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@GM For group buffs, you missed the casting of Aid above which gave everyone another 11 temp hit points.
Nobody appears injured (Blend had another 11 temp hit points so he should be at 0 dmg).
Hold Breath: 1d100 ⇒ 28 (2 of 20 rounds)
Fortitude Save: 1d20 + 9 + 4 ⇒ (8) + 9 + 4 = 21

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I missed the 11 temp HP from aid so I am on 0 actual damage but have lost all temp HP, As a reminder for everyone, while Heroes' Feast bonuses dont stack with heroism it does provide a +4 morale bonus against both fear and poison, well worth it and rather handy here. It also lasts far longer than heroism. The Blend spell has also expired as I have attacked.
Blend takes aim at the nearest still blind snake and unleashes a barrage of arrows against it.
Including haste (boots), pbs, deadly aim and heroism. He has improved precise so ignores cover and concealment other than total concealment. If it goes down he will switch to any other blinded enemy, if there is one. If there arent any ignore the sneak attack damage.
Rapid shot 1: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Sneak attack: 1d6 ⇒ 4
Rapid shot 2: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Sneak attack: 1d6 ⇒ 3
Haste: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Sneak attack: 1d6 ⇒ 6
Iterative: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
Sneak attack: 1d6 ⇒ 1

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The carpet was disabled by Blend. Updated Red damage
Doubtful rapidly strikes on only landing one hit. But that was enough to finish the red one.
Blend lets loose a flight of arrows and shatters the yellow one. A brace of magic missiles from the sorcerers finish of the last standing one.
Room 2 -- Current Time (0:01)
Group conditions: Heroes Feast - , Aid 11 thp -- Room Haze 10+ ft concealment
EndParmawembë - dmg; 11 thp
Seethar - dmg; 11 thp
Doubtful[/b] - dmg; 11 thp ; Mage Armor (1:00); Barkskin (0:30)
Seoni - dmg; 11 thp
Blend - dmg; Antiplague(1:00), Shield (0:02), Longstrider (1:00), Delay Poison (7:00), FoM (1:10), Haste, Barkskin(1:10), Heroism (0:50), Blend,
Numuir - dmg; 11 thp
With the serpents dispatched all that is left is the glowing green pillar of light. It appears to be some type of teleportation portal. Spending a few moments you find that it is not leading to certain death, tough further in to the dungeon. So you step though to ...
Room 3
The light fades away and you find yourself standing in a different room. The curved walls of this chamber are covered in a wavy pattern made up of tiny blue stones. Opposite you is a large, oblong pool of liquid from which emanates an acrid stench.
The only apparent way out of the chamber is through a large pool opposite the entrance. The pool sits inside a 1-foottall stone wall, but its liquid goes right up to the rim. There is a small gutter around the edge of the pool that catches any liquid that overflows the short wall. The pool itself is 10 feet deep, but standing at the edge of the pool you notice that on the far side of the calm pool, there appears to be a passageway at the bottom, leading down into darkness
You do determine that you can go back to the previous room as needed.

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Fully expecting the water to be some sort of elemental, Numair nevertheless casts Detect Magic, and scans the room.
He then pulls out the Scroll of Water Breathing.
"Shall we?"

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Before they step through the pillar of light Blend activates a couple of ands.
Reapplying Blend and Shield, I will try and do this before each new area we explore if they need reapplying
UMD for shield, Heroism: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Blend slips silently towards the pool
Stealth, heroism, blend: 1d20 + 20 + 2 + 4 ⇒ (16) + 20 + 2 + 4 = 42
He doesnt need cover or concealment
He peers inside looking for possible dangers before slipping back to the group.
Perception, heroism: 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31
Lots of conditional modifiers, they are in his stat block

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Blend notices that there is an oily sheen on top of the pool, and the top 2 inches is some lower density acid. It is water below, but diving though would not be advisable with out some precautions.

