GM ZD Breaking the Storm Arc (Inactive)

Game Master Z...D...

Secret Check Spreadsheet


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Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic gives a small blink of surprise to jot be targeted at all by anything and chuckles slightly as he goes to town on the undead in front of him. "Sure ya wanna ignore me? Short don't mean weak.

He lashes out in a quick one two and that targets the same femur, hoping to crack it and take it down.

“First de Axe!” Dwarven Waraxe, Doubling ring, IC: 1d20 + 16 + 1 ⇒ (10) + 16 + 1 = 27
Damage, Slashing, Doubling Ring, IC: 2d8 + 6 + 1 ⇒ (2, 6) + 6 + 1 = 15
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch, IC: 1d20 + 16 - 2 + 1 ⇒ (11) + 16 - 2 + 1 = 26
Damage, Bludgeoning, IC: 2d4 + 6 + 1 ⇒ (1, 3) + 6 + 1 = 11
◈ Twin takedown, if both hit damage is combined before resistance or weakness
He then turns his dagger on the other femur trying to break the other leg with two slower blows.

+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch, IC: 1d20 + 16 - 4 + 1 ⇒ (15) + 16 - 4 + 1 = 28
Damage, Bludgeoning, IC: 2d4 + 6 + 1 ⇒ (2, 1) + 6 + 1 = 10

+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch, IC: 1d20 + 16 - 4 + 1 ⇒ (13) + 16 - 4 + 1 = 26
Damage, Bludgeoning, IC: 2d4 + 6 + 1 ⇒ (4, 4) + 6 + 1 = 15
◈◈ Two strikes, no special effects


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Yep. DC was lowered due to being frightened.

Hopper connects with the bottled lightning. The Dogslicer misses.

The dwarf connects with all 4 strikes.

Herondal demoralizes green. Success

red + frightened 1: 1d20 - 1 ⇒ (18) - 1 = 17 Success
green + frightened 1: 1d20 - 1 ⇒ (11) - 1 = 10 Success

Both undead fight off a majority of the shock.

************************************************************************

Yellow decides to not expend the energy chasing after something that can easily outrun it. Instead it moves to focus on Salliss.

fist: 1d20 + 16 ⇒ (1) + 16 = 172d6 + 4 ⇒ (2, 2) + 4 = 81d6 ⇒ 5 Critical Miss
fist + MAP: 1d20 + 16 - 4 ⇒ (15) + 16 - 4 = 272d6 + 4 ⇒ (1, 4) + 4 = 91d6 ⇒ 5 Miss

************************************************************************

Green continues to attack Barydeth

fist + frightened 1: 1d20 + 16 - 1 ⇒ (5) + 16 - 1 = 202d6 + 4 ⇒ (4, 2) + 4 = 101d6 ⇒ 5 Miss

fist + frightened 1 + MAP: 1d20 + 16 - 1 - 4 ⇒ (19) + 16 - 1 - 4 = 302d6 + 4 ⇒ (1, 5) + 4 = 101d6 ⇒ 2 Hit. 10-2=8 bludgeoning. No negative due to resistance.

fist + frightened 1 + MAP2: 1d20 + 16 - 1 - 8 ⇒ (7) + 16 - 1 - 8 = 142d6 + 4 ⇒ (6, 6) + 4 = 161d6 ⇒ 1Miss

************************************************************************

2 rounds of inspire courage-Herondal
3 rounds of inspire defense-Pip

Round 4-Bold May Act
Herondal
Yellow-injured
Green-bloodied
Pip
Salliss-Drained 1

Red-bloodied
Barydeth
Hopper
Ionic

GM:

Red: 80/165; frightened 1
Yellow: 140/165
Green: 35/165; flat-footed

Envoy's Alliance

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820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"Why did the Cyclops stop teaching?" Pip queries in cyclopean. "He could never get more than one pupil!"

Diplomacy M: 1d20 + 19 ⇒ (20) + 19 = 39 Crit Success!

Red has a minus 3 penalty to Perception and Will Saves.

Blistering Invective (Level 4, targets 3 creatures, Persistent Fire Damage) DC 26 Will Save: 4d6 ⇒ (5, 2, 1, 6) = 14

◈ Bon Mot on Red
◈◈ Blistering Invective (heightened to 4th) on Red and Green because Yellow did not come close enough.

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss renews his arcane protections and swipes twice at Red with his rapier.

