
Major K'Aldrian Kort 1ATD, Ret. |

Oh lol, another title to carry around? I had no idea Baron could do that. What will they think of next?
Kort does not decline the title, but does offer a smirk when it is revealed. He is honored to have for his few remaining years. How strange.
He will accept the applause with general good cheer and make the most of the festivities, and personally thank the Baron for his generosity.
* * *
And come the next morning, he will continue the search for and exploratory digging of the hidden tomb.

GMEuan |

The crowd, such as it is, goes wild and presses in as soon as the ceremony is over. The mayor clearly wants to say a thing or two again, but people come right up to you and start congratulating you for joining their little community. Eventually the mayor gives up and joins the, ah, throng of a dozen or two still lingering. One elderly woman even suggests a manor house you could buy and fix up, ”If you were needin’ local digs.” As would be proper - in her opinion.
Kalbio sees the discomfort of some of you to the press of people, and knows you’re eager to get back to the hunt for Taldaris’ Tomb. He peels folks away from you and escorts/pushes you outside where your horses are waiting along with another small team of sappers. No dwarves, but one of them is a halfling - that’s close right?
You head back out into the countryside, since you have most of the day remaining yet.
Though it’s late by the time you get to your last dig of the shortened day, you have high hopes. This location was on both lists. Further the hillock seems to fit the bill perfectly when you arrive. It’s just the right shape. The servants begin digging on the north face. It takes an hour, but a wall of marble appears from the effort. In another hour of very excited digging - a lead-sealed portal is revealed!
The doors are stone, and quite substantial with two heavy 5x8 slabs. There is a keyhole, also plugged with lead, though naturally you do not have a key in any event. Once the door is cleared enough to open, the diggers back well away, but watch (from a safe distance) - eager for a story to tell their grandchildren.
The shadows have lengthened and though the day is substantively over, no one leaves. They all want to see what you do next.

Edelmira Karthis |

Edelmira also takes the offer of the title graciously. She has already chosen Kalbio’s side, so she sees little reason to play coy about it.
She remains present in her social identity as the digging occurs, rolling up her sleeves and digging in herself, remaining untouched by the dirt thanks to her daily Fastidiousness spell.
”Before we try the doors, we should look them over for traps. Tombs are known for having more than their fair share.”
She gives it a look herself, but expects that she will not find anything unless exceedingly lucky. She will assist the Major, should a trap be found, with disabling it.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Disable Device Assist (if needed): 1d20 + 7 ⇒ (14) + 7 = 21

Major K'Aldrian Kort 1ATD, Ret. |

"Agreed, Edelmira, but also we should go in in the morning, when we are all fresh. It's been a long long day already," Kast offers as he looks at the door, and wonders if he can finagle a way in besides brute force.
1d20 + 26 + 1d8 + 3 ⇒ (1) + 26 + (2) + 3 = 32 Disable Device - Not opening anything, but trying to figure out ways to get in. Can the lead be melted out? Hinges to remove? Anything?
1d20 + 21 + 1d8 + 3 ⇒ (16) + 21 + (2) + 3 = 42 Perception - Traps?
He will also cast Detect Magic to see if there are any lingering auras nearby.
"Let's make camp."

GMEuan |

Whether you camp or proceed, Major Kort learns a few things in the fading light of the day.
The sappers removed the lead around the frame as part of their digging. They didn't touch the lock though - that's where traps lie! They leave that to you.
No traps are detected on the massive doors which open inwards (so no exposed hinges). The lead will need to be removed from the lock, and depending on how they applied it that could take some time and effort. Then the lock will need to be picked of course - no doubt a difficult task - though with no traps, it's just a matter of time for the most part.
Detect Magic is weird. You detect the magics of the party of course (and the halfling has a magic pick), but nothing from the hill. However, someone, ah say Kamari, was lingering near the entrance. As the magical detection cone passed over her, her items were... faded. As if the tomb itself were masking the magics like a fog. Oh, except for her blade. That still shines brightly, ever more brightly by comparison it seems.
So, can I have a show of hands? Do you spend the night in the shadow of the tomb, or head in now? So far one vote for camping.

