Aust Thale
Adventurer
Then Arcane Knowledge check is 17 instead of 22. Falen hadn’t drawn on that knowledge yet.Ah yes, that is correct.
Then Arcane Knowledge check is 17 instead of 22. Falen hadn’t drawn on that knowledge yet.Ah yes, that is correct.
You know what, Aust Thale and @Neurotic, let's just call it a new encounter. The initiative order and round count will stay the same, but everyone can refresh "per encounter" abilities.Then Arcane Knowledge check is 17 instead of 22. Falen hadn’t drawn on that knowledge yet.
No worries. But it wouldn’t affect Falen as he hadn’t used his skill trick the previous encounter. Akos’ using the same skill trick wouldn’t affect Falen. I just take the +5 away from Arcane Know check. No big deal.You know what, Aust Thale and @Neurotic, let's just call it a new encounter. The initiative order and round count will stay the same, but everyone can refresh "per encounter" abilities.
That might make beating The Beast easier, and if it falls really easily, then I might have to rethink its CR.
Anyway, today is probably going to be a slow day for me. I'm still very sore and tired from yesterday. I'm going to work on some other stuff and come back to the games in the middle of the afternoon.
Oh wait, I forgot these in my IC post! The potions with giant, shimmering man and confused-looking man will be distributed to Tim, Falen and Akos, respectively. If possible, Tuck will feed Mutt the beast potion. And the skull-and-crossbow vials go into the bag.@JustinCase, the five other random potions on the shelf's two middle levels have these symbols on them: "a giant", "a hand with a starburst", "the face of a confused-looking man", "a fanged beast", and "a shimmering man."
EDIT: Almost all the vials on the bottom shelf have skull and crossbow symbols on them.
Poisons and Alchemical Vials: 1D12+2 = [12]+2 = 14
1D4+1 = [4]+1 = 5
@JustinCase, wrote in his post that Tuck took the red and green potions from the top of the shelf, but if someone recognizes them, Tuck will distribute them to the others. The red potions are Potions of Cure Moderate Wounds (Unglar drank/tested a red potion he found on one of the mercs) but the green potions are still a mystery.Plucks one of the “red” healing potions, if clear what it is (from fallen enemy nearby if possible).
The dying female enchanter is a bit closer (45 ft.) than the dead assassin (55 ft.), but neither of them are in a convenient spot. (The Sectarian Captain ended round 18 standing next to the enchanter while using Detect Magic.) The assassin is lying just northeast of the candle shop on the side street. Going near him is very risky with The Beast closing in from the east.Aust Thale said:Neither the Dusk Assassin nor the Enchantress are close enough to gather their resources prior to the monster arriving, no?
Tuck dropped all the skull and crossbow (†) motif symbol vials (14) in his bag of holding. He didn't note the alchemical vials (5) is his post above, but I'm assuming he'd drop those in there as well. That means he cleaned out all the potions and vials and brings them out to the other Exemplars (and the guards) near the beginning of round 18 (‡).Aust Thale said:What alchemical options are available in or about the warehouse?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.