+1 Striking Cold Iron Rapier, IC: 1d20 + 17 + 1 ⇒ (11) + 17 + 1 = 29 Disarm, Finesse
Piercing, IC: 2d6 + 6 + 1 ⇒ (2, 4) + 6 + 1 = 13
On crit Deadly: 1d8 ⇒ 3
Sneak Attack: 2d6 ⇒ (6, 1) = 7

CI Rapier, Second Attack, IC: 1d20 + 17 - 5 + 1 ⇒ (7) + 17 - 5 + 1 = 20 Disarm, Finesse
Piercing, IC: 1d6 + 6 + 1 ⇒ (1) + 6 + 1 = 8
On crit Deadly: 1d8 ⇒ 7
Sneak Attack: 2d6 ⇒ (1, 5) = 6

Cast Shield, Strike, Strike
If Red goes down on the first strike, Avert Gaze for the third action.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Pip completely destroys red's ego and then sends out some burning words.

Red will + bon mot penalty: 1d20 - 3 ⇒ (4) - 3 = 1 Failure
Green will: 1d20 ⇒ 18 Critical Success

Red falls victim to Pips words while green ignores them completely.

************************************************************************

Salliss' first blow lands, but misses on the second.

************************************************************************

Red steps to the side out of flank and attacks the dwarf.

fist + frightened 1: 1d20 + 16 - 1 ⇒ (11) + 16 - 1 = 262d6 + 4 ⇒ (5, 5) + 4 = 141d6 ⇒ 1 Hit. 14-2= 12 bludgeoning. Resistance takes care of the 1 negative.

fist + frightened 1 + MAP: 1d20 + 16 - 1 - 4 ⇒ (7) + 16 - 1 - 4 = 182d6 + 4 ⇒ (3, 5) + 4 = 121d6 ⇒ 6 [ooc]Miss

Red takes the blistering invective damage. flat check: 1d20 ⇒ 4

2 rounds of inspire courage-Herondal
2 rounds of inspire defense-Pip

Round 4-Bold May Act
Herondal
Yellow-injured
Green-bloodied
Pip
Salliss-Drained 1
Red-bloodied
Barydeth
Hopper
Ionic

Round 5-Bold May Act
Herondal

GM:

Red: 46/165; 4d6 persistent fire damage, Bon Mot-3 status to perception and will saves.
Yellow: 140/165
Green: 35/165; flat-footed

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

"Hey! Bigjobs. If you want to retreat we don't mind. We have a mission and you are wasting our time."

This time Herondal stares down the other one.

Intimidating Glare to demoralize red: 1d20 + 20 ⇒ (13) + 20 = 33

And sends out more electricity.

Electric Arc on Red and Green DC 25 simple reflex save: 4d4 + 4 + 1 ⇒ (3, 3, 2, 1) + 4 + 1 = 14 ◆◆

If one of his targets is down by his turn:

Move to 25ft from yellow then glare at it. [dice=Intimidating Glare to demoralize yellow: 1d20 + 20 ⇒ (19) + 20 = 39

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper turns around just to see that they are not chased by any of the creatures "The plan did not really work, Ok Wolfie, back. Charge!"

Yells goblin waving his sword. Wolfie runs past the bloodied creature and Hopper cuts him with his sword

CI dogslicer@green, ic, cavalier charge: 1d20 + 16 + 1 + 1 ⇒ (12) + 16 + 1 + 1 = 30
Damage, slashing, ic: 2d6 + 1 + 1 ⇒ (6, 2) + 1 + 1 = 10 1d6 bleeding on hit

Then he attacks again, another foe

CI dogslicer@red, ic, map(agile): 1d20 + 16 + 1 - 4 ⇒ (14) + 16 + 1 - 4 = 27
Damage, slashing, ic: 2d6 + 1 + 1 ⇒ (5, 3) + 1 + 1 = 10 1d6 bleeding on hit

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth sees a perfect position for himself, and Strides to a spot where he threatens all three enemies. Then wails on green if still standing. If green is dead st any point in his turn, he'll attack red instead. If both are dead onto yellow.