Major K'Aldrian Kort 1ATD, Ret. |

Kort yawns as he listens to Kamari and Edelmira and delays his bed making. He does take a seat, however.
”Well, good. Let me know when you get the door open,” Kort says, opening a book.

GMEuan |

One of the onlookers provides a slightly rickety chair for the Major.
The lead in the lock is tricky to remove, but not too bad - mostly just time consuming (DC 25 Disable Device). The lock is rather harder, and as you get into it, you see there are two tumblers that have to be unlocked simultaneously. Must have been one hell of a key. That DC is rather much higher as a result (DC 40 Disable Device).

Major K'Aldrian Kort 1ATD, Ret. |

"Sorry to disturb your rest, but we need your expertise with this lock."
Kort flips another page and pauses to read aloud.
”Oh Kamari, it’s a very good book. Did you know, that in the House of Owen (near the Berkeleyshires) that if there is no heir, the title passes down to the prettiest goat? Now, who could have imagined that?” Kort, though tired, isn’t going to bed, but is yet unmotivated to take on the door.
We’ll see where Muri and Elen land, and if solidly outvoted, Kort may be inclined to try the door, but maybe inclined in the morning.

Mallë-o i Otos Elen |
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"The tomb has waited this long for someone to find the entrance, I think it can wait another day. I also do not think anyone will dare challenge our find, and they will regret it should they choose such a challenge."
"I have heard a story once -- maybe Major Kort knows it too -- about a group of archeologists who were so keen to get to raid King Khakhantatman's tomb rich with jewels and gold that they failed to prepare properly and ended up all dying of an ancient fungal disease they contracted just by opening a box and inhaling spores."
"Let's set a watch and rest while thinking how to prepare for entering the tomb. I have some Antiplague extracts still."
She muses, "Oooh -- do you think we'll see mummies?"

GMEuan |

The old man turns in early, as expected, and you spend the night under the stars. You keep watches and a few of the sappers stay up very late in their camp, perhaps fearful of what might come out of those doors in the morning… or now.
But nothing untoward happens, and the warm light of dawn stirs you all with interest. A hearty breakfast later, and you’re ready to try the lock.
It’s early in the morning of Rova 27, an Oathday.

Kamari |
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Kamari rises with the dawn and is ready to move in minutes. She pulls out her sketchbook and draws what they know of the tomb. It's not a cityscape, but it's not that different to her. She has two cups of coffee and two breakfast rolls before, as impatiently as she can, nudges anyone who is not moving.
"Time to wake up, sleepyhead. Time to see your mummy."

Major K'Aldrian Kort 1ATD, Ret. |

"Anyone want some antiplague?"
Kort's knees crack as he answers the call of bacon, rising and making ready for the day. "Yes please, Elen, I would like that. It's good preparation."
Kort's usual protections: See Invisibility (130 min), extended Heroism on himself and Kamari (260 min), Magic Circle Against Evil 10' (260 min). Daybreak Arrows (130 min), Resist Fire 30.
"Alright, Kamari. Let's see if we can get this lock open. You seem pretty anxious to get in there, and I'm not one to stop you," Kort says as the same guy who did, indeed, stop her last night.
When others are ready, he will see to the lock, borrowing bacon grease as needed.
1d20 + 21 + 2 + 1d8 + 3 ⇒ (9) + 21 + 2 + (8) + 3 = 43 Perception (traps)
1d20 + 26 + 2 + 1d8 + 3 ⇒ (19) + 26 + 2 + (2) + 3 = 52 Disable Device
If successful, he will not open the door, but let others enter first.

GMEuan |

You manage to pierce the doors. The must of a thousand years puffs out as the heavy double doors are opened. The first light to pierce these walls in those thousand years reveals a long descending spiral stair ending in a short tunnel and a stunning entry area. It is all dark within, so I presume several of you break out various light sources. Please also indicate any other preparations - which can be made out of sight of the villagers.
Tall fluted columns line the first spectacular hall, the floor of which consists of triangular and rectangular tiles of white and golden marble that fit together very precisely. Weathered murals cover much of the south walls, and stocky gargoyles with human and avian heads peer unmoving toward the room’s center from the room’s corners and from the columns’ capitals.
- - -
If you enter the chamber and investigate the four scenes depicted in the murals, you may make another Knowledge History or Craft Painting check.
New map up!
Muri will be, for the moment, guarding the entry so none of the sappers tries to follow you and get squished by something.

