
Aiuda Drowbane |

Aiuda examines the firearms with some interest but ultimately she leaves them. There's just no skill in those things, is there? She thinks over the noise as she feels the string of her bow. And too unreliable.
Making hand motions, she waves everyone nearer to Zelkin and follows the inquisitor around the corner.

Dungeon Master S |

Zelkin can see some kind of alchemy lab to the south. It also looks like whatever conveyors the ogrekin were shoveling stuff also dumps out into the big room. Zelkin also makes out some movement... looks like ratfolk. Hard to tell how many though from here.
Map updated...

Dungeon Master S |

You can confirm that there is a trio of ratfolk, but more than that requires a stealth check.

Dungeon Master S |

Given the level of noise, it'll be sight (or scent) that gives people away. The choice is yours!

Sven Marsh |

Sven moves near the rats, trying to know if they were ennemies here or people able to bargain with.
Stealth: 1d20 + 24 ⇒ (4) + 24 = 28
Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17
Perception: 1d20 + 30 ⇒ (18) + 30 = 48

Dungeon Master S |

Perception: 1d20 + 14 ⇒ (7) + 14 = 21
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Sven sneaks forward to see the trio of ratfolk happily going about their business. They're heavily armed and loaded with the trappings of experienced alchemists. The area looks like a very advanced alchemy lab, though you've no idea what they're doing.
Their senses are also highly tuned. "INTRUDER!" They scream as they stop their work and start reaching for vials. The scream is loud enough (barely) to alert gnolls nearby doing manual labor.
Baddies: 1d20 + 4 ⇒ (11) + 4 = 15
Aiuda: 1d20 + 7 ⇒ (1) + 7 = 8
Bill: 1d20 + 11 ⇒ (5) + 11 = 16
Sven: 1d20 + 6 ⇒ (1) + 6 = 7
Zelkin: 1d20 + 6 ⇒ (3) + 6 = 9

Dungeon Master S |

Bill is quick to decode the situation after the screaming, and beats the ratfolk to the punch.
Round 1:
Bill: Go
Baddies: TBD
Zelkin: TBD
Aiuda: TBD
Sven: TBD

Bill the Wizard |

"Hmm... perhaps we should just focus on those pointy-nose fellows over there." Bill says as he waves his hand towards the gnolls.
"Prohibe a nobis, et gentes istas." he mutters as a Wall of Force appears between Sven and the approaching gnoll horde.
"All you now, Sven!" he yells to the man.

Dungeon Master S |

Bill's wall instantly shunts the gnolls out of the fight. They rush up and slam into the wall! One is enterprising though, and scrambles, slowly, up the conveyor to try to get at you from behind.
The ratfolk don't seem to care a quartet of bombs come flying towards Sven!
Bomb 1: 1d20 + 15 ⇒ (9) + 15 = 24 Miss: 1d8 ⇒ 4 MISS! The splash still burns though. Bill, Sven, and Whitestripe take 10 fire DMG (REF DC 19 for half)
Bomb 2: 1d20 + 10 ⇒ (15) + 10 = 25 Miss: 1d8 ⇒ 8MISS! The splash still burns though. Sven takes 10 fire DMG (REF DC 19 for half)
Bomb 3: 1d20 + 15 ⇒ (18) + 15 = 33 for FIRE: 6d6 + 4 ⇒ (5, 6, 2, 5, 1, 1) + 4 = 24 REF DC 19 for half.
Bomb 4: 1d20 + 15 ⇒ (19) + 15 = 34for FIRE: 6d6 + 4 ⇒ (2, 4, 4, 3, 5, 1) + 4 = 23 REF DC 19 for half.
Round 1:
Bill: Wall of Force
Baddies: ATK
Zelkin: Go
Aiuda: Go
Sven: Go

Zelkin Norwind |

Pelkin, unable to reach the enemy, casts Shield of Faith on himself and moves forward, joining the front line with Sven.