First attack,
glaive, ic: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21
slashing, ic: 2d8 + 16 + 1 ⇒ (2, 8) + 16 + 1 = 27
deadly d8: 1d8 ⇒ 2
hero point that
heroic glaive, ic: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31

Second attack

glaive, ic, map: 1d20 + 17 + 1 - 5 ⇒ (2) + 17 + 1 - 5 = 15
slashing, ic, forceful: 2d8 + 16 + 1 + 2 ⇒ (8, 1) + 16 + 1 + 2 = 28
deadly d8: 1d8 ⇒ 6

AoO:

glaive, ic: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
slashing, ic: 2d8 + 16 + 1 ⇒ (8, 1) + 16 + 1 = 26
deadly d8: 1d8 ⇒ 1
oh man... I hope something triggers that... but I doubt they will. If they do, I will move the triggered critter 5 feet towards me if it's red or green. Or 5 feet away from everyone if it's yellow.

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic steps into a better flanking position to work with Salliss and then smacks out with his two weapons again. "Nice hit. But ya need ta hit harder."

“First de Axe!” Dwarven Waraxe, Doubling ring, IC: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
Damage, Slashing, Doubling rings, IC: 2d8 + 6 + 1 ⇒ (3, 5) + 6 + 1 = 15
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch, IC: 1d20 + 16 - 2 + 1 ⇒ (19) + 16 - 2 + 1 = 34
Damage, Bludgeoning, IC: 2d4 + 6 + 1 ⇒ (2, 2) + 6 + 1 = 11

After that he then brings the dagger around and up once more.

+1 Clan dagger, 3rd+ strike, hunted prey, ghost touch, IC: 1d20 + 16 - 4 + 1 ⇒ (17) + 16 - 4 + 1 = 30
Damage, Bludgeoning, IC: 2d4 + 6 + 1 ⇒ (4, 1) + 6 + 1 = 12

◈ Step, ◈ Twin takedown, ◈Strike


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Hopper turns and charges back into the fray. He lays open both green and red.

Barydeth moves to the center of the action and drops green. He misses red.

Ionic takes down red with a flurry of attacks. Needed all three

Herondal moves in and glares at Yellow. Critical Success

**************************************************************************

Yellow fights through its fear and swings at Salliss.

fist + frightened 2: 1d20 + 16 - 2 ⇒ (16) + 16 - 2 = 302d6 + 4 ⇒ (2, 3) + 4 = 91d6 ⇒ 2 Hit. 9-2= 7 bludgeoning. 2 negative.

fist + frightened 2 + MAP: 1d20 + 16 - 4 - 2 ⇒ (13) + 16 - 4 - 2 = 232d6 + 4 ⇒ (6, 1) + 4 = 111d6 ⇒ 5 Miss

fist + frigtened 3 + MAP2: 1d20 + 16 - 8 - 2 ⇒ (16) + 16 - 8 - 2 = 222d6 + 4 ⇒ (5, 6) + 4 = 151d6 ⇒ 3 Miss

Round 4-Bold May Act
Herondal
Yellow-injured
Pip
Salliss-Drained 1
Barydeth
Hopper
Ionic

GM:

Yellow: 140/165; frightened 1

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss carefully steps closer to the creature and lunges at it. He then renews his protections.

Guarded step, strike, cast shield

+1 Striking Cold Iron Rapier, IC: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21 Disarm, Finesse
Piercing, IC: 2d6 + 6 + 1 ⇒ (5, 4) + 6 + 1 = 16
On crit Deadly: 1d8 ⇒ 8
Sneak Attack: 2d6 ⇒ (3, 2) = 5 Gang Up, Bardyth is threatening it

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip moves closer to her teammates and lets loose another batch of positive energy!

Stride
◈◈ Disrupt Undead Positive Energy (DC 26 Basic Fortitude): 4d6 + 4 ⇒ (5, 6, 5, 3) + 4 = 23


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Salliss moves in and stabs at the undead, the rapier goes wide. Miss

Pip unleashes another torrent of positive energy.

fort: 1d20 - 1 ⇒ (13) - 1 = 12 Fail

It recoils as Positive energy rips through it's body.

