| Erdane Winthrope |
Dire will kind of poke around with the sunrod, wandering a little away from the group. Not out of range of the light though so about 60 feet or so. Just to see what else is around. He will keep away from that damn scary wall though.
"Gonna look around a little more while you all play mad alchemist" Dire chuckles. "I won't get out of sight or yelling distance. But if you all are ready to go, I'm ready. Either way."
| Brett Rowan |
"Oye - pretty boy! Why not stop wandering off so much, eh?" Brett growls out sourly.
"It be on account of yer arse that we chased ye to that blasted chasm to begin with - on account of ye having to go running off and stumbled over them bloody black pebbles - then ye go running off after spider - and now ye run off again? And, if ye forgot - it be ye the one that got the plan on sucking out poisons from filthy little bleeder o'er there," he adds, jerking his thumb toward the remains of the spider.
You are not certain - but you believe that Brett is not happy about being by the ruined spider.
| Dain GM |
Dire will kind of poke around with the sunrod, wandering a little away from the group. Not out of range of the light though so about 60 feet or so. Just to see what else is around. He will keep away from that damn scary wall though.
"Gonna look around a little more while you all play mad alchemist" Dire chuckles. "I won't get out of sight or yelling distance. But if you all are ready to go, I'm ready. Either way."
You are free to make a Perception roll if you'd like... though you may not find anything at this time...
| Ariarh Kane |
Waiph and Dire, have fun on your respective family getaways. :)
"I think we should start making our way out now. We have secured the items found as well as the spider's poison. We need to find the deep chasm where the hot steam was venting from. That is our starting point unless someone has a better idea?" She looks about the faces of her companions.
| Erdane Winthrope |
Needling Brett, "Yeah but I believe YOU hired me to come down here so technically its all on your account." Dire grins his teeth shining from the sunrod's light. "Besides we killed the spider so no worries there. I just wanted to make sure there wasn't anything else we might have missed nearby before we go."
Perception+9 1d20 + 9 ⇒ (19) + 9 = 28
Dire gives one good slow look and listen, and then says, "But if we are ready to go, then I'm more than happy to head out as well."
| Brett Rowan |
Needling Brett, "Yeah but I believe YOU hired me to come down here so technically its all on your account." Dire grins his teeth shining from the sunrod's light. "Besides we killed the spider so no worries there. I just wanted to make sure there wasn't anything else we might have missed nearby before we go."
Perception+9 1d20+9
Dire gives one good slow look and listen, and then says, "But if we are ready to go, then I'm more than happy to head out as well."
Brett pinches his nose between his thumb and forefinger.
”Lad – we hired ye to offer aid and protection – not keep running off, which is what I asked ye not to do. That be a sensible thing – not run off, which is why I done say it to ye. Now, maybe the mercenary lads ye trucked with paid their folk to run away from their companions – and maybe they paid ye to give yourselfs your own orders without listening to them that paid them – but that be the bloodiest fool set o’ mercenary types I ever heard of,” he says with a surly tone.
”Anyhow – in case it missed yer attention – I fired three shots out of these,” he says holding up one of his black powder pistols.
”Ye can hear the shot o’ one these fer a bloody mile above ground – reckon on how bad it be underground with lots o’ bloody echoes to bounce around? If there be lads about – then they may even be coming, eh?” he says.
You sense he is not happy – that his frustration comes from being near the spider – which Brett seems paranoid of. But – he does raise a good point – his shots were loud – and if there was anything in the caves – certainly they would have been able to have heard that noise.
”But yeah – I reckon that getting the hell out of this mess be a good plan, too,” he adds at your suggestion.
Brett will follow your lead – as you seem to have found a smooth trail on the rock which looks like the rock has been smoothed by something – you’d guess it was the water that smoothed the stone. You therefore are able to take the lead with your sunrod and lead the party back – eventually – to the chasm you saw earlier.
The others say nothing – not liking to say anything about one of the “lords of the land” – but, at the same time – realizing that he may be a bit overwrought by the spider. Still – they also know he makes a good point. He is paying you – and he’s getting quite a bit of “cheek” from a hireling he just met – especially with all the trouble the towns had from troublesome rogues and such.
Still - Brett is generally pretty relaxed. You'd guess when you all get out of the cave and get a good pint - then he'll be a different type to chat with.
| Ariarh Kane |
Ry's Perception roll: 1d20 + 11 ⇒ (7) + 11 = 18
Dior's Perception roll: 1d20 + 12 ⇒ (7) + 12 = 19
As I believe both Dire and Arsinian are away this weekend, I will simply roll Perception for both gentlemen to expedite things.