Major K'Aldrian Kort 1ATD, Ret. |

1d20 + 21 + 2 + 1d8 + 3 ⇒ (3) + 21 + 2 + (2) + 3 = 31 Know (History)
Kort will explain what the thinks the painting means, and offer his ideas for what dates it might encompass. He will continue to act as a history nerd as more paintings are revealed.
1d20 + 21 + 2 + 1d8 + 3 ⇒ (13) + 21 + 2 + (5) + 3 = 44 Know (History)
1d20 + 21 + 2 + 1d8 + 3 ⇒ (7) + 21 + 2 + (1) + 3 = 34 Know (History)
1d20 + 21 + 2 + 1d8 + 3 ⇒ (5) + 21 + 2 + (1) + 3 = 32 Know (History)
1d20 + 21 + 2 + 1d8 + 3 ⇒ (13) + 21 + 2 + (7) + 3 = 46 Know (History)

Muri Daybreaker |

Given his previous demeanor with Kalbio, Muri politely refuses the breezy ring. They have done nothing to deserve such reception and title, and the halfling is eager for the pomp and circumstance to be over.
...
At the entrance of the tomb, Muri does his shepherd's best to herd sappers away from anything dangerous inside. He's a bit chatty with the one halfling. He can be called up to follow inside, once he's heard someone bark out trouble.

GMEuan |

Given his previous demeanor with Kalbio, Muri politely refuses the breezy ring. They have done nothing to deserve such reception and title, and the halfling is eager for the pomp and circumstance to be over.
Kalbio is heartbroken, that he can’t do this for you, but he nods sadly and moves on to his short speech - pocketing the Muri’s ring for now.
<•>
There are four giant murals on the southern wall. These, as mentioned earlier, were done around the time the tomb was last sealed. Still - a thousand years ago. The murals are brilliant still, and colorful, and very well done as seen in Kamari’s rotating lights. Each also has a calligraphied motto and the Major is able to provide some context. (only one roll needed for all four so I’ll take the first)
• Taldaris grips a golden lion by its mane and drives a sword into its throat. The motto reads “What raises us grants us strength.” This image shows Taldaris slaying the beast Grogrisant, a supernatural lion that terrorized the Taldan city states. According to legend, the Mantle of Kings is woven in part from its mane.
• Fallen soldiers lie around Taldaris, and he points at a skeletal angel that kneels before him and bears a trio of lilies. The motto reads “All things die, but his kingdom is forever.” In this legend, an angel of death was said to visit Taldaris to claim his life, but the king convinced the angel to give him 90 more years in exchange for three lilies. The flowers have been commonly used in funerals ever since.
• Taldaris kneels with a hand clasped over his chest as a bearded man resplendent in golden clothing presents a pair of keys atop a folded garment to him. The motto reads “Ordained to rule as a shining example.” This scene depicts the god Abadar appearing to Taldaris and imparting to him the Mantle of Kings and the symbolic right to rule far and wide.
• Taldaris raises one hand wearing a white gold ring to a crowd as he speaks. Many of the onlookers cheer, but some flee in panic. The motto reads “Truth emboldens the good and conquers the vile.” This scene depicts Taldaris during a famous speech in which his voice miraculously reached an entire city, both rallying his people and compelling spies to throw themselves upon his mercy or flee.
Two tunnels lead off to the south. Anyone who peers down them may make perception checks. Kamari finds no traps with a casual search.