Round 4-Bold May Act
Herondal
Yellow-injured
Pip
Salliss-Drained 1
Barydeth
Hopper
Ionic

GM:

Yellow: 117/165; frightened 1

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth moves into a flank with Saliss, then swing on Yellow

Glaive, IC: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32
slashing damage: 2d8 + 16 + 1 ⇒ (1, 7) + 16 + 1 = 25
deadly d8: 1d8 ⇒ 1

He then swings again,

Glaive, IC, map: 1d20 + 17 + 1 - 5 ⇒ (9) + 17 + 1 - 5 = 22
slashing damage, forceful: 2d8 + 16 + 1 + 2 ⇒ (1, 3) + 16 + 1 + 2 = 23
deadly d8: 1d8 ⇒ 3

end turn

AoO:

Glaive, IC: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30
slashing damage: 2d8 + 16 + 1 ⇒ (7, 7) + 16 + 1 = 31
deadly d8: 1d8 ⇒ 5


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Barydeth steps and delivers two strikes. Critical hit and a hit

Round 4-Bold May Act
Herondal
Yellow-injured
Pip
Salliss-Drained 1
Barydeth
Hopper
Ionic

GM:

Yellow: 63/165; frightened 1

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

"Come on Wolfie! Let's crash them" Wolfie runs straight at the last foe, and Hopper slices twice.

CI dogslicer@green, ic, cavalier charge: 1d20 + 16 + 1 + 1 ⇒ (6) + 16 + 1 + 1 = 24
Damage, slashing, ic: 2d6 + 1 + 1 ⇒ (6, 2) + 1 + 1 = 10 1d6 bleeding on hit

CI dogslicer@red, ic, map(agile): 1d20 + 16 + 1 - 4 ⇒ (6) + 16 + 1 - 4 = 19
Damage, slashing, ic: 2d6 + 1 + 1 ⇒ (1, 6) + 1 + 1 = 9 1d6 bleeding on hit


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Hopper and Wolfie move and in strike the remaining undead. First one is a hit, second misses.

Ionic moves in and slashes with axe and dagger.

“First de Axe!” Dwarven Waraxe, Doubling ring: 1d20 + 16 ⇒ (11) + 16 = 27
Damage, Slashing, Doubling rings: 2d8 + 6 ⇒ (3, 6) + 6 = 15
+1 striking Clan dagger, 2nd strike, hunted prey, ghost touch: 1d20 + 16 - 2 ⇒ (9) + 16 - 2 = 23
Damage, Piercing: 2d4 + 6 ⇒ (2, 3) + 6 = 11

He then raises his dagger.

Round 5-Bold May Act
Herondal
Yellow-bloodied
Pip
Salliss-Drained 1
Barydeth
Hopper
Ionic

GM:

Yellow: 27/165; frightened 1; d6 bleed

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Herondal tries another summon. But this time something new. ◆◆◆

A unicorn appears 20 feet away and charges the giant.

*Sound like trumpet!*

Powerful Charge with horn vs flanked giant: 1d20 + 12 ⇒ (16) + 12 = 28 ◆◆
piercing, ghost touch: 1d10 + 2d6 + 4 ⇒ (6) + (1, 6) + 4 = 17
extra Good damage: 1d6 ⇒ 4


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Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Herondal's summoned unicorn charges in and delivers a fatal horn to the undeads chest. The good aligned energy causing it to explode.

Out of Combat

A precursory search of the doorway on the ground level, reveals rubble inside of the halls. You estimate it can eventually be cleared, but could take several days, if not weeks to clear.

This leaves you with the only options of climbing up the to the foot and shin, and entering via the thigh.

So, climbing the Colossus. Scaling the foot is no challenge since the one side of the foot is on ground level.

Climbing up the shin is going to require some climb checks. The DC 23 and will need to climb a total of 10 feet.

Climbing up the thigh is a little tougher, requiring a DC 28 climb check for 10 total feet.

Additionally, Hero Point to Salliss for the critical to dismiss the storm...for now

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"Do we want to fly part or all of the way? I can cast fly on myself, or on someone else who is carrying me. Flying would also let us take Wolfie up, if he's not too freaked at the thought of flying... Over half our party is conveniently small-sized," Pip asks hopefully as she looks up at the treacherous looking Colossus. "I'm trained in climbing, and could follow an expert climber, but this might be a time when magic might be a good idea."

With the storm gone, is there any obvious reason we can't fly?

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Pretty strong winds, might get tricky controlling your flight.

Review slide 6 for flight.

As he says this, Sallis moves his thieve’s tools into his bag and takes out some climbing gear which he fits in place.

I’m going to climb. Anyone who wants to can follow me and I will help them.” Nodding towards Bardyth and Ionic he adds “There are others you could follow as well.

@GM Do you want us to do both climbing checks in one post or one at a time?