Dungeon Master S |

Zelkin prepares for a fiery combat!
Bill: Wall of Force
Baddies: ATK
Zelkin: Buff & move
Aiuda: Go
Sven: Go

Zelkin Norwind |

Was about to edit my other posts but as I was ninja'd I'll just add here.
Zelkin activates a judgment of resistance to protect himself from the fire bombs, gambling that they'll stick to the same substance. Swift Action

Aiuda Drowbane |

Aiuda stays back and away from the fire. "Thanks, Bill! Those rats are too good with fire, we need to take them out quickly."
Starting with black.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (12) + 15 = 27
damage: 1d8 + 13 ⇒ (1) + 13 = 14
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (6) + 15 = 21
damage: 1d8 + 13 ⇒ (4) + 13 = 17
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 ⇒ (12) + 10 = 22
damage: 1d8 + 13 ⇒ (1) + 13 = 14
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d8 + 13 ⇒ (1) + 13 = 14

Dungeon Master S |

@Sven: Consider it a GM mistake in your favor. Don't sweat it, I'm not going back to reroll the damage.
Aiuda's arrows are shot with legendary training, but only 1 lands on target. The ratfolk are clearly accustomed to battle and ready for attack.
Bill: Wall of Force
Baddies: ATK
Zelkin: Buff & move
Aiuda: ATK
Sven: Go
Black: 14
Red:
Blue:

Bill the Wizard |

Reflexes-8 or better wins!: 3d20 ⇒ (6, 13, 5) = 24 Two hit... :(
Bill is caught in the immolating fire and comes out significantly worse for wear. "B%##$s." he says, finally realizing how hurt he is.
He turns tail and runs for cover in the rear, moving down a side passage.

Bill the Wizard |

@DM S: I thought Bill was close enough for Bombs 3 and 4 to hit. I spaced that regular alch bombs are only 5' radius from the target, not 10' like Explosive Bombs. He still does his same action as he is down to 38 HP.

Sven Marsh |

Ref (+17): 2d20 ⇒ (6, 16) = 22
Sven avoid most of the failed bomb but is hit twice by the other.
Badly burn he decides to shoots at the rats, hoping to killing them quickly than they hit him and asks Whitestripe to attack too.
He calls again for the strength of the Bull and the agility of the Tiger and shoots.
+3 longbow: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
Damages: 2d6 + 12 + 1 + 2d6 + 12 + 1 ⇒ (6, 5) + 12 + 1 + (5, 5) + 12 + 1 = 47
+3 longbow: 1d20 + 15 + 1 ⇒ (10) + 15 + 1 = 26
Damages: 2d6 + 12 + 1 ⇒ (6, 3) + 12 + 1 = 22
+3 longbow: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Damages: 2d6 + 12 + 1 ⇒ (2, 1) + 12 + 1 = 16
Aiuda has an immediate action against one of my target if I hit

Whitestripe |

Whitestripe at his master's order leap in the fray and bite at the rat Sven designed as his target.
Bite: 1d20 + 23 ⇒ (20) + 23 = 43
Damages: 1d4 + 22 ⇒ (2) + 22 = 24
Trip: 1d20 + 21 ⇒ (9) + 21 = 30
Crit confirm: 1d20 + 23 ⇒ (16) + 23 = 39
Damages: 1d4 + 22 ⇒ (4) + 22 = 26

Dungeon Master S |

Bill takes cover as Sven uses suppressing fire, but none of his arrows connect. Whitestripe, however, has far more luck. The bite on the ratfolk's thigh instantly starts quirting blood as the tiger rips him down to the ground. The ratfolk fights on, but not from a good position. Sven, you didn't say who you're targeting, so I'm going to guess, let me know if I guess wrong.
Round 3:
Bill: Go
Baddies: TBD
Zelkin: TBD
Aiuda: TBD
Sven: TBD
Black: 64
Red:
Blue:

Bill the Wizard |

Bill moved out of line of sight of the bombers and flew up to the ceiling.
-Posted with Wayfinder

Dungeon Master S |

The ratfolk continue their barrage. The wounded one tries to mix turtles up to protect himself, while the other two try to burn Whitestripe. They don't seem to care that their cohort takes some of the fire damage.
Red Bomb 1: 1d20 + 16 ⇒ (16) + 16 = 32 for DMG: 6d6 + 4 ⇒ (5, 5, 3, 4, 6, 3) + 4 = 30
Red Bomb 2: 1d20 + 11 ⇒ (4) + 11 = 15 1d8 ⇒ 4 10 Splash damage
Blue Bomb 1: 1d20 + 16 ⇒ (9) + 16 = 25 1d8 ⇒ 4 10 Splash damage
Blue Bomb 2: 1d20 + 11 ⇒ (2) + 11 = 13 1d8 ⇒ 5 10 Splash damage
REF DC 19 for half damage.
The gnolls all follow the lead and try to come around the other side.
Round 3:
Bill: Retreat
Baddies: Stuff
Zelkin: Go
Aiuda: Go
Sven: Go
REF: 3d20 ⇒ (3, 20, 18) = 41
Black: 84
Red:
Blue:

Zelkin Norwind |

Zelkin will try to help take down the blue ratman! Swift action to activate second judgment (destruction).
Attack: 1d20 + 14 ⇒ (6) + 14 = 20 for Damage: 1d10 + 22 ⇒ (6) + 22 = 28
OK, now I'm off to the cruise ship. Be back Friday.

Dungeon Master S |

Bon Voyage!
Round 3:
Bill: Retreat
Baddies: Stuff
Zelkin: Miss
Aiuda: Go
Sven: Go
Unfortunately, Zelkin misses.
REF: 3d20 ⇒ (3, 20, 18) = 41
Black: 84
Red:
Blue:

Aiuda Drowbane |

Finding herself beset by gnolls, Aiuda fires an arrow straight into the first one's face. "Purple is really bad color for gnolls, don't you know that?"
5' stepping in front of Bill to protect him.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (2) + 15 = 17
damage: 1d8 + 13 ⇒ (8) + 13 = 21
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (10) + 15 = 25
damage: 1d8 + 13 ⇒ (3) + 13 = 16
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 ⇒ (2) + 10 = 12
damage: 1d8 + 13 ⇒ (1) + 13 = 14
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d8 + 13 ⇒ (3) + 13 = 16

Dungeon Master S |

Aiuda turns, but only one arrow finds its mark. The gnoll cackles in pain and prepares for melee.
Round 3:
Bill: Retreat
Baddies: Stuff
Zelkin: Miss
Aiuda: ATK
Sven: Go
Black: 84
Red:
Blue:
Purple: 21
Black:
Green:
Blue:
White:

Whitestripe |

Ref DC19: 1d20 + 23 ⇒ (4) + 23 = 27
Ref DC19: 1d20 + 23 ⇒ (1) + 23 = 24
Ref DC19: 1d20 + 23 ⇒ (7) + 23 = 30
Whitestripe dodges two of the bombs and angrily continues to tear appart the rats.
Bite: 1d20 + 23 ⇒ (4) + 23 = 27
Damages: 1d4 + 22 ⇒ (2) + 22 = 24
Trip: 1d20 + 21 ⇒ (7) + 21 = 28
Claw 1: 1d20 + 23 ⇒ (8) + 23 = 31
Damages: 1d2 + 22 ⇒ (1) + 22 = 23
Claw 2: 1d20 + 23 ⇒ (17) + 23 = 40
Damages: 1d2 + 22 ⇒ (2) + 22 = 24

Sven Marsh |

Sven continues to shoot at the rats.
+3 longbow: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29
Damages: 2d6 + 12 + 1 + 2d6 + 12 + 1 ⇒ (6, 3) + 12 + 1 + (6, 2) + 12 + 1 = 43
+3 longbow: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
Damages: 2d6 + 12 + 1 ⇒ (1, 2) + 12 + 1 = 16
+3 longbow: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29
Damages: 2d6 + 12 + 1 ⇒ (2, 3) + 12 + 1 = 18

Dungeon Master S |

Sven, can you indicate which one you're targeting. I'll guess on this one.
Whitestripe's bite falls short, but both claws tear into the creature. A second later Sven's arrows take it out!
Round 4:
Bill: Go
Baddies: TBD
Zelkin: TBD
Aiuda: TBD
Sven: TBD
Black: 84
Blue:
Purple: 21
Black:
Green:
Blue:
White:

Bill the Wizard |

Seeing the small fry approach Aiuda, Bill scowls as he yells. "I was trying to let you live, gnolls, but if you insist on fighting, then perhaps the Abyss is better suited for you!" he bellows in anger.
Ready Action for the gnoll populace to round the corner and casting Sirocco at them. DC 25; Damage: 4d6 + 14 ⇒ (1, 5, 3, 2) + 14 = 25

