
| GM Fuzzfoot | 
 
	
 
                
                
              
            
            At the end of round 2, Tam and Mouser are both with Agrit trying to lift the beam.
Somer cuts into the yellow orc down, quite pleased with himself. The last orc takes a swing at Belir, but just misses.
Red Attacks Belir: 1d20 + 5 ⇒ (11) + 5 = 16
Round 3: (Bold may act)
Somer, Mouser, Derrik, Tamxander, Balmir
Red (16 dmg, staggered)

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            I'll finish the 2nd standard action of the full round to lift the beam.
Mouser does all he can to lift the beam off Sara.
I should still have a move action. Depending on how I'm needed, I'll either assist Sara or run out of the building.

| Derrik Nular | 
 
	
 
                
                
              
            
            Derrik will assist with lifting the beam, once it is up he will motion for either Mouser or Tam to drag Sara out.
"take her out, I will hold it up."
Breath 20/24

| Somer Hiondu | 
 
	
 
                
                
              
            
            One left then we can get out of this smoke.
 2H Longsword: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
 Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Somer steps forwards and lunges at the final orc.
Breath 8/11

| Balmir | 
 
	
 
                
                
              
            
            If the orc is still standing, then this action, otherwise see below the -----
Balmir turns with lightning speed and swings his axe at the remaining orc.
waraxe, power attack, hatred: 1d20 + 7 - 1 + 1 ⇒ (3) + 7 - 1 + 1 = 10
damage, power attack: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Since it is likely that this didn't hit, Balmir will stay here to take another attack on the next round.
-------------------------
If the Somer finished off the orc, then this action.
Balmir snarls in disgust as the orc falls to the ground. He peers through the smoke and sees a couple of his friends trying to lift the beam. He steps to the beam and tries to help lift it.
I think that's enough of us lifting it, right?

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Each participating character must take two consecutive full-round actions to effect the rescue—the trapped smith is freed on the third round.
Since Mouser moved into position last round, this is the first round he can spend a full round action. I will assume he does so, since that will prevent her from taking a point of fire damage (and starting the slide to death all over again). Derrik and Balmir both can move into position this round, but then can't still use a full round action. Luckily, though, they won't run out of breath as fast by only taking a move action. And Somer did finish off the last orc, so at least that threat has ended. Assuming the next two rounds, Agrit, Mouser and Balmir all lift, Derrik can then pull her out. That puts us in Round 6, with many of you having used 12 rounds of holding your breath. Since I don't think anyone has a 6 Con, you should be able to all pull out to safety before it starts getting nasty. Other than that, does anyone have actions they would like to perform?

| Somer Hiondu | 
 
	
 
                
                
              
            
            Perception: 1d20 + 5 ⇒ (2) + 5 = 7 well hell must be smoke in my eyes.
I will do a quick (no more then three or so round) search for anything of value I can salvage for Sara.
7/11 Breath

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Sounds like a plan.
Mouser also looks around for anything of value.
Burning valuables makes no sense...I could do with some...
perception: 1d20 + 9 ⇒ (5) + 9 = 14

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            You grab a few items but nothing of use to you.
As you drag Sara outside, Agrit says "Hurry! Let's get her behind the barricade to the help station."
You all choke and gag a bit, but are able to get outside safely.
The aid workers help you bring her into their area, and start working on bandaging her wounds and making sure she will live.
Congrats! 2 Resolve Points collected.
Once things look up, and before you take off again, Agrit motions to you. She pulls out a gold necklace set with beautiful white agates and moonstones. "As a reward for the rescue, please take this. It might be helpful."