Major K'Aldrian Kort 1ATD, Ret. |

Have orated a on-the-spot historical recounting of the paintings, the Good Socratic Major Kort moves to scout down the left tunnel.
”Let’s focus down this hallway then, my dear Swan.”
1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37 Perception

The Night Swan |

The Night Swan looks upon the murals with reserve as the Major expounds on them. The Acts of Iomedae are more humble than this, but she expected as much. She does truly detest hagiography. ”If by some twist of fate I am ever buried with honors, I hope that whoever does the burying has the sense to not put up frescos of my accomplishments. I would come back from the dead to get rid of them myself.”
Perception: 1d20 + 4 ⇒ (7) + 4 = 11

GMEuan |
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The eagle eyed Major, peers down the tunnels. He sees a larger room with a number of doors and egresses. He also sees a magical trap in both tunnels (traps that Kamari and Elen miss). One rains molten gold (damage) and a curse (con drain). The other simply curses you with faerie fire and a lion perpetually hunting you, presumably to feast on your liver.
You all also see a refrigerator... briefly. But it was just a mirage.
There are however four elegantly sculpted marble statues depicting winged women dressed in flowing robes, but with ravens’ skull for heads.
- - -
As you descend into the tomb, you hear them idly wondering how long they should wait before sealing you in with whatever you uncover... or awaken.
- - -

Major K'Aldrian Kort 1ATD, Ret. |

1d20 + 23 + 2 ⇒ (2) + 23 + 2 = 27 Know (Arcana) - DRs? Special attacks?
Kort is quick to point out the traps, and then not-statues. He loads up his remaining adamantine bolts in case he deems them necessary.
”Let me try to disarm this trap, avoiding the cursed one, and hopefully not triggering the golden shower,” Kort comments as he creeps forward to disarm that trap. ”Stand back, won’t you all?”
1d20 + 26 + 2 ⇒ (11) + 26 + 2 = 39 Disable Device

GMEuan |

The Major knows adamantine is needed to over come their DR/10, but alas, the traps are magical in nature and so he is unable to disable either of them. He is able to determine their approximate reach however (the tunnels plus 15’).

Major K'Aldrian Kort 1ATD, Ret. |

Kort retreats from the traps, shrugging. ”Well, we can try a summons if anyone has one, or we can see if we can draw the statues out to trigger them…but we’ll need to stay away from the entrances.” Kort prepares his adamantine bolts and will shoot at the statue he can see if others don’t have a better solution.

Kamari |

Kamari looks to the archers in the group.
"I like your ideas, Major. How about you and Muri start pinging the marble guardians and see if they'll come through the traps to play?"
Kamari also looks around for secret doors or ways to deactivate the traps if the tomb builders were so nice as to provide such a thing.
perception: 1d20 + 14 + 2 ⇒ (17) + 14 + 2 = 33

Major K'Aldrian Kort 1ATD, Ret. |

Kort waits of Kamari to leave the very clearly defined blast radii of the traps. When others are ready, he will offer an adamantine volley at the statue he can see. He will cast Divine Favor.
Initiate combat. Delay in the surprise round. Round 1:
Dignity's Barb (crit on 16+):
1d20 + 16 + 2 - 4 + 3 ⇒ (16) + 16 + 2 - 4 + 3 = 33 to hit; (-cover,+heroism,DF)
1d8 + 4 + 1 + 3 ⇒ (2) + 4 + 1 + 3 = 10 magic cold iron damage; (clustered)
Dignity's Barb (crit on 16+):
1d20 + 16 + 2 - 4 + 3 ⇒ (5) + 16 + 2 - 4 + 3 = 22 to hit; (+,+heroism)
1d8 + 4 + 1 + 3 ⇒ (6) + 4 + 1 + 3 = 14 magic cold iron damage; (clustered)
Dignity's Barb (crit on 16+):
1d20 + 11 + 2 - 4 + 3 ⇒ (11) + 11 + 2 - 4 + 3 = 23 to hit; (+,+heroism)
1d8 + 4 + 1 + 3 ⇒ (8) + 4 + 1 + 3 = 16 magic cold iron damage; (clustered)
Dignity's Barb (crit on 16+):
1d20 + 5 + 2 - 4 + 3 ⇒ (19) + 5 + 2 - 4 + 3 = 25 to hit; (+,+heroism)
1d8 + 4 + 1 + 3 ⇒ (7) + 4 + 1 + 3 = 15 magic cold iron damage; (clustered)
Pot Crits:
Dignity's Barb (crit on 16+):
1d20 + 16 + 2 - 4 + 3 ⇒ (3) + 16 + 2 - 4 + 3 = 20 to hit; (-cover,+heroism,DF)
1d8 + 4 + 1 + 3 ⇒ (7) + 4 + 1 + 3 = 15 magic cold iron damage; (clustered)
Dignity's Barb (crit on 16+):
1d20 + 5 + 2 - 4 + 3 ⇒ (1) + 5 + 2 - 4 + 3 = 7 to hit; (+,+heroism)
1d8 + 4 + 1 + 3 ⇒ (7) + 4 + 1 + 3 = 15 magic cold iron damage; (clustered)