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"Probably where they washed the carpets." Doubtful mutters, gloomily, as Blend mentions the acid in the pool.
Perception: 1d20 + 16 ⇒ (20) + 16 = 36
He goes to look at it himself, confirming the worst.
Suddenly concentrates for a moment, and his form shimmers, changing to a resemble one of the Society Masters they left back by the entrance: Kreighton Shane.
Will use his hate of disguise to look like the Master of Scrolls.
He shrugs slightly. "In case the guardians of this place are not supposed to jump their bosses? He says, though doesn't sound too hopeful about its chances of success.
"'Course, most employees hate their bosses." He adds morosely, a moment later.
Disguise, different race: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28

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"Unless you all want to try and drag some of those carpets here and see if they soak up the stuff on top, there may be nothing for it other than to just dive right through."

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The strangely elven form of Doubtful, with the grumpy dwarf voice mutters, "Drop enough rocks in there, it'd probably overflow."
"Of course, then it'd block the passage, and dump the acid on us." He adds, looking up at the ceiling. He pulls out a pick and starts tapping on the blue stones, to see if they even come off easily, or if the ceiling could collapsed.
Profession (miner): 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Heh, I just wanted to roll a mining check! Don't seriously think collapsing a ceiling is a good idea

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Blend heads over to the pool again, I can protect myself from acid to a degree, what about everyone else?
Blend casts resist acid on himself gaining resist 10 for an hour.

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"Nope, no such luck here." Seethar said, looking at the pool of acidic water. "It might even be a bigger problem getting to other end. Maybe take some rope and see how it reacts to the acid. If does not have too much problem with it, run a rope to the other side to help the rest of us make to trip." he suggested.

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The elven version of Doubtful eyes Seethar with a frown. "Your encased in metal, just hold your breath and walk." He suggests.
"At least 'til the leech swarms show up." He adds, gloomily.
"Might as well get this over with." He grumbles, sighing slightly.
Hmm... according to the rules, a medium creature needs at least 18 lbs of gear to get firm footing on the bottom while underwater. So I should be good.
At which point, he produces more rope, than you could ever imagine he'd have a use for... all of it knotted for easier climbing.
Ha! Have 9 50' lengths of knotted rope (don't ask, it came in handy once!) That should be enough. =)
"Probably eat right through this." He adds, as he tosses one end to Numair and wraps the other around his waist.
Then with another sigh, his miner's pick still in one hand, he takes a deep breath, and jumps in the pool, down near the tunnel end, trying to sink to the bottom beneath the acid layer as quickly as possible.
That's what temp hp's are for!
Perception: 1d20 + 16 ⇒ (15) + 16 = 31

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I dont think you need to hold your breath, fairly sure we have used the water breathing scroll
Blend leaps into the water directly after Doubtful, sliding through it like a fish.
Freedom of Movement means I pass all swim checks automatically

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Numair looks doubtfully at the water, then shrugs, and pulls out a scroll.
UMD: 1d20 + 19 ⇒ (12) + 19 = 31.
...which he quickly recites from.
Granting myself Freedom of Movement.
Just to be explicit, at present, I am also running:
Endure Elements, Mage Armor, Resist Energy(Acid 20), and an Antitoxin.
In addition, everyone has: Heroes' Feast, Water Breathing, and Aid.

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Although mining the ceiling is a bad idea, Doubtful looks that the pool more closely. The "water" comes right up to the top edge. little bit spills over in to a drain that goes around the pools stonework.

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I dont think you need to hold your breath, fairly sure we have used the water breathing scroll
Doubtful knows that something as devious as a thin layer of acid floating on the surface, only serves to hide something even more devious in the water underneath! Including, but not limited to, the afore mentioned leach swarms (possibly also fiendish and incorporeal). Or there will be some sort of dispelling layer, that will cancel out any convenient magics of that sort, just in time for the bearer to take in a big lungful of water! And all that even assuming it was actually a water breathing spell in the first place, and not something else!
He still holds his breath.

