 + 6 ⇒ (4) + 7 + 6 = 17
The gug manages to strike out at the melee warriors closing toward it, then falls as the heroes put their weapons to use.
| Aerel Truthseeker |
"Viscious beasts. How many did we lose in the darkness? Do you think they are smart enough to circle around behind us?"
As soon as he says it aloud, he turns to watch the entrance to the room, bow readied.
| Haela Sturm |
Grum has taken 39 damage?
Haela moves up and heals Grum.
Healer's Hands #1: 1d20 + 18 ⇒ (10) + 18 = 28
Base 4*HD for 48, +2 Wis for hitting DC 25, +5 Frontier Healer trait = 55 HP healed.
She looks at Benedict. "Drink this."
Marked off a potion of CMW.
CMW: 2d8 + 3 ⇒ (8, 6) + 3 = 17
Benedict is fully healed.
| Aerel Truthseeker |
Aerel draws forth a vial and drinks the contents in a gulp. ”I wonder if our new ghostly friend can keep an eye out for us while we look farther in.”
CMW: 2d8 + 3 ⇒ (8, 5) + 3 = 16
Perfect. Full hp.
Grum Bakison
|
Lucky to hit rooms added up against Grum
”Good as new!” Grum said, slapping his hand where he once had bruised ribs. ”Thank you….think there are more? We should push on and find out.”
| William Grove |
William shrugs "We know there are some wounded ones and there may be more. I suspect this all connects. Let's head north from here and see. I'm gonna stay toward the back to try and stay out of range if I need to shoot at them again."
| Aerel Truthseeker |
Nodding, Aerel moves into the rough tunnels the creatures have made and fled into. He moves slowly, carefully, and hopefully silently. Using his darkvision, he watches for traps and ambushes.
Stealth: 1d20 + 25 ⇒ (10) + 25 = 35
Perception: 1d20 + 32 ⇒ (18) + 32 = 50 Add 6 to spot traps
| Benedict the Clever |
Benedict waits patiently for Aerel to return.
I didn't think I needed to chime in on Aerel's scouting, but is there anything I can do to help move this along? Feels like we are kind of slow right now.
| DM Stalwart |
Aerel scouts in the direction where the wounded gugs fled. He spots two additional chambers, one which opens up in the large main chamber where they encountered the petrified dwarf.
The chamber to the north also would have opened up into the main chamber except for an ancient collapse that filled the passage. Within the ancient and long-abandoned room, the keen-eyed elf spots a cleft in the wall that contains 561 gold pieces, three diamonds with bright orange interiors that appear exceptionally valuable, and a hollowed-out animal horn with a silver mouthpiece. William is able to identify the horn as a horn of battle clarity.
| Benedict the Clever |
"We'll need to eliminate all of them in time, but we don't need to rush off into a trap. Let's take our time and figure out where they have gone - likely to regroup with allies."
| Benedict the Clever |
"Let's follow those tracks. Stick together."
Benedict has his axe in hand.
| Aerel Truthseeker |
Aerel stays up front, scouting and being super cautious after that gug spotted him in his earlier attempt to snipe. He's moving half-speed and lets the others know. If he finds something suspicious but not immediately threatening, he hunkers down and lets the party catch up. He will retreat from immediate threat with all due haste.
Please GM roll as necessary. Stealth is +25, Perception is +32, Perception vs traps is +38
| DM Stalwart |
Aerel moves forward to scout, noticing that there is another chamber to the south of his approach although there are no blood tracks leading in that direction.
Crude tunneling has connected these two adjacent vaults into one large, rubble-strewn chamber. Smashed ceramics line the floor. A ten-foot-wide hallway connects the southern room to a vast hallway to the west.
Stealth (Aerel): 1d20 + 25 ⇒ (6) + 25 = 31
Per (gugs): 1d20 + 27 ⇒ (13) + 27 = 40
Per (gugs): 1d20 + 27 ⇒ (11) + 27 = 38
Perception (Aerel): 1d20 + 32 ⇒ (18) + 32 = 50
Stealth (gugs): 1d20 + 15 ⇒ (14) + 15 = 29
Stealth (gugs): 1d20 + 15 ⇒ (15) + 15 = 30
Aerel moves forward quietly to explore the next chamber. Although he thinks he's moved silently, when he peers around the corner he sees the unnatural beady eyes of the split-jawed gugs ready to pounce!
Enemy: 1d20 + 1 ⇒ (4) + 1 = 5
Grum: 1d20 + 1 ⇒ (12) + 1 = 13
Benedict: 1d20 + 5 ⇒ (15) + 5 = 20
William: 1d20 + 5 ⇒ (11) + 5 = 16
Amkarang: 1d20 + 3 ⇒ (8) + 3 = 11
Aerel: 1d20 + 6 ⇒ (14) + 6 = 20
Haela: 1d20 + 2 ⇒ (15) + 2 = 17
The heroes may act!