Muri Daybreaker |

"How about you and Muri start pinging the marble guardians and see if they'll come through the traps to play?"
"I'd be happy to do it." Muri and Underfoot trot up. "Oh, and we should be as quick about this as we can. The sappers were mumbling something about sealing us in. They sounded uncomfortable about the tomb being opened..."
Muri watches the first volley of bolts, interested to see what effect it has on the cryptguards.

GMEuan |

The cryptguards shudder to life on the first attempt to hit them, so the party will all get a surprise round before they even begin to react. Also, I’ve indicated the range of the traps on the map. Just avoid the green bits and you should be fine as far as the traps go. Lastly, please feel free to place yourself anywhere in the northern chamber. The statues do not react until you attack in the surprise round.
- Round 1 -
Kamari - 19
Edelmira - 18+
Cryptguards - 18-
Major Kort - 11
Muri - 9
Elen - 6
Elen: 1d20 + 5 ⇒ (1) + 5 = 6
Kamari: 1d20 + 6 ⇒ (13) + 6 = 19
Major Kort: 1d20 + 2 ⇒ (9) + 2 = 11
Muri: 1d20 + 3 ⇒ (6) + 3 = 9
Good Folk: 1d20 + 3 ⇒ (15) + 3 = 18
• First up everyone in the surprise round (standard or move only), then Kamari and Edelmira start us off with round one!
I'm going to take the Major's first shot as his surprise round. He may repost for round one when it's his turn (after I go).
Even if you're doing nothing in the surprise round, please post so I know you're where you want to be on the map. :)

Muri Daybreaker |

Surprise Round
Muri
AC = 25
HP = 90/90
Weapon Equipped = Good Bow
Condition(s) = None
Underfoot
AC =
HP =
Weapon Equipped = Teef
Condition(s) = None
Underfoot looks Kort over, where he's positioned himself, and decides to mirror the old thing by trotting over to the other hallway, so Muri has some kind of shot on Red.
Good Bow: 1d20 + 22 ⇒ (12) + 22 = 34 for 1d6 + 6 ⇒ (4) + 6 = 10 piercin' damage, also adamblanch

The Night Swan |

Surprise Round
The Night Swan moves up and readies herself to fight. Move
Normal Round
She prepares herself to receive the enemies’ attacks, even bracing herself for a charge should the statues be able to.
Readied Attack with Aymr (power attack): 1d20 + 20 - 4 ⇒ (1) + 20 - 4 = 17
Damage (power attack): 1d10 + 9 + 8 ⇒ (1) + 9 + 8 = 18
HP: 50/109
AC: 34/14/33
Saves: F14/R14/W15 (-2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness
0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)
Aymr:
[ dice]1d20+20[/dice] to hit;
[ dice]1d10+9[/dice] damage.

GMEuan |

Major Kort plants a solid blow, though not a crit and so DR absorbs the damage. Muri avoids DR and does a bit more to his target. Elen moves lightly into position and awaits the opposition. Kamari lands a solid blow though DR hampers her attack. Edelmira fails to land a blow as her swing goes wide!
The cryptguards move smoothly as if they hadn’t been standing still for a thousand years, and engage the party. For the most part, they’re all double moves - except blue who closes with Kamari to its detriment and red who closes with Edelmira.
As they move through the trapped area you think you see a little flicker, but nothing seems to happen - the traps are unsprung.
Red on Edelmira: 1d20 + 21 ⇒ (20) + 21 = 41 damage: 2d6 + 10 ⇒ (5, 5) + 10 = 20
critthreat Red on Edelmira: 1d20 + 21 ⇒ (5) + 21 = 26 damage: 2d6 + 10 ⇒ (3, 4) + 10 = 17
Blue on Kamari: 1d20 + 21 ⇒ (6) + 21 = 27 damage: 2d6 + 10 ⇒ (1, 6) + 10 = 17
Red connects but blue can't quite manage a swing as they begin to claw at the party.
- Round 1 -
Major Kort - 11
Muri - 9
Elen - 6
- Round 2 -
Kamari - 19
Edelmira - 18+ (-20hp)
Cryptguards - 18-
Cryptguard Blue - 18- (-4hp)
Cryptguard Red - 18- (-10hp)
• Now up - everyone!