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So with water breathing on everyone (for at least one hour) and using the temp hit points (7 was the last number) you all jump in.
Acid Damage: 4d6 ⇒ (2, 1, 6, 3) = 12
Everyone without additional Acid resist takes 5 points of damage.
Room 3 -- Current Time (0:05)
Group conditions: Heroes Feast; Wather breathing (1:00)
Round 1Parmawembë - 5 dmg;
Seethar - 5 dmg;
Doubtful - 5 dmg; ; Mage Armor (1:00); Barkskin (0:30)
Seoni - 5 dmg;
Blend - dmg ; 2 thp ; Antiplague(1:00), Shield (0:02), Longstrider (1:00), Delay Poison (7:00), FoM (1:10), Haste, Barkskin(1:10), Heroism (0:50), Blend, Resist Acid 10 (1:05)
Numuir - dmg; 7 thp; Endure Elements, Mage Armor (8:00), Resist Energy(Acid 20) (1:25) , Antitoxin (1:00).
Seoni and Numair can act before the crabs close distance and feast on your meaty flesh.
The water is otherwise calm. DC 10 Swim checksBut as you start moving in a trio of crab like creatures approach.
Init, Par: 1d20 + 0 ⇒ (12) + 0 = 12
Init, Seethar: 1d20 + 0 ⇒ (1) + 0 = 1
Init, Seoni: 1d20 + 6 ⇒ (16) + 6 = 22
Init, Blend: 1d20 + 6 ⇒ (9) + 6 = 15
Init, Numair: 1d20 + 6 ⇒ (19) + 6 = 25
Init, Doubtful: 1d20 + 5 ⇒ (5) + 5 = 10
Init, Tojanida: 1d20 + 1 ⇒ (20) + 1 = 21

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Blend is not hasted anymore, it was only for 1 round. Also with 10 acid resist it looks like I still have 5 temp HP and no actual damage

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Numair frowns, then shrugs, and tosses a cloud of glittery dust into the middle of the crab-like creatures.
Centered at the inner turn of the hallway, so I hit all three.
Glitterdust: DC 20 Will negates.

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Glittered Turtles:
Will, Blue: 1d20 + 3 ⇒ (11) + 3 = 14
Will, Red: 1d20 + 3 ⇒ (16) + 3 = 19
Will, Green: 1d20 + 3 ⇒ (16) + 3 = 19
The multiples eyes on each of the creature blink and startle. They are blinded by Numair.
The magic missiles strike the blinded red one. But Seoni is unable to move forward.
Being not able to sense their prey the crab creatures swim in place.
Will, Blue: 1d20 + 3 ⇒ (5) + 3 = 8
Will, Red: 1d20 + 3 ⇒ (14) + 3 = 17
Will, Green: 1d20 + 3 ⇒ (2) + 3 = 5
But none are able to get any sense of where you may be.
Room 2 -- Current Time (0:01)
Group conditions: Heroes Feast - 7 tmp hp, Aid (11,7)
Round 1Parmawembë - dmg; 6 thp
Seethar - dmg; 6 thp
Doubtful - dmg; 6 thp ; Mage Armor (1:00); Barkskin (0:30)
Seoni - dmg; 6 thp
Blend - dmg; 5 tmp; Antiplague(1:00), Shield (0:02), Longstrider (1:00), Delay Poison (7:00), FoM (1:10), Barkskin(1:10), Heroism (0:50), Blend,
Numuir - dmg; 7 thpTojanida, Red -- 17 dmg ; Blind
Tojanida, Blue -- dmg ; Blind
Tojanida, Green -- dmg ; Blind
Everyone can now act.

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Swim: 1d20 + 8 ⇒ (14) + 8 = 22
Part pushing himself along the ground, part trying to propel himself with his arms, Doubtful moves closer to the nearest creature.
He manages to get himself there, and tries a single punch on one while it can not see...
But underwater, his blows are seriously impeded.
Swim... 40' of movement getting me 2 squares... then try a punch, underwater... ouch
unarmed strike, PA, underwater: 1d20 + 12 - 2 - 2 ⇒ (7) + 12 - 2 - 2 = 15, for 2d6 + 4 + 4 ⇒ (4, 2) + 4 + 4 = 14 (divided in half)
Ouch!

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I'm delaying since nobody appears hurt.
FYI: I should be at 2 temp. HP. I had 7 from feast, 7 from the last casting of aid for 14 total and then took the acid damage of 12.