Dire's Perception roll: 1d20 + 8 ⇒ (13) + 8 = 21
Arsinian's Perception roll: 1d20 + 4 ⇒ (17) + 4 = 21
| Dain GM |
Ry's Perception roll: 1d20+11
Dior's Perception roll: 1d20+12As I believe both Dire and Arsinian are away this weekend, I will simply roll Perception for both gentlemen to expedite things.
Dire's Perception roll: 1d20+8
Arsinian's Perception roll: 1d20+4
Excellent! Then you are aware of a light hissing sound - not at all like the venting steam you are near.
It sounds like hissing voices, and the patter of feet - and the sounds of creatures slowly advancing.
You have no idea from where - but the sound seems like it is all around you. It could be coming any of the caves - and in any direction - you do not know. You only know that whatever is making the sound - there is a large number - and the sound is coming closer!
| Ariarh Kane |
Turning to the others, "Did you hear that? It isn't the same as the steam venting sound of earlier."
Dire's Knowledge, Nature (to aid Ry): 1d20 + 9 ⇒ (2) + 9 = 11
Ry's Knowledge, Nature (to discern the source of the hissing and pattering of feet): 1d20 + 10 ⇒ (5) + 10 = 15+2=17
Ry's Knowledge, Dungeoneering (to discern direction of hissing): 1d20 + 3 ⇒ (13) + 3 = 16+2=18
Dire's Knowledge, Dungeoneering (to aid Ry re direction of hissing): 1d20 + 8 ⇒ (4) + 8 = 12
| Dain GM |
Turning to the others, "Did you hear that? It isn't the same as the steam venting sound of earlier."
Dire's Knowledge, Nature (to aid Ry): 1d20+9
Ry's Knowledge, Nature (to discern the source of the hissing and pattering of feet): 1d20+10+2=17
Ry's Knowledge, Dungeoneering (to discern direction of hissing): 1d20+3+2=18
Dire's Knowledge, Dungeoneering (to aid Ry re direction of hissing): 1d20+8
Hard to say - difficult to guess - if you had to assume - you'd think you are hearing the sound of anywhere from 2 dozen feet - to 100 feet - all slapping or sliding against the stone floor.
Further - you'd guess the noise is coming from all around you.
Your guess is that the creatures in the cave are now making their way right for your party.
Mak Morn suggests that if you can make it back to the tunnel with the square spiral stair case - you should be far safer- only a few enemies can approach at a time - and the way is easily guarded by a few. You cannot be surrounded and slammed hard by several scores of foes - if you are in the squarish tunneled stairs.
"Come on - run fer it!" he barks out - then urges you all to follow his lead and hurry for where he believes is the exit!
| Dain GM |
Charging for the mouth of the stairs with all speed you each toss glances over your shoulders and see the flicker of eyes – hundreds of eyes – moving in the darkness is what looks like many of these troglodytes are charging you, even now – you have made it to the mouth of the stairs – and move forward and up as quickly as you can – Mak Morn holding the vanguard with Ryul – Ironhorse and Brett firing over their heads – as the others advance up the stairs and around the bend.
You have killed several of them – but they are screeching and cursing foully at you – and advancing faster and faster…
Even now you have made it up about 3 floors – roughly 30 feet – and guess you have brought down about 7 enemies. You pause on a landing – and Mak Morn and Ryul are fighting hard – Brett and Ironhorse offering more support at ranged.
Brett turns quickly to the others –
”If you got any little surprises – now be the time fer it – we hold ‘em here – or they kill us and overrun us all…” he barks out hoarsely as he loads another shot into his pistol and readies to fire again.
Okay – you see the scene – what is your move now?
| Erdane Winthrope |
Dire fishes a tanglefoot bag out of his belt and tosses it at the lead trog in hopes of blocking some of the rest of them moving past him.
Ranged +10 1d20 + 10 ⇒ (7) + 10 = 17 Ranged touch attack with tanglefoot bag
"Other than killing them til their bodies choke the stairway..only trick I got at the moment." Drawing both his swords he prepares for the crush of the trogs.
| Brett Rowan |
Dire fishes a tanglefoot bag out of his belt and tosses it at the lead trog in hopes of blocking some of the rest of them moving past him.