Kamari |

Round 2, AC 32 with shield
Kamari stabs blue quickly, but poorly, and then steps back 5' and casts shield.
1st attack + heroism - spell combat: 1d20 + 22 ⇒ (7) + 22 = 29
damage: 1d6 + 11 + 11 ⇒ (3) + 11 + 11 = 25
-
Koriana's blade 2nd attack: 1d20 + 22 - 5 ⇒ (2) + 22 - 5 = 19
damage: 1d6 + 11 + 11 ⇒ (4) + 11 + 11 = 26
-
Koriana's blade 3rd attack: 1d20 + 22 - 10 ⇒ (2) + 22 - 10 = 14
damage: 1d6 + 11 + 11 ⇒ (5) + 11 + 11 = 27

Mallë-o i Otos Elen |

Elen spring attacks the two on Edelmira.
Greater Feint Green: 1d20 + 28 ⇒ (16) + 28 = 44
Improved Spring Attack Red: 1d20 + 22 ⇒ (3) + 22 = 25
for Damage: 1d8 + 6 + 3 + 3 ⇒ (5) + 6 + 3 + 3 = 17 adamantine
Improved Spring Attack Green: 1d20 + 17 ⇒ (8) + 17 = 25 Flatfooted?
for Damage: 1d8 + 3 + 3 ⇒ (7) + 3 + 3 = 13 +6 more damage on a successful feint, adamantine
On a successful feint, Green is flatfooted until the beginning of Elen’s next turn.
Hits: 84/84
Current AC: 30 +2 Ring,+2 Amulet, +4 Mage Armor
Current Saves: Fort: +12; Ref +11; Will: +8, +10 if Enchant (Elf) (+2 cloak)
Current AC: 30 [ooc] +2 Amulet, +4 Mage Armor]
(Normal) AC: 22 (Bare naked save for Mask and Dodge)
flat: 18 (ring +2, nat armor +1, mage armor +4)
touch: 24 (ring +2, Dex +5, Cha +6, Dodge +1)
CMD = 30
WandofMageArmorCharges = 29/50
Wand of CLW: 25/50
Resolve = 8/8
Challenge = 5/5
Hero Pts: 3/3

Muri Daybreaker |

Round 1, Init 9
Muri
AC = 25
HP = 90/90
Weapon Equipped = Good Bow
Condition(s) = None
Underfoot
AC = 29
HP = 99/99
Weapon Equipped = Teef
Condition(s) = None
Muri continues his assault on Red, unhappy that the Night Swan took a decent blow on its entrance. "Two better drop to one. Careful, Edelmira."
Good Bow, PB, RS, DA: 1d20 + 22 + 1 - 2 - 4 ⇒ (11) + 22 + 1 - 2 - 4 = 28 for 1d6 + 6 + 1 + 8 ⇒ (2) + 6 + 1 + 8 = 17 piercing, blanched damage
2nd Shot: 1d20 + 17 + 1 - 2 - 4 ⇒ (9) + 17 + 1 - 2 - 4 = 21 for 1d6 + 6 + 1 + 8 ⇒ (1) + 6 + 1 + 8 = 16 piercing, blanched damage
3rd Shot: 1d20 + 12 + 1 - 4 ⇒ (3) + 12 + 1 - 4 = 12 for 1d6 + 6 + 1 + 8 ⇒ (6) + 6 + 1 + 8 = 21 piercing, blanched damage
Rapid Shot: 1d20 + 22 + 1 - 4 ⇒ (16) + 22 + 1 - 4 = 35 for 1d6 + 6 + 1 + 8 ⇒ (5) + 6 + 1 + 8 = 20 piercing, blanched damage