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Swim: 1d20 - 1 ⇒ (2) - 1 = 1
Seethar tried to swim forward but was not use to swimming in armor. Rather than make things worse, he waited for a creature to make its way towards him.
Ready action-Attack nearest foe (power attack/vital strike)
Ready: 1d20 + 11 ⇒ (2) + 11 = 132d8 + 9 ⇒ (7, 1) + 9 = 17

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Doubtful swims forward, but is able able to connect.
Seethar stands ready for the creatures to approach
Room 2 -- Current Time (0:05)
Group conditions: Heroes Feast - 7 tmp hp, Aid (7) (0:12)
Round 1Seethar - dmg; 2 thp
Doubtful - dmg; 2 thp ; Mage Armor (1:00); Barkskin (0:30)Seoni - dmg; 2 thp
Blend - dmg; 5 tmp; Antiplague(1:00), Shield (0:02), Longstrider (1:00), Delay Poison (7:00), FoM (1:10), Barkskin(1:10), Heroism (0:50), Blend,Tojanida, Red -- 17 dmg ; Blind
Tojanida, Blue -- dmg ; Blind
Tojanida, Green -- dmg ; BlindParmawembë - dmg; 2 thpSeethar - dmg; 2 thp
Numuir - dmg; 7 thp
Blend and Seoni can do something before they get to figure themselves out.

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Blend slips downwards a little and then opens up on the creatures with his bow.
5' swim and full attack, I will take a -4 penalty to hit due to distance which is included.
Includes haste, pbs, rapid, heroism, manyshot, deadly aim. Blend ignores the cover provided by Doubtful. I have added the -4 due to distannce shooting through the water. It does piercing so is not halved
Atack 1: 1d20 + 11 ⇒ (4) + 11 = 15
Damage: 1d8 + 3 + 1 + 6 ⇒ (5) + 3 + 1 + 6 = 15
Damage: 1d8 + 3 + 1 + 6 ⇒ (6) + 3 + 1 + 6 = 16
Sneak attack?: 1d6 ⇒ 1
Atack 2: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 3 + 1 + 6 ⇒ (6) + 3 + 1 + 6 = 16
Sneak attack?: 1d6 ⇒ 4
Haste: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d8 + 3 + 1 + 6 ⇒ (3) + 3 + 1 + 6 = 13
Sneak attack?: 1d6 ⇒ 3
Iterative: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 3 + 1 + 6 ⇒ (6) + 3 + 1 + 6 = 16
Sneak attack?: 1d6 ⇒ 3

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Two arrows strike their target.
Seoni gets in the water but is unable to move forward. But she puts her feet on the bottom of the tunnel.
Having now an idea where "food" is they Tohjanidas attack
Red the one on Doubtful
Bite Atk: 1d20 + 9 ⇒ (4) + 9 = 13 Miss <50 (blind-fighting): 2d100 ⇒ (45, 11) = 56
Bite Atk: 1d20 + 9 ⇒ (8) + 9 = 17 Miss <50 (blind-fighting): 2d100 ⇒ (9, 29) = 38
Bite Atk: 1d20 + 9 ⇒ (18) + 9 = 27 Miss <50 (blind-fighting): 2d100 ⇒ (32, 69) = 101
But even getting close once or twice not able to land a hit.
The blue one moves up as well to the dwarf
Bite Atk: 1d20 + 9 ⇒ (18) + 9 = 27 Miss <50 (blind-fighting): 2d100 ⇒ (47, 70) = 117
Then the green follows quickly as well and is able to get a snap at the dwarf even at half speed
Bite Atk: 1d20 + 9 ⇒ (1) + 9 = 10 Miss <50 (blind-fighting): 2d100 ⇒ (15, 32) = 47
None can touch the dwarf.
Will save Red: 1d20 + 3 ⇒ (10) + 3 = 13
Will save Blue: 1d20 + 3 ⇒ (11) + 3 = 14
Will save Green: 1d20 + 3 ⇒ (14) + 3 = 17
Still blind but not completely unware
Room 2 -- Current Time (0:05)
Group conditions: Heroes Feast - 7 tmp hp, Aid (7) (0:12)
Round 1Seethar - dmg; 2 thp
Doubtful - dmg; 2 thp ; Mage Armor (1:00); Barkskin (0:30)
Seoni - dmg; 2 thp
Blend - dmg; 5 tmp; Antiplague(1:00), Shield (0:02), Longstrider (1:00), Delay Poison (7:00), FoM (1:10), Barkskin(1:10), Heroism (0:50), Blend,
Parmawembë - dmg; 2 thpSeethar - dmg; 2 thp
Numuir - dmg; 7 thpTojanida, Red -- 49 dmg ; Blind
Tojanida, Blue -- dmg ; Blind
Tojanida, Green -- dmg ; Blind
Everyone is back up

