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Fort: 1d20 + 16 ⇒ (6) + 16 = 22
Fort: 1d20 + 16 ⇒ (11) + 16 = 27
14 damage, not poisoned or distracted
88/120, 22 points of stoneskin
Atum roars in frustration as the enemies keep multiplying and the bugs keep eating away at his stony skin. He swings with reckless abandon at the summoned enemies. Can reach purple, blue, and yellow so start with the most injured and work my way around if any fall.
+3 impact adamantine bec de corbin: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36
damage: 2d8 + 24 ⇒ (3, 4) + 24 = 31
+3 impact adamantine bec de corbin: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
damage: 2d8 + 24 ⇒ (8, 6) + 24 = 38
+3 impact adamantine bec de corbin: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
damage: 2d8 + 24 ⇒ (2, 7) + 24 = 33
+3 impact adamantine bec de corbin: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21
damage: 2d8 + 24 ⇒ (8, 5) + 24 = 37

DM Feral |

Atum's rampage destroys two of the elementals and damages a third.
Yet another elemental appears followed by a familiar volley of punishing hailstones. The hailstones finish Atum's work destroying the third elemental.
Bludgeoning Damage vs Markavious, Kynrac, Atum, and Karu (and two elementals): 3d6 ⇒ (6, 4, 1) = 11
Cold Damage vs the same targets: 2d6 ⇒ (1, 6) = 7
Slam vs Karu: 1d20 + 15 ⇒ (10) + 15 = 25
Damage: 2d6 + 8 ⇒ (6, 6) + 8 = 20
Slam vs Karu: 1d20 + 15 ⇒ (15) + 15 = 30
Damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17
Slam vs Faldoc: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 2d6 + 8 ⇒ (1, 3) + 8 = 12
Miss: 1d100 ⇒ 74
Slam vs Faldoc: 1d20 + 15 ⇒ (1) + 15 = 16
Damage: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Miss: 1d100 ⇒ 21
The party is up.

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Karu ignores most of the damage from the falling hail and deftly avoids the elementals attacks as he presses the advantage.
1 damage after Stoneskin.
The Champion lets his Haste laspe and focuses on the elemental in front of him.
Punch! @ Purple: 1d20 + 17 - 3 - 3 ⇒ (2) + 17 - 3 - 3 = 13
Punch!: 1d20 + 12 - 3 - 3 ⇒ (1) + 12 - 3 - 3 = 7
Punch!: 1d20 + 7 - 3 - 3 ⇒ (15) + 7 - 3 - 3 = 16
I doubt any of that will do anything!
Karu sighs as his fists flail rather than executing the vision that he held in his mind. "I must practice more..." he states dourly.

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Faldoc also tries to take out the elementals! Start with the injured and work our way.
Bow: 1d20 + 19 ⇒ (2) + 19 = 21 for Arrow: 2d6 + 14 ⇒ (6, 1) + 14 = 21 and Manyshot: 2d6 + 14 ⇒ (1, 2) + 14 = 17
Bow: 1d20 + 19 ⇒ (19) + 19 = 38 for Arrow: 2d6 + 14 ⇒ (6, 5) + 14 = 25
Bow: 1d20 + 19 ⇒ (5) + 19 = 24 for Arrow: 2d6 + 14 ⇒ (6, 5) + 14 = 25
Bow: 1d20 + 14 ⇒ (5) + 14 = 19 for Arrow: 2d6 + 14 ⇒ (5, 1) + 14 = 20
Bow: 1d20 + 9 ⇒ (1) + 9 = 10 for Arrow: 2d6 + 14 ⇒ (2, 1) + 14 = 17
Confirm #2?: 1d20 + 19 ⇒ (13) + 19 = 32 for Arrow: 2d6 + 14 ⇒ (1, 5) + 14 = 20

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Stoneskin: 61 pts left.
"Markavious, don't go into the misty hallway! I'll silence the area."
With those words, he starts casting a complex spell.
Casting silence in the misty hallway (see area on the map). One round casting time.