Major K'Aldrian Kort 1ATD, Ret. |

Round 1
Kort moves to get a clean shot at blue, again using his few remaining adamantine bolts.
Dignity's Barb (crit on 16+):
1d20 + 16 + 2 + 3 ⇒ (13) + 16 + 2 + 3 = 34 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (1) + 4 + 1 + 3 = 9 magic cold iron damage; (clustered)
Dignity's Barb (crit on 16+):
1d20 + 16 + 2 + 3 ⇒ (6) + 16 + 2 + 3 = 27 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (3) + 4 + 1 + 3 = 11 magic cold iron damage; (clustered)
Dignity's Barb (crit on 16+):
1d20 + 11 + 2 + 3 ⇒ (4) + 11 + 2 + 3 = 20 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (2) + 4 + 1 + 3 = 10 magic cold iron damage; (clustered)
Dignity's Barb (crit on 16+):
1d20 + 5 + 2 + 3 ⇒ (4) + 5 + 2 + 3 = 14 to hit; (+PBS,+heroism)
1d8 + 4 + 1 + 3 ⇒ (8) + 4 + 1 + 3 = 16 magic cold iron damage; (clustered)
hp: 108/108
AC: 21/16/17
Saves: F9/R14/W13 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.
Aroden's Verve: 0/8 used
Adhere to the Law: 0/3 used
Extend Rods: 3/6 used
Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0
0: (create water, detect magic/poison, light, stabilize,read magic)
1: 0/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/11 used (Inv*0,RE*1,*CE*0,SInv*1,LesRest*0)
3: 4/9 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/6 used (GrInv*0,CCW*0,FoM*0)
5: 0/2 used (CLWM*0,FlStr*0)
Kort's usual protections: See Invisibility (130 min), extended Heroism on himself and Kamari (260 min), Magic Circle Against Evil 10' (260 min). Daybreak Arrows (130 min), Resist Fire 30.
Cane:
[ dice]1d20+8[/dice] to hit;
[ dice]1d6-1[/dice] damage.
Dignity's Barb (crit on 16+):
[ dice]1d20+15+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8 magic cold iron damage; (clustered)
[ dice]1d20+15+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11 magic cold iron damage; (clustered)
[ dice]1d20+10+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8 magic cold iron damage; (clustered)
[ dice]1d20+5+2+1[/dice] to hit; (+PBS,+heroism)
1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 magic cold iron damage; (clustered)
Bolts: 33/50 cold iron
1d20 + 13 + 2 + 1 ⇒ (15) + 13 + 2 + 1 = 31 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (1, 6, 4, 2) + 1 = 14 fire damage
24/50 left.

The Night Swan |

The Night Swan glances back to Muri and taps her mask, a wordless reminder that she is not Edelmira right now. She then tries a three-hit combo on the same statue he struck (Red), before taking a step back to prevent the statues from getting her in a flank.
Primary Attack with Aymr (power attack): 1d20 + 20 - 4 ⇒ (20) + 20 - 4 = 36
Primary Damage (power attack): 1d10 + 9 + 8 ⇒ (2) + 9 + 8 = 19
Crit Confirm: 1d20 + 20 - 4 ⇒ (16) + 20 - 4 = 32
Crit Damage: 2d10 + 34 ⇒ (6, 5) + 34 = 45
Secondary Attack with Aymr (power attack): 1d20 + 15 - 4 ⇒ (10) + 15 - 4 = 21
Secondary Damage (power attack): 1d10 + 9 + 8 ⇒ (2) + 9 + 8 = 19
Tertiary Attack with Aymr (power attack): 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15
Tertiary Damage (power attack): 1d10 + 9 + 8 ⇒ (9) + 9 + 8 = 26
HP: 98/118
AC: 34/14/33
Saves: F14/R14/W15 (+2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness
0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)
Aymr:
[ dice]1d20+20[/dice] to hit;
[ dice]1d10+9[/dice] damage.