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Doubtful again tries to stomp on the nearest crab-creature, sending a flurry of blows at it.
Flurry, with underwater penalty... attacking red. If it goes down, he will switch to the one above it, green.
Flurry1, underwater: 1d20 + 12 - 2 ⇒ (3) + 12 - 2 = 13, for 2d6 + 4 ⇒ (1, 6) + 4 = 11 damage (divided in half)
Flurry2, underwater: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19, for 2d6 + 4 ⇒ (1, 2) + 4 = 7 damage (divided in half)
Flurry3, underwater: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7, for 2d6 + 4 ⇒ (3, 1) + 4 = 8 damage (divided in half)
Flurry4, underwater: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21, for 2d6 + 4 ⇒ (3, 6) + 4 = 13 damage (divided in half)
But like before, the water severely hinders his attempts!
Feh! At least their blind, I suppose.

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With the enemy still blind Blend floats down and unleashes a barrage of attacks at whatever might be left (starting with red)
Includes haste, pbs, rapid, heroism, manyshot, deadly aim. Blend ignores the cover provided by Doubtful. I have added the -2 due to distannce shooting through the water. It does piercing so is not halved
Atack 1: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d8 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Sneak attack: 1d6 ⇒ 4
Atack 2: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Sneak attack: 1d6 ⇒ 1
Haste: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
Sneak attack: 1d6 ⇒ 5
Iterative: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Sneak attack: 1d6 ⇒ 6

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Seeing that the party is really struggling, Numair sighs, grunts in concentration...
Caster Level: 1d20 + 8 ⇒ (17) + 8 = 25 Vs DC 23.
Fireball: 8d6 + 8 ⇒ (3, 5, 3, 4, 5, 5, 2, 5) + 8 = 40 Fire damage, DC 23 Reflex for half.
...and sends forth a ball of super-heated steam to engulf all three of the crabs!

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Swim: 1d20 - 1 ⇒ (6) - 1 = 5
Seethar tried to move in the water but was not having any luck. Going on guard, he waited for one of the crabs to come his way so he could crack it open.
Ready action-Attack nearest foe (power attack/vital strike)

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Doubtful gets one hit on the red tojanida and does enough to finish it off
Blend hits the blue one with his first manyshot. But the others go wide.
Reflex Blue: 1d20 + 6 ⇒ (6) + 6 = 12
Reflex Green: 1d20 + 6 ⇒ (6) + 6 = 12
The heated water catches the creatures off guard. Though the seem somewhat resistant. Still enough to finish off the blue
Green the one on Doubtful
Bite Atk: 1d20 + 9 ⇒ (18) + 9 = 27 Miss <50 (blind-fighting): 2d100 ⇒ (32, 85) = 117
Bite Atk: 1d20 + 9 ⇒ (7) + 9 = 16 Miss <50 (blind-fighting): 2d100 ⇒ (88, 78) = 166
Bite Atk: 1d20 + 9 ⇒ (15) + 9 = 24 Miss <50 (blind-fighting): 2d100 ⇒ (93, 93) = 186
Snapping away fruitlessly
Will save Green: 1d20 + 3 ⇒ (12) + 3 = 15
Everyone is up again
Room 2 -- Current Time (0:05)
Group conditions: Heroes Feast - 7 tmp hp, Aid (7) (0:12)
Round 1Seethar - dmg; 2 thp
Doubtful - dmg; 2 thp ; Mage Armor (1:00); Barkskin (0:30)
Seoni - dmg; 2 thp
Blend - dmg; 5 tmp; Antiplague(1:00), Shield (0:02), Longstrider (1:00), Delay Poison (7:00), FoM (1:10), Barkskin(1:10), Heroism (0:50), Blend,
Parmawembë - dmg; 2 thp
Seethar - dmg; 2 thp
Numuir - dmg; 7 thpTojanida, Red -- DEAD
Tojanida, Blue -- DEAD
Tojanida, Green -- 30 dmg ; Blind