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Markavious, don't go into the misty hallway! I'll silence the area."
Excellent Plan Kynrac
Mark moves into a corner and fires on the wounded elementalMM: 1d4 + 7 ⇒ (3) + 7 = 10
MM: 4d4 + 4 ⇒ (1, 4, 3, 4) + 4 = 16

DM Feral |

In a flurry of arcane missiles and arrows Faldoc and Markavious destroy the last two summoned elementals.
I'm going to call it here because the druid is more or less out of useful spell slots. =P
The half-elf returns a moment later brandishing a vicious scythe but he's quickly overpowered and slain by the party.
Encounter over!

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That was annoying. Very annoying. Faldoc goes about collecting his missiles. Do we have a means of Restoration among us? I can't feel all of my fingers.
I'm down 6 Dex.
Faldoc will then heal himself with his wand.
CLW: 5d8 + 5 ⇒ (2, 2, 4, 1, 8) + 5 = 22 5 charges.

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Kynrac lets out a sigh of relief as the current threat is over.
"Allow me to heal your ailments." says the lorekeeper as he taps himself with his wand of infernal healing.
I don't have restoration, only the lesser version.
Lesser resto @Faldoc: 1d4 ⇒ 3
Lesser resto @Faldoc: 1d4 ⇒ 2
Lesser resto @Karu: 1d4 ⇒ 1
Lesser resto @Karu: 1d4 ⇒ 1 That'll remove exhaustion and fatigue as well.
Lesser resto @self: 1d4 ⇒ 4
CLW, mass @group: 1d8 + 13 ⇒ (5) + 13 = 18
CLW, wand @self: 3d8 + 3 ⇒ (1, 3, 8) + 3 = 15
Also, recasting fly on myself.

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I assume that will relieve my fatigued condition also. If CLW Mass was going to be used I can save three charges on my wand.
Shall we see what lies down this hallway next?

DM Feral |

The party heads down the hallway on the right. Surprisingly, what appears to be a short 15 foot long hallway (#18) turns out to be some kind of dimensional trick and is over 100 feet long. Eventually the hallway opens into a wedge-shaped room (#19), its outer wall bisected by a spherical chamber. Blackened, lightning-shaped streaks run across the walls and floors. In the middle of the spherical chamber floats an ebon gemstone with fifteen facets. Long chains forged from a strange blue alloy run from the center of each facet to the chamber walls.

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I don't think you were fatigued, you were sickened from the wild teleportation. Lesser restoration won't fix that but a suitably high heal check would.
Ah yes, never mind. I'd love a heal check, though maybe someone else might have a better shot at helping me? If I can try to assist,
Heal, Aid: 1d20 + 0 ⇒ (2) + 0 = 2 Or not, he must be acting like I do when I get sick, heh.

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Four souls? Hmm, didn't we just encounter three? The last could be that one thing that fled from the initial room we teleported into.
If there are no other exits from this room and the party is finished with its examination, Faldoc suggests trying the doors in Room #15 (I think those are doors, I missed them earlier).

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I see two little white slivers in 15, I thought they might have been double doors that was half-covered. No matter. We'll check out that room off of 17 and, if nothing interesting is there, go to the west side of 16. Sound good?

DM Feral |

The floor of this chamber is inlaid with giant circular mosaic of the four primary elements divided into quarters that swirl counter-clockwise. A brass plaque encircles the mosaic, engraved with a passage that reads: “The shortest year has five seasons of fire.”
In the northwest corner, a short passage leads to a door.

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Five seasons of fire? What in blazes does that mean? Faldoc will wait to see if the others wish to do some investigation before sending the Bold Strider to the next door.
Perception on door if/when we get there: 1d20 + 26 ⇒ (10) + 26 = 36

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Faldoc tries to determine what the lever is specifically for, if possible. Just take 10 on checks, if required.
Faldoc will then suggest the north door if everyone is prepared.
If I'm moving too fast we can wait for others to chime in, I might be missing something.