Ranged +10 1d20+10 Ranged touch attack with tanglefoot bag
"Other than killing them til their bodies choke the stairway..only trick I got at the moment." Drawing both his swords he prepares for the crush of the trogs.
You hear growls and cursing - you may have succeeded in halting them for a moment or two - but, that is not long!
"Good work, then lad - I knew there be a reason we hired ye," Brett calls out, and the party quickly advances higher up, knowing is nothing but a momentary delay.
As you go charging up the stairs - Brett calls out again -
"Blast! If anyone had any gods damned fire spells - that would be a hell o' lot useful - or at least something to slow them for more then a few seconds... I got a plan - maybe.." he adds as you continue your upwards rush.
If anyone DOES have any fire spells - or spells that make use of fire - that would be very helpful now...
| Ariarh Kane |
She begins casting Produce Flame and as soon as a bright flame appears in her hand, she hurls it toward the trogs in the tar/resin from the tanglefoot bag. (Can be hurled up to 120 ft and flames last for 6 mins, No saving throw.)
Ranged touch attack with Flame: 1d20 + 6 ⇒ (20) + 6 = 26
Fire Damage if hit: 1d6 + 5 ⇒ (4) + 5 = 9
| Dain GM |
- Remember - the stairs are a square spiral. That is to say - they go down ten feet, turn 90 degrees - move forward 10 feet - turn another 90 degrees and go down 10 feet; and so on.
Once the bag hits the ground, it explodes, you are free to charge back down the hallway 10 feet turn the corner, rush up the stairs, charge back down that hallway 10 feet, turn the corner, and keep heading up.
Since each hall is 10 feet wide, by 10 feet long - you can fit (roughly) 4 heroes down the hall, as the enemies come charging up the stairs.
However - you are able to toss the oil tar substance into the chasm - the troglodytes scream in pain and their is a massive amount of stench and smoke.
Brett turns to you and Dire -
"Good work - but if you can buy me some time - and you can give me just a little bit more room to move - maybe I can make something pretty for these basterds!"
He lifts up his powder horn as you hurry on.
"You toss another tanglefoot bag - I toss the horn into it - and you toss another oil and flame - and we may be able to stop 'em from coming hard!" Brett says with enthusiasm.
Brett's plan sounds reasonable - if he has enough powder - it could explode like a bomb and possible collapse part of the tunnel - or least cause a bit of a cave-in to keep the creatures from charging. It sounds good - but; there is a huge flaw in Brett's plan!
A Knowledge: Arcana - 20; or a Spellcraft 18 will show the flaw - and how to beat it...
| Dain GM |
Knowledge, Arcana: 1d20+3
Spellcraft: 1d20+7
In a remarkable stroke of luck – you have done very well on your rolls (heh – after such good luck you may want to become a DM ;)
In either case you like the idea of an explosion that could collapse the tunnel behind you – but you suddenly remember learning of the metamagic properties of the spell Fireball.
This spell would – if you were to look at the explosion on a grid – take up a certain amount of squares – equal to the Area of the explosion. However, if the explosion was contained into a small area – say – a very long tunnel – the blast Area would remain the same. It would merely be forced into the parameters of the space allowed.
In other words – if you had an explosion with a blast Area of 30 foot radius; in a hallway that is 10 feet in width – with a 10 foot ceiling – the Area of expansion from the point of explosion would still cover 180 foot long stretch if the tunnel was 5 feet in width. However, as the tunnel is 10 feet – the blast radius stretch would be 45 feet in both directions – as it expands the width of the tunnel and the length of the blast.
So – if you exploded the powder and oil mixture – the fire burst would rush both down the tunnel to consume the charging villains and up the tunnel for 45 feet from the source of the explosion – right into you guys.
If a person left the “bomb” at the bottom of the stairs on a landing and stood 10 feet above it to explode it at range - they would then have to rush down the 10 foot hall, turn the stairs – rush up 10 more feet up the next flight – hang a right and rush 10 feet down the next hall – then rush at least 5 more feet up the last part of the stairs – all of this would be very difficult – as you couldn’t “run” as it wasn’t a straight line – and it was up stairs – which could be difficult terrain.
If someone set/exploded the bomb – it is likely they would not be able to get out of the blast radius in time.