Envoy's Alliance

1 person marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"Oh, those winds do look bad." Pip frowns, because climbing on giant demonic cyclops statues are not her idea of a good time. "Okay? I guess I will try this climbing thing..." Pip looks super dubious, but follows Bardyth, climbing exactly where the halfling climbs. She does own her own climbing kit.

She hugs Bailiff, and says, "You be a good dog, okay? Hide if you see anything coming to eat you or Wolfie."

Athletics plus Follow Bardyth: 1d20 + 9 + 3 ⇒ (12) + 9 + 3 = 24
Athletics plus Follow Bardyth: 1d20 + 9 + 3 ⇒ (13) + 9 + 3 = 25

Making her way up the shin works, but she has doubts about whether she can make it up the thigh. "Why didn't I pick up a Greater Rope of Climbing when I had the chance?"


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

The storm as in the hazard is gone, but it is still there.

Let's climb one section at a time. So first is then shin.

Looks like Pip made it up the shin

Vigilant Seal

1 person marked this as a favorite.
Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

With his equipment in place, Salliss sheathes his weapon and begins his climb. He leaves a rope hanging behind for anyone who wants to follow him.

Athletics E: 1d20 + 13 ⇒ (12) + 13 = 25 Success, his speed is 45’ so can climb 10’ with a single check.

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Don't forget the Unicorn has a couple of tier 3 Heals. That was part of why I summoned it.

After the Unicorn does a bit of healing Herondal stays below to help inspire everyone's climbing prowess.

Inspire Competence for Barydeth:

perform to aid DC 20?: 1d20 + 20 ⇒ (1) + 20 = 21
Ouch. Critical Failure, -1 to the check.

Inspire Competence for Hopper:

perform to aid DC 20?: 1d20 + 20 ⇒ (12) + 20 = 32
Critical Success so +3 to the check.

Inspire Competence for Ionic and Wolfy:

perform to aid DC 20? for Ionic: 1d20 + 20 ⇒ (7) + 20 = 27
Success so +1 to the check.

perform to aid DC 20? for Wolfy: 1d20 + 20 ⇒ (3) + 20 = 23
Success so +1 to the check.

Once everyone is up the shin Herondal takes a running leap for it.

Athletics with Powerful Leap: 1d20 + 10 ⇒ (13) + 10 = 23

climb the rest of the way athletics DC 23 following the leader: 1d20 + 10 + 3 ⇒ (12) + 10 + 3 = 25

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth thinks about making the leap like herondal, but then sees Pip watching him closely. Realizing not everyone can make the jump in a single bound, he starts to climb instead.

athletics, master: 1d20 + 19 ⇒ (10) + 19 = 29

only 35ft movement here... so gotta make another roll lol.

athletics, master: 1d20 + 19 ⇒ (14) + 19 = 33

now I crit succeed, lol

After reaching the Shin, Bardyth will help pull anyone behind him up. Before making towards the knee.

athletics, master: 1d20 + 19 ⇒ (12) + 19 = 31

athletics, master: 1d20 + 19 ⇒ (14) + 19 = 33

just noticed the inspire competences... well, they all stay successes with that -1

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper looks at Wolfie and throws "After you, furball"

Wolfie Athletics, follow the expert, inspire, DC23: 1d20 + 11 + 3 + 1 ⇒ (1) + 11 + 3 + 1 = 16

Wolfie begins to slide down the leg, his claws not giving him the support that he needs. Then the furry wolf begin again

Wolfie Athletics, follow the expert, inspire, DC23: 1d20 + 11 + 3 + 1 ⇒ (9) + 11 + 3 + 1 = 24
Wolfie Athletics, follow the expert, inspire, DC23: 1d20 + 11 + 3 + 1 ⇒ (8) + 11 + 3 + 1 = 23

And this time it climbs all the way to meet the others.

Then Hopper begins his climb

Wolfie Athletics, follow the expert, inspire, DC23: 1d20 + 10 + 3 + 3 ⇒ (10) + 10 + 3 + 3 = 26
Wolfie Athletics, follow the expert, inspire, DC23: 1d20 + 10 + 3 + 3 ⇒ (1) + 10 + 3 + 3 = 17
And he falls to the ground. Taking 5 bludgeoning damage so he is at -11

Hopper looks at the sky and tries to catch his breath. "Ok, old man you can still do it"