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Doubtful continues flailing about in the water, trying to hit the crab-creatures with enough force to do some damage. You notice he is still holding his breath, despite apparently not needing to.
flurry1 vs blind green, underwater: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29, for 2d6 + 4 ⇒ (6, 6) + 4 = 16 damage (divided in half).
flurry2 vs blind green, underwater: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14, for 2d6 + 4 ⇒ (4, 1) + 4 = 9 damage (divided in half).
flurry3 vs blind green, underwater: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14, for 2d6 + 4 ⇒ (5, 6) + 4 = 15 damage (divided in half).
flurry4 vs blind green, underwater: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21, for 2d6 + 4 ⇒ (2, 3) + 4 = 9 damage (divided in half).

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Blend launches more arrows into the creature but forgoes more uses of his haste boots.
Includes pbs, rapid, heroism, manyshot, deadly aim. Blend ignores the cover provided by Doubtful. I have added the -2 due to distannce shooting through the water. It does piercing so is not halved
Attack 1: 1d20 + 12 ⇒ (9) + 12 = 21
Damage: 1d8 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
Sneak attack: 1d6 ⇒ 1
Attack 2: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Sneak attack: 1d6 ⇒ 1
Iterative: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
Sneak attack: 1d6 ⇒ 5

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Doubtful gets two hits on the last Tojanida and then Blend's arrows finish it off.
The rest of the path is clear.
You make your way around the tunnel and it leads to another pool int
Room 4
Rising to the surface of the pool, you find yourself in a chamber bathed in red and blue flickering light. Above you, on a pedestal well above the water, is a enormous statue of an armor-clad knight cast in stone. Each of its outstretched arms ends in a massive stone gauntlet. The gauntlet on the right hand radiates a flickering red flame, while a nimbus of blue frost surrounds the gauntlet on the left hand. It is 10 feet tall and made entirely out of stone.
Per, Par: 1d20 + 17 ⇒ (13) + 17 = 30
Per, Seethat: 1d20 + 1 ⇒ (17) + 1 = 18
Per, Seoni: 1d20 + 3 ⇒ (20) + 3 = 23
Per, Blend: 1d20 + 23 ⇒ (11) + 23 = 34
+1 traps, +2 urban, +2 human, +4 evil outsiders
Per, Numair: 1d20 + 21 ⇒ (16) + 21 = 37
Per, Doubtful: 1d20 + 16 ⇒ (20) + 16 = 36 (+2 with Stonecunning)
Doubtful notice that there is a seam around the waist of the statue and the arms look like they might pivot and notices the back of each gauntlet, shrouded by energy is a matching gemstone that looks almost like a button.
Room 4 -- Current Time (0:07)
Group conditions: Heroes Feast - 7 tmp hp, Aid (7) (0:12)
Round 1Seethar - dmg; 2 thp
Doubtful - dmg; 2 thp ; Mage Armor (1:00); Barkskin (0:30)
Seoni - dmg; 2 thp
Blend - dmg; 5 tmp; Antiplague(1:00), Longstrider (1:00), Delay Poison (7:00), FoM (1:10), Barkskin(1:10), Heroism (0:50), Blend,
Parmawembë - dmg; 2 thp
Seethar - dmg; 2 thp
Numuir - dmg; 7 thp

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Assuming Doubtful points out the seam Blend will ake a little time to see if this is some sort of trap.
Take 10 for 34 including heroism and the trapfinding bonus
If it is a trap he will look for some way to disable it.
Give me some room to work people, just in case this goes wrong
Disable, heroism: 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40
Also I just noticed Blend should have spider climb (30 mins) on his buff list from when we entered

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"Of course its trapped." Doubtful says, stating the obvious (to him).
"See that seem, along the bottom there?" He points at a section of the statue. "Clearly the thing is supposed to move! Has more at the base of the arms. And those glowing gem things, there, on the back of its hands. Those are not going to be anything pleasant either, the whole thing looks like it pivots."
He scowls.