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Mouser's eyes glitter with greed as he reaches out for the necklace and examines it closely.
"Wow...that is nice! I have some experience with valuables, and that is worth some coin. I'll hang onto it for safe-keeping," he suggests.
appraise: 1d20 + 5 ⇒ (20) + 5 = 25
"For now...we need to be off and running!" he says as he rushes toward the next objective.

| Balmir | 
 
	
 
                
                
              
            
            Balmir glances at the necklace as Mouser looks it over. He raises an eyebrow at Mouser's offer to hang on to it. Then with a smile he says, "I hope we will see that again, my short friend."
Tam starts to take off and Balmir follows right behind him. "Where are we going now?"

| Somer Hiondu | 
 
	
 
                
                
              
            
            Somer follows the other out coughing and sputtering. Regaining himself he prepares to move on.
I may have enjoyed killing them a little much.
Spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24
Hearing Mouser he cannot help to respond. "Mouser, if we are to take from those poor women who need to rebuild it will go to someone who can use it, not gold."
Is L6 or L5 on fire in a way we could help? If not I think we should go to L11.

| Derrik Nular | 
 
	
 
                
                
              
            
            "The bar next? We need to clear this area out quickly."
Derrik will check on everyone to make sure no one suffered from the smoke or fire.
Heal Check: 1d20 + 11 ⇒ (16) + 11 = 27

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            L5 and L6 do not appear to be burning.
Derrik finds, to his amazement, that none of you are singed.

| Derrik Nular | 
 
	
 
                
                
              
            
            "I give you all a clean bill of health, so far. I will make sure to charge you for this visit later." Derrik says with a smile.

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            "Someone who can use it?" Mouser retorts to Somer.
"Who says I wouldn't use it?" the halfling adds as he runs. "Don't I look like someone who appreciates pearls?"

| Somer Hiondu | 
 
	
 
                
                
              
            
            Hmm I left out telling Mouser what it was when I copied back into the website.
"It is a magical item that allows a caster to recall a spell. It would be beneficial to Tamxander I am sure. It could even save our lives given how effective that mess of color is."

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Ok, that's two for L11. You have to pass thru L8 to get there, so let us see if we can get back on track here...
Thick plumes of pea green smoke billow into the air here, where three hardy trees that flank the road have been set ablaze with green alchemical fire. The air reeks of sulfur and ashes.
Through the smoke, you see a female orc emerge with three dogs on chains. (See slide 1 in Notes and Exhibits) She releases the chains when she sees you and shouts something in orcish.
The smoke obscures vision within the area marked on the map, granting concealment to creatures inside the cloud.
Balmir: 1d20 + 3 ⇒ (9) + 3 = 12
Derrik: 1d20 + 4 ⇒ (16) + 4 = 20
Mouser: 1d20 + 4 ⇒ (2) + 4 = 6
Somer: 1d20 + 6 ⇒ (11) + 6 = 17
Tamxander: 1d20 + 1 ⇒ (13) + 1 = 14
Orc: 1d20 + 2 ⇒ (11) + 2 = 13 
Dogs: 1d20 + 1 ⇒ (18) + 1 = 19 
Round 1: (Bold may act)
Derrik
Dogs: Pink, Yellow, Blue
Somer, Tamxander
Red Orc 
Mouser, Balmir

| Derrik Nular | 
 
	
 
                
                
              
            
            We are heading to the well right?
As the group makes their way through the smoke, Derrik Sees the female and her dogs, upon hearing her shout in Orcish, Derrik readies his attack for the leading dog.
"She means to stop us from lighting the beacon!"
Derrik stays put and swings his Morning star at the closest dog once they close.
Morning Star: 1d20 + 2 ⇒ (20) + 2 = 221d8 + 1 ⇒ (3) + 1 = 4
Confirm Crit: 1d20 + 2 ⇒ (20) + 2 = 221d8 + 1 ⇒ (2) + 1 = 3

| Somer Hiondu | 
 
	
 
                
                
              
            
            Has it been more then a minute since we went into the first building? Also, this orc /w dogs looks bad ass

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Yes, it has been over a minute, but less than 5.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Oh, I see we are waiting on me! I think I saw I made the last post (which was from my phone), and so was waiting for a response.... my bad!
The dogs come charging in, biting your legs and arms.
Pink attacks Balmir: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Yellow attacks Somer: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Blue attacks Derrik, who is ready for it, swinging heavy iron which connects with the dog's head at just the right angle and speed. It is a sickening crunch as the head cracks and the dog falls limp.
Round 1: (Bold may act)
Derrik
Dogs: Pink, Yellow
Somer (5 dmg), Tamxander
Red Orc 
Mouser, Balmir (3 dmg)

| Somer Hiondu | 
 
	
 
                
                
              
            
            Somer crouches as the dog comes in taking painful