Wolfie Athletics, follow the expert, inspire, DC23: 1d20 + 10 + 3 + 3 ⇒ (4) + 10 + 3 + 3 = 20
Wolfie Athletics, follow the expert, inspire, DC23: 1d20 + 10 + 3 + 3 ⇒ (4) + 10 + 3 + 3 = 20
Wolfie Athletics, follow the expert, inspire, DC23: 1d20 + 10 + 3 + 3 ⇒ (6) + 10 + 3 + 3 = 22
Wolfie Athletics, follow the expert, inspire, DC23: 1d20 + 10 + 3 + 3 ⇒ (5) + 10 + 3 + 3 = 21
Wolfie Athletics, follow the expert, inspire, DC23: 1d20 + 10 + 3 + 3 ⇒ (18) + 10 + 3 + 3 = 34

Huffin and puffin Hopper look at the others. "You did well Wolfie, way better than I did."

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Seeing how much trouble Hopper has with the climb, Salliss offers his climbing kit to the goblin for the next portion. “You saw how I used it. Just fasten yourself to the wall like I did, it will hopefully prevent any falls.

Looking up, he says “This next part is going to be more tricky.

Horizon Hunters

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CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper looks at the climbing gear and then up at Bardyth who already got to the destination point "Let us first hoist Wolfie and then I will go."

Hopper ties rope around Wolfies body making sure that it is attached to the saddle and armor. Then he wraps something around Wolfies head "Don't bite me, you big baby! It is for your head to not hit the rocks! "

He looks his mount in the eyes "Now try to stay calm"

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic heads up the mountain after Bardyth, double checking that the stay lines and other required implements are safe and not going to give way at an inconvinent moment. Ionic also has the Lead Climber feat, but I'm not sure he can help if he's not the lead people follow.

Athletics, Master, Inspire: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 25
Athletics, Master, Inspire: 1d20 + 17 + 1 ⇒ (18) + 17 + 1 = 36

He glances over at Bardyth and gives him a smile as the dwarf gets to the shin, "Race ya t'de top!" He pauses for a moment, before frowning at the winds and obscuring clouds above them. "... but might let Saliss scout ahead first... Bad idea racin' into enemies..."

He streches some and looks at Pip, "Mind givin' de go?"

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss looks to Herondal and says “I wouldn’t mind a little inspiration before going up.

He then tries the climb.

Athletics E: 1d20 + 13 ⇒ (9) + 13 = 22
Athletics E: 1d20 + 13 ⇒ (19) + 13 = 32 Success, 45’ move so climbed 10’, swift sneak so can stealth during it and still move that fast.
Stealth +19 M with Foil Senses

As it turns out, the Inspire Competence would not have mattered for either of those rolls.

His first attempt he couldn’t get a good grip, but on the second try he ascends without problem. Then he peeks over the edge to see if the way is clear.

Envoy's Alliance

2 people marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip swallows as Ionic calls her out, "Okay, I'll follow you, Ionic!" She pulls out her jar of blackberry jam gecko potion from her friend Blackberry, and drinks the whole sweet fruit concoction down, feeling her hands become temporarily sticky.

Then she follows after Ionic. "Okay, Pip. Saliss did it. Ionic did it. Just do what Ionic does, and step where he does..."

Athletics, Gecko Potion, Follow Ionic: 1d20 + 9 + 1 + 3 ⇒ (19) + 9 + 1 + 3 = 32

"Hey, this isn't so bad, I think I got--"

Athletics, Gecko Potion, Follow Ionic: 1d20 + 9 + 1 + 3 ⇒ (9) + 9 + 1 + 3 = 22

Pip breaks off as her foot slips. "AAAAAAAaaaaagggghhh!" She waits for a few seconds, still clinging to the thigh. "Okay, time to try again. Follow Ionic. Do what Ionic did." So she closes her eyes, concentrates and just keeps scaling up the statue.

Athletics, Gecko Potion, Follow Ionic: 1d20 + 9 + 1 + 3 ⇒ (15) + 9 + 1 + 3 = 28

She is so happy when she gets to the top she kisses Ionic and Saliss! "I made it, I made it!"

I cannot believe that she actually made it up. This was the scariest climb of Pip's life.


3 people marked this as a favorite.
Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Looks like we have a majority up to the knee and with Barydeth hoisting Herondal and Wolfie up, I will handwave the rest of the rolls.

Once up, you Ionic takes a peak inside with his dwarven eye sight.