The question is – who will explode the powder horn and oil flasks? This person will likely die, or at least suffer severe trauma – but if they do not take the chance – the party may be killed as over 70 troglodytes come after you, seeking for blood!
| Ariarh Kane |
"Wait! Brett! If you take this course of action, the fiery explosion will not only incinerate the troglodytes but all our party as well due to the blast radius. An option is to have someone go back down, set and explode the bomb at the bottom of the stairs and then make a mad rush up the various halls and stairs, and being that they are spiral, this will certainly take time and the person may likely die or be seriously injured. But what option do we have? There are 70 troglodytes baying for our blood as we speak and if they make it out of the stairwell then our lives will not be the only ones forfeited! The whole town will be in danger, too."
She pauses, chewing on her bottom lip in serious, silent thought. "Dior is unable to fly at present due to the sticky webbing and I cannot risk Anuk-su's life as she is the only one of her kind. That leaves me with wildshaping. If the powder horn and oil flasks were left out for me and I transformed into a small air elemental (If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind) and flew down the stairs, I could plant the bomb and then use my produce flame spell to set it alight. I could then fly as fast as I can through the hallways, up the stairs and out. That means you and the others would have to keep moving as quickly as you can up the stairs ... to ensure none of you are caught in the explosion radius!"
She turns dark sapphire eyes toward Brett, "If anything were to happen to me, please make sure Dior, Anuk-su and Tal are taken care of and ... my will is in the Council vault. If I require healing, I have spells (plus gold dragon amulet) but if I am unable to heal myself, then please heal me Brett."
| Arsinian Wells |
Ariarn shouldn't be affected much by difficult terrain, with her perfect fly speed. and she starts with a +11 to her fly checks due to perfect movement(+8) small size(+2) and the +2 Dex(+1)
Arsinian offers "Would we be able to leave some sort of fuse, or leave a rope burning that will fall into the flame in a few moments, leaving Ariarh more time to escape?" cause expeditious retreat is only for land-speed... =/
| Dain GM |
"Wait! Brett! If you take this course of action, the fiery explosion will not only incinerate the troglodytes but all our party as well due to the blast radius. An option is to have someone go back down, set and explode the bomb at the bottom of the stairs and then make a mad rush up the various halls and stairs, and being that they are spiral, this will certainly take time and the person may likely die or be seriously injured. But what option do we have? There are 70 troglodytes baying for our blood as we speak and if they make it out of the stairwell then our lives will not be the only ones forfeited! The whole town will be in danger, too."
She pauses, chewing on her bottom lip in serious, silent thought. "Dior is unable to fly at present due to the sticky webbing and I cannot risk Anuk-su's life as she is the only one of her kind. That leaves me with wildshaping. If the powder horn and oil flasks were left out for me and I transformed into a small air elemental (If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind) and flew down the stairs, I could plant the bomb and then use my produce flame spell to set it alight. I could then fly as fast as I can through the hallways, up the stairs and out. That means you and the others would have to keep moving as quickly as you can up the stairs ... to ensure none of you are caught in the explosion radius!"
She turns dark sapphire eyes toward Brett, "If anything were to happen to me, please make sure Dior, Anuk-su and Tal are taken care of and ... my will is in the Council vault. If I require healing, I have spells (plus gold dragon amulet) but if I am unable to heal myself, then please heal me Brett."
Wow - it's a rare thing when you come up with a clever puzzle - and a player potentially outfoxes the puzzle - but uses an answer that you didn't anticipate.
Not bad - however - to really seal the deal - toss up either a Knowledge: Arcana (DC 12) or a Knowledge: Nature (DC 10).
Please also remember - you guys are running up the stairs and huffing and puffing - minus 2 to both checks for the circumstances - but, basically - just try not to roll a natural 1! If you succeed - you suddenly unlocked an answer I totally didn't think of until just now!
Good times...
| Dain GM |
Ariarn shouldn't be affected much by difficult terrain, with her perfect fly speed. and she starts with a +11 to her fly checks due to perfect movement(+8) small size(+2) and the +2 Dex(+1)
Arsinian offers "Would we be able to leave some sort of fuse, or leave a rope burning that will fall into the flame in a few moments, leaving Ariarh more time to escape?" cause expeditious retreat is only for land-speed... =/
True - but is more then 45 feet - she may be able to do that - but she would have to make at least 3 90 degree turns - which could be problematic - however - more on that after her rolls.
By the way - I may be like totally mistaken here - but when you say "Ariarn" - you really mean "Ariarh" right? Because, for a moment - I thought Ariarn was the name of your Unseen Servant - or something like that - very confused GM here... But, it could have been!
Oh - the other thing - you may be somewhat mistaken - I actually said you had AT LEAST 70 Trog's after you - there is likely many more.