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Hmm, maybe you guys should watch yourselves.
Faldoc will try to have the party position themselves where he best believes everyone will be safe. Faldoc will then try to disable said trap. As I don't think we have a pure rogue here.
Disable Device: 1d20 + 22 - 2 ⇒ (7) + 22 - 2 = 27 If someone can do something about my sickened condition, eliminate the -2 there.

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Reflex: 1d20 + 18 ⇒ (19) + 18 = 37
Faldoc jumps out of the room in time to avoid being burnt. If the lever is now safe to pull he'll allow the frontliners to lead the way.

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Faldoc will try again, prepared to leap out of the way if he fails again.
DD: 1d20 + 22 - 2 ⇒ (20) + 22 - 2 = 40 Maybe that's got it...

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clw: 2d8 + 2 ⇒ (4, 6) + 2 = 12
121/120, 12 points of stoneskin
Atum nudges Kynrac for a bit more healing from his wand before continuing on.
When Faldoc leaps back from the flames, Atum says, "I'm not as quick as you, Faldoc. I'll stay just behind you though if you need immediate help."
Atum will wait at the door until Faldoc gives the all-clear that he has taken care of the trap before entering.
"I thought you took care of the trap, right? So what does the lever do?"

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Hopefully it opens that door, otherwise I'm just playing with fire. Faldoc points to the north door as the lever is pulled. I hope this works...

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"Wait. How much did we move? Maybe we should just stay here and pull the lever again until it pulls us around to the exit. Allow me to investigate."
Without explanation Atum approaches the outer wall and walks directly into it, his body melding with the stone as it hits the barrier.
Using my at-will meld with stone. I'm hoping Atum can get a sense of how far around the chamber has moved. If that fails:
Atum reappears in the room, walking directly out of the wall as if he were part of the stone itself. He then walks to the interior wall and performs the same process.
Trying to look in on the adjacent room to see if the exit is the other way.

DM Feral |

There's a hard limit of 100 lbs of gear on meld into stone. I think you're just at the limit but I suppose you could drop your weapon or something.
Atum merges with the worked stone walls and returns a moment later. He estimates the chamber rotated ~45 degrees. From within the stone he spotted another exit door in the chamber adjacent the new chamber the party just got access to.

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Hmm, so you guys want to see about getting through this next room? Assuming so, Faldoc will again look for a trap on the lever, taking precautions as usual.
If there is a trap, Disable Device: 1d20 + 22 - 2 ⇒ (13) + 22 - 2 = 33

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Karu pulls back his fist after it connects with the druid's jaw, happy that his power has felled the summoner. "Sigh... this magician has left me exhausted. I need a few minutes." he remarks.
As Kynrac blesses him, he feels rejuvenated and stands up boldly, ready to move forward.
---
Seeing that Faldoc has approved the next lever, Karu strides forward and boldly pulls the metal rod. "Gird your loins, men!" he calls out as he pulls with vigor.

DM Feral |

When Karu pulls the lever there's a feeling of motion again and the next door opens revealing yet another nearly identical chamber. This one has an exit door much like the chamber the party originally entered through, though it's currently closed. As the previously chamber there's three levers on the walls, one by each door.
Melding with the stone, Atum can verify that the chamber has rotated another 45 degrees.

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Well, lets try this again. Shall we exit? SLPP (standard lever pulling procedure). Check for traps by take 10 if I can, if a trap then,
Disable Device: 1d20 + 22 - 2 ⇒ (20) + 22 - 2 = 40 Ok then.

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Bah, I said to the group "shall we exit" so that's the one I meant. Should have stated more clearly with action.

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Faldoc will ask Atum to again take a look with his melding ability in order to determine the proper method to exit the rotating rooms.