The interior of the Colossus centers on a structural support column, with ramps spiraling up the sides of the immense edifice. Crossbeams connect to the pillar from the base of the ramp, providing stability to the structure. Sections of rocks have collapsed throughout the hollow interior, blocking off the ramp in certain spots. Similar wreckage lines the bottom of the Colossus’s interior, with stone and metal fragments strewn about on the floor. A massive collapse from the right leg of the Colossus opens the interior to the outside world, while eighty feet up from the damaged entry point is a set of stone doors at the top of the spiral ramp.

The ramp raises 10 feet vertically for every 20 feet horizontally. Added the height references. The crossbeams can be utilized and need a DC 22 acrobatics check to balance. The sculpted walls can be climbed as well with a DC 20. It is Dim Light inside of the Colossus.

GM:

Herondal's Perception (E): 1d20 + 18 ⇒ (2) + 18 = 20
Bardyth's Perception (E): 1d20 + 17 ⇒ (4) + 17 = 21

You all see nothing inside.

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"Do we want to fly now? There are no winds in here," Pip asks, cheerfully. Pip activates her Goggles of the Night, and looks up at the spiraling structure.

Does anything look particularly dangerous or decrepit?

Visual Perception +14 or Bardic Knowledge for Lore Engineering +14

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss considers it a moment, then says “I should be able to manage well enough on my own. It looks like a trivial task to use the beams to go up.

Thanks for the offer though, Pip.

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper jumps on Wolfie "I am glad to have you with me, friend. I do hope that we will not have to escape from here, as it could be difficult."

He looks up and wonders

"We should handle the beams, I think."

Wolfie and Hopper have +13 Acrobatics ;)

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Once he is up: "Thanks. I don't think stealth is the answer here."

Herondal makes a few gestures, says a few words, and Bardyth's weapon begins to glow very brightly.

Light Heightened to 4th level so now 60ft bright then 60ft dim.

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic raises his dagger just in case, to try warding off some unseen attack and moves inside a few steps.

If he doesn't suddenly feel the sting of some attack or trap or poison, he takes a look around the place closely and then sheathes his weapons and starts to climb the walls to get to the high point near the door.

+17 perception, just in case

If we don't get into a fight immediately, Athletics to climb Master, DC 20: 1d20 + 17 ⇒ (15) + 17 = 32

With my speed that gets me 10 feet up

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Bardyth will nod in appreciation of the Light added to his Glaive. Then will look at pip. "You fly? If not, I carry."

Bardyth Picked up Combat Climber this level. So I figure can use one hand to pull up a rope tied around Pip, or someone else i needed, and still climb. (Increased DC of course. But current Athletics DC I fail only on a 1, and only because 1 auto-fails. Otherwise, I have a +19 due to Master and lifting Belt, looking to get a 20 <.<)

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

A 1 does not autofail. It reduces the degree of success by one. Crit success becomes success, success becomes fail, fail becomes crit failure.
In this case, a total of 20 is a success, so the natural 1 makes it a normal failure, no progress climbing.

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

"I think that I am going to fly, thank you. I really had too much excitement earlier on my climb. Herondel, do you want to fly, or go up with Bardyth?"

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Whoot didn't get hit by something in stealth!

Ionic keeps climbing, trying to get up the wall as fast as he can. He calls down to everyone else. "Coast clear! Buildin' seems fine. Watch out for rubble'n'don't fall."

30' feet left to go I believe.

Athletics to climb: 1d20 + 17 ⇒ (12) + 17 = 29 25'
Athletics to climb: 1d20 + 17 ⇒ (2) + 17 = 19 still 25'
Athletics to climb: 1d20 + 17 ⇒ (3) + 17 = 20 20
Athletics to climb: 1d20 + 17 ⇒ (5) + 17 = 22 15
Athletics to climb: 1d20 + 17 ⇒ (10) + 17 = 27 10
Athletics to climb: 1d20 + 17 ⇒ (19) + 17 = 36 Done!

It takes the dwarf another 12 seconds to finally get all the way up the wall. He grumbles something at the top about rigging being way easier to climb and then grins down at Bardyth. "Love ta see ya top dat!"

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip casts flight on herself, traveling up to watch over Ionic. She flies alongside Ionic, looking for trouble.

If Herondel wishes it, she provides him flight. Otherwise he can catch a ride with Bardyth.

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

"Let me get a good look at the situation."

Herondal climbs up without issue. Assurance Athletics for a 22.