Dungeon Master S |

Sorry guys, work and moving stuff kept me busy.
Bill grabs a handful of sand procured from the desert at noon after a sandstorm and prepares to cast it into the air.
The prone ratfolk stands up, hoping to survive the attempt (AoO from Whitestripe) and then backs up a bit to drink an extraction 3d8 + 11 ⇒ (2, 6, 2) + 11 = 21 to cure his wounds.
Blue: Steps back and aims for Zelkin with a pair of bombs:
Bomb 1: 1d20 + 16 ⇒ (2) + 16 = 18 for Fire DMG: 6d6 + 4 ⇒ (4, 3, 2, 4, 1, 1) + 4 = 19
Bomb 2: 1d20 + 11 ⇒ (12) + 11 = 23 for Fire DMG: 6d6 + 4 ⇒ (4, 3, 5, 1, 3, 3) + 4 = 23
Whitestripe takes 10 fire from each bomb. Both can make REF DC 19 for half.
Purple: Stays put and shoots at Aiuda Touch: 1d20 + 12 ⇒ (6) + 12 = 18 and wings her for DMG: 1d8 + 1 ⇒ (8) + 1 = 9
That's when the rest of the pack turns the corner. Bill waits until the last moment and lets fly with his spell!
Purple: FORT: 1d20 + 11 ⇒ (4) + 11 = 15 FAIL
Black: FORT: 1d20 + 11 ⇒ (16) + 11 = 27 PASS
Green: FORT: 1d20 + 11 ⇒ (6) + 11 = 17 FAIL
Blue: FORT: 1d20 + 11 ⇒ (5) + 11 = 16 FAIL
White: FORT: 1d20 + 11 ⇒ (17) + 11 = 28 PASS
And the spell nails them! They howl in chorus, but it's still not louder than the forge itself.
Round 4:
Bill: Sirocco!
Baddies: ATK
Zelkin: Go
Aiuda: Go
Sven: Go
Black: 84 (Will cure 21)
Blue:
Purple: 46 (Prone, Fatigued)
Black: 12 (Fatigued)
Green: 25 (Prone, Fatigued)
Blue: 25 (Prone, Fatigued)
White: 12 (Fatigued)

Aiuda Drowbane |

"Nice work, Bill!" Aiuda tries to shout over the noise as she fires at the black gnoll.
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (10) + 15 = 25
damage: 1d8 + 13 ⇒ (6) + 13 = 19
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 15 ⇒ (1) + 15 = 16
damage: 1d8 + 13 ⇒ (7) + 13 = 20
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d8 + 13 ⇒ (8) + 13 = 21
+1 adaptive aberration-bane drowscourge composite longbow: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d8 + 13 ⇒ (5) + 13 = 18

Whitestripe |

Whitestripe snaps at the rat who's getting up
Bite (AoO): 1d20 + 23 + 4 ⇒ (7) + 23 + 4 = 34
Damages: 1d4 + 22 ⇒ (4) + 22 = 26
If he's still alive, he will continue to bite and claw him if not Whitestripe will attack the last standing rat.
Bite: 1d20 + 23 ⇒ (11) + 23 = 34
Damages: 1d4 + 22 ⇒ (4) + 22 = 26
Trip: 1d20 + 21 ⇒ (16) + 21 = 37
Claw 1: 1d20 + 23 ⇒ (9) + 23 = 32
Damages: 1d2 + 22 ⇒ (2) + 22 = 24
Claw 1: 1d20 + 23 ⇒ (18) + 23 = 41
Damages: 1d2 + 22 ⇒ (1) + 22 = 23

Sven Marsh |

Sven, takes a 5ft. step towards the black rats and to have in visual Aiuda.
He then shoots at the rats.
+3 longbow: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
damages: 2d6 + 12 + 1 + 2d6 + 12 + 1 ⇒ (5, 4) + 12 + 1 + (2, 3) + 12 + 1 = 40
+3 longbow: 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
damages: 2d6 + 12 + 1 ⇒ (1, 4) + 12 + 1 = 18
+3 longbow: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
damages: 2d6 + 12 + 1 ⇒ (4, 2) + 12 + 1 = 19

Dungeon Master S |

Bill prevents the battle on two fronts from getting out of hand as Aiuda, Sven, and Whitestripe get to work.
Aiuda fumbles a pair of arrows, but also sticks a pair in one of the few standing gnolls!
The tiger starts by tearing the throat out of the ratfolk trying to stand. He then spins and takes out the third!
Giving Sven his turn back.
Round 4:
Bill: Sirocco!
Baddies: ATK
Zelkin: Go
Aiuda: ATK
Sven: Go
Round 5
Bill: Go
Purple: 46 (Prone, Fatigued)
Black: 52 (Fatigued)
Green: 25 (Prone, Fatigued)
Blue: 25 (Prone, Fatigued)
White: 12 (Fatigued)

Sven Marsh |

Sven go back to help his comrades staying behind.
He shoots at the first one he sees Purple
hit AC18 for 22 damages

Dungeon Master S |

Sven comes around the corner, but he rushes the shot and misses!
Zelkin is away on vacation, I'm going to bot him a double move.
Round 5
Bill: Go
Baddies: TBD
Zelkin: TBD
Aiuda: TBD
Sven: TBD
Purple: 46 (Prone, Fatigued)
Black: 52 (Fatigued)
Green: 25 (Prone, Fatigued)
Blue: 25 (Prone, Fatigued)
White: 12 (Fatigued)

Zelkin Norwind |

OK, slowly making it back. On the bombs, do those target touch AC? If so they hit, though my judgment reduces the damage to a total of 22. I assume I can't roll a save on a direct hit. Also, a double move is fine by me.

Dungeon Master S |

Welcome back. Yes they attack touch AC. I don't believe there's a save for a direct hit.

Bill the Wizard |

Oops. My bad on this.
Bill seems happier once several of the gnolls are forced to the ground by the winds. "Aye, time for another blast!" he says triumphantly as he raises his Staff of the Master high into the air.
As if in response, another harsh wind slams downward into the gnolls, burning their flesh and draining their lifeforce.
Sirocco-DC 25: 4d6 + 14 ⇒ (3, 6, 4, 3) + 14 = 30 All gnolls are affected; Fatigued to Exhausted.

Dungeon Master S |

A second sirocco slams into the gnolls. Bill floats and watches it work... in a matter of moments the gnolls are burned to ash...
Calling it
And with the spell, the action gives way to calm, though the noise of the forge remains. It seems your presence isn't general knowledge.
The gnolls have little beyond their blunderbusses. The ratfolk have more; (A total of) 6 potions of CMW, 6 tanglefoot bags, 9 fuse grenades, 3 cold iron pellet grenades. They each were +1 chain shirts, cloaks of resistance +2, amulets of natural armor +1, and they each have a boro bead (1st level)

Aiuda Drowbane |

Aiuda takes one of the potions for herself and suggests Sven and Zelkin use the others quickly. She has Zelkin use her wand to fix up the rest of her scrapes.
cmw: 2d8 + 5 ⇒ (7, 3) + 5 = 15
clw: 1d8 + 1 ⇒ (8) + 1 = 9
94/95 close enough.
She also suggests that the defensive items be taken by the others who are more likely to be in the front line. She keeps the grenades and tanglefoot bags for herself though.
Once everyone is ready, Aiuda points to the room to the west and readies her bow against further danger.

Zelkin Norwind |

Zelkin will down two of the potions.
CMW: 2d8 + 5 ⇒ (2, 3) + 5 = 10
CMW: 2d8 + 5 ⇒ (4, 2) + 5 = 11 127/129 now, good enough.
Zelkin will also take a cloak.

Bill the Wizard |

Hmm... I was just roleplaying that Sirocco was doing its normal thing and Bill was delighting in it, so I reread Sirocco. Does it damage and fatigue every round or is it once? I took the parenthetical to mean that it casts every round, but I can see that it never explicitly states that. Also, if it doesn't damage every round, then what does the duration of the spell apply to?

Dungeon Master S |

actually I assumed it was damage and save every round you're in the area. The second casting was extraneous. I thought Bill was just adding insult to injury.
-Posted with Wayfinder

Bill the Wizard |

I checked the boards and no one seems to think it is once per cast, so I don't mind sticking with that interpretation! It is the more favorable one for me! :D
Bill floats down to the group as his shows off his singed robe and burned face. "Anyone have a spare heal for your ol' buddy, Bill?" he asks as he Prestidigitates the burns out of his expensive abjurer robes.