Also - as we all know - Trogs (like all things in this game - other then hirelings) - have the standard 25 point buy - and class levels... So - they're not exactly lunch meat, if you catch my drift?
Finally - you could probably do your very suggestion - except that - for the most part - you are literally running up stairs. If you pause to do that - I'll need the party to form into a fighting cadre - then we'll have to do some tight fighting in close quarters - more on that soon, though - depending on what you choose to do.
Ry - looking forward to seeing those rolls!
| Erdane Winthrope |
Readying steel, Dire indicates he's ready to hold the trogs off as long as he can, "Better do whatever you are going to do, don't know how long we can hold these guys off when they get here."
Dire will prepares to strike at any who get in range.
"Also, if anyone needs em I got one more of those tanglefoot snares in my backpack, it's right on top.
| Dain GM |
Readying steel, Dire indicates he's ready to hold the trogs off as long as he can, "Better do whatever you are going to do, don't know how long we can hold these guys off when they get here."
Dire will prepares to strike at any who get in range.
"Also, if anyone needs em I got one more of those tanglefoot snares in my backpack, it's right on top.
Mak Morn swings in next to you - you observe that he's in pretty heavy armor - with a large shield and a battle ax. Good front line fighter type. you're currently all most at the end of the hallway - with Ironhorse and Ryul right behind them. The tangle foot bag is thrown in the hallway - and Brett is snatching Ry's oil and mixing it together with his remaining powder - using a roughly concocted Ranger Trap.
Ryu's holding Brett's pistols - and although he never fired such weapons Re: -4 penalty to hit Black Powder weapons only need a Ranged Touch Attack to hit - provided it is in the first range increment!
I presume that Arsinian is using his Bardic powers to aid his comrades?'
Brett turns to Ariarh and says -
"Whatever ye got in mind - best get on it, lass - this thing will take me about 20 seconds to fiddle with," he adds, as he tries to quickly mix them together
Re: it will take him 3 rounds. However - Ry, if you wish to Aid Brett with Craft: Alchemy - you can do so to reduce it to 2 rounds. All you need to do is make a successful Aid check with Craft: Alchemy, if you can.
| Dain GM |
Knowledge, Arcana: 1d20+3
Knowledge, Nature: 1d20+10
Your real problem isn't being able to avoid the damage from the fire - but the rock itself!
If Brett's plan is successful - it will create a minor cave-in behind you, and block the charge of the Trog's from advancing, even when they pull the bodies of their dead out of the way.
But if the rocks of the cave collapse on you - you will be crushed and pinned - and most likely flattened and - if you live - taken prisoner and tortured. If you die? Well - you know the rest...
However - a fierce gleam is in your eye. While true that could be a problem for some people - Earth Elementals can Earth Glide, in which they -
Pass through stone or dirt as easily as a fish swims through water.
So - no worries. You stand there - light the fuse - drop under the ground itself (as an Earth Elemental) - then use your ability to move through the rock and "Swim" between the stairs. You can do Earth Glide and move at 20 feet a round. So - as you are currently 50 feet up - with 150 feet to go, you only need to move for roughly 8 rounds.
That would mean you would need to "swim" up the solid rock for only 8 rounds! Well - unless you double moved - in which case it would be 4 rounds. Oh - unless you "ran" - in which case it would be a little less then 2 rounds.
Wait - can you maintain the Earth Elemental spell for a period of 3 rounds?
You'll need one to light the stuff (standard action) and move into the wall for your ascension (move action). Then 2 more rounds to rush past your friends and burst out into the cave above you to freedom...
If you can do that - this is in the bag!
| Dain GM |
"Wildshaping takes a few seconds, Brett. So I shall do so once you are done with the bomb, unless of course you speak Auran, because if I changed into a small air elemental now, and you couldn't speak it, communication would prove difficult between us."
Anuk-su can speak Aruan - though in this case I recommend Terran.
But, as for the plan to blow up the bomb - you will need to do so after you friends have moved by you - which reminds me - Arsinian - you may be able to intimidate your enemies with the horn via a Perform Roll - giving your friends time to to run up the stairs on their turn.
That is - unless you got a problem Intimidating enemies?
| Dain GM |
Dire - you are holding action - as soon as the Trog's come running around the corner - you and Mak Morn can take your attack!
Mak Morn will wait until the first 2 enemies come charging up and strike first -
Attack against bad guy -
1d20 + 9 ⇒ (16) + 9 = 25
IF he hits -
1d10 + 5 ⇒ (9) + 5 = 14
Dire - you're up!
| Ariarh Kane |
Ariarh drops her Spider Climb Communal spell in lieu of Summon Nature's Ally III.
She will summon 1d3 2nd-level creatures of the same kind (small fire elementals). 1d3 ⇒ 2 When they appear at end of round, they will directed by Ariarh to stand side by side (each taking a 5 by 5 square and therefore spread across the 10 ft wide landing) on the landing and fight the ascending trogs to give her companions a chance to climb and get away from the trogs.
| Ka'etil Malas'rae |
i'm not sure what sort of effect or modifiers you are refering to about using the horn to intimidate the enemy buying us time, but using the horn to Haste the party makes sense...
So here's the intimidate roll:
1d20 + 7 ⇒ (11) + 7 = 18
and i guess the party is hasted, so we get an extra 10 movement and AC and stuff that Haste says you get....
| Dain GM |
i'm not sure what sort of effect or modifiers you are refering to about using the horn to intimidate the enemy buying us time, but using the horn to Haste the party makes sense...
So here's the intimidate roll:
1d20+7and i guess the party is hasted, so we get an extra 10 movement and AC and stuff that Haste says you get....
You only get the Haste effect to "Rally your allies to you" - in other words, anyone rushing to you to protect you will be granted Haste (for the future) - while they attempt to protect you.
Once they reach you - they are only given the effects of a Bless spell.
You can make a Perform Check to "Intimidate" the enemy - if you succeed - all enemies who hear the sound are shaken for 1 round.
A full description of all details will be disclosed once you get back to town...
Also - you use Perform to make the horn work - not the actual Intimidate skill...
Meanwhile - the enemies seem shaken when you blow the horn and you all hurry further up the stairs.
| Dain GM |
The Trogs in front of Dire and Mak Morn stumble back into their own allies - and they all cry out in pain and horror - the sound of the horn giving you all a fierce light and pride!
The Trogs have stumbled back - you may attack them again as they are panicked however.
"Come on lad - let 'em have it!" Mak Morn calls out to Dire - and rushes forward with his ax to take another swing at the creature in front of him.
1d20 + 8 ⇒ (15) + 8 = 23
IF he hits -
1d10 + 5 ⇒ (5) + 5 = 10
Dire - remember - you now gain a +1 to hit and damage when you attack. You only need to keep them at bay for one one more round, then you can run for it!
| Dain GM |
"You got it!"
Dire charges in alongside Mak Morn, picking out a target
Dire's Longsword +8 1d20+8
If it hits 1d8+2
Even with +1, I don't doubt 11 misses.
Regretably - yes - but now the Trogs are moving to attack - but they are demoralized though - and their attacks are weak...
Trog 1 Verse you -
1d20 + 4 ⇒ (10) + 4 = 14
IF he hits -
1d6 + 2 ⇒ (2) + 2 = 4
Trog 2 Verse Mak Morn -
1d20 + 4 ⇒ (7) + 4 = 11
IF he hits -
1d6 + 2 ⇒ (4) + 2 = 6
| Dain GM |
They do poorly - you are now able to run - you are all charging up the tunnels - awaiting Ariarh's magical aid as Brett places the concoction in her hand - it is his powder horn - filled with some alchemichal mixtures of a type of "sticky oil" - if Brett is correct - then the blast should do quite a bit of damage - specifically - 10 d10 damage + 10...
As soon as Ariarh gets access to the potion - the others are all rushing upstairs and hoping her elementals will keep the enemy at bay as she makes her move - then - when we see more from Ariarh - you'll all see more.
| Ariarh Kane |
Placing the potion/alchemical concoction on the ground, she wild shapes into a small earth elemental and picks it up. She starts making her way back down below.
Ry's perception: 1d20 + 11 ⇒ (14) + 11 = 25
Behind her the two small fire elementals move in side by side (taking up the entire 10 ft width of stairs) as instructed and begin attacking any troglodytes that try to push passed them to reach Ariarh's companions.
Slam Attack of Fire Elemental # 1: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d4 + 2 ⇒ (4) + 2 = 6 plus burn (1d4, DC 11)
Slam Attack of Fire Elemental # 2: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 2 ⇒ (4) + 2 = 6 plus burn (1d4, DC 11, Those affected by burn must succeed in a reflex save or catch fire, taking the listed damage at the start of its turn (DC 10+1/2 burning creature's racial HD+burning creature's Con mod).)