Herondal looks over at the beams not liking what he sees.

"Maybe I can just climb around the edge."

He then tries to climb the walls around the edge and stars moving around that way. Carefully.

Assurance again.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

I will wait to see the route everyone is taking before posting next. Looks like Pip is hovering somewhere. Herondal is following Ionic up climbing straight up to the next ledge from the entrance. So Barydeth, Hopper, and Salliss.

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Looking to the mounted goblin, Salliss says “There is safety in numbers. Let’s follow the same path along the pillars, staying together.

He will quickly confer with Hopper and then set out along the agreed path. He makes it looks simple.

I’ve put a green line along what seems the most reasonable path. Feel free to adjust it.

Acrobatics M: 1d20 + 19 ⇒ (3) + 19 = 22 Steady Balance so success becomes crit success
Inspire Imatation allows me to Aid an Ally on crit success. I don’t care who rolls the aid.
Acrobatics M: 1d20 + 19 ⇒ (18) + 19 = 37 Crit success
Acrobatics M: 1d20 + 19 ⇒ (10) + 19 = 29 Another succes becomes crit

I’m guessing that is enough rolls. Let me know if I need more.

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Wolfie with Hopper in the saddle follows Salliss, the big furry creature attempt to put its paws in the same spots where Salliss put his.

Acrobatics, DC22, follow Salliss: 1d20 + 13 + 3 ⇒ (3) + 13 + 3 = 19

And he slips "Use your tail to keep balance, Wolfie. Salliss does not have one so he does it differently."

Acrobatics, DC22: 1d20 + 13 + 3 ⇒ (15) + 13 + 3 = 31
Acrobatics, DC22: 1d20 + 13 + 3 ⇒ (16) + 13 + 3 = 32
Acrobatics, DC22: 1d20 + 13 + 3 ⇒ (7) + 13 + 3 = 23

With the use of tail Wolfie does so much better following the half-elf, and soon they are at the top

Vigilant Seal

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Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Would be interesting with a tail. Sometime I will have to try it…

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2
Salliss wrote:

A 1 does not autofail. It reduces the degree of success by one. Crit success becomes success, success becomes fail, fail becomes crit failure.

In this case, a total of 20 is a success, so the natural 1 makes it a normal failure, no progress climbing.

correct. I should have worded it better in that since 1 is not a crit success, it automatically brings me back to a fail. (Not crit fail).

As no-one seems to be looking for his help. Bardyth will proceed to start climbing.

athletics: 1d20 + 19 ⇒ (15) + 19 = 34

crit for 10 ft

athletics: 1d20 + 19 ⇒ (7) + 19 = 26

a standard success for 5 ft. Moving me up and into the structure

athletics: 1d20 + 19 ⇒ (11) + 19 = 30
He then starts climbing straight up.
another crit for 10 ft vertical, just inside the doorway


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

As Ionic clears the ledge, a gemstone materializes on the wall across from him, and shortly an entire humanoid figure emerges.

A little further down the hall, a second emerges.

Cyclopian:
"Lord Urxehl will rewards us handsomley once we repel these invaders"

Okay, I arranged you the best I could to begin going off of your modes of travel. Their tactics were to emerge while you all ascended, taking different routes made it a bit rough

So Ionic is standing at the top of the ramp. Barydeth is 10 feet from the ledge. Herondal, I will say 5 feet below Barydeth. Pip is floating...somewhere over the rubble. Salliss is almost over the beams, while Hopper and Wolfie are on the other side.

Initiative:

Barydeth, athletics: 1d20 + 19 ⇒ (18) + 19 = 37
Salliss, Acrobatics: 1d20 + 19 ⇒ (6) + 19 = 25
Hopper, acrobatics: 1d20 + 13 ⇒ (5) + 13 = 18
Herondal, Perception: 1d20 + 14 ⇒ (17) + 14 = 31
Pip, perception: 1d20 + 13 ⇒ (20) + 13 = 33
Ionic, athletics: 1d20 + 17 ⇒ (7) + 17 = 24

GM:

red: 1d20 + 17 ⇒ (16) + 17 = 33
green: 1d20 + 17 ⇒ (9) + 17 = 26
blue: 1d20 + 19 ⇒ (4) + 19 = 23

Round 1-Bold May Act
Barydeth
Pip

GM
Salliss
Herondal
GM
Ionic
Hopper

Barydeth, you may use you result to finish the climb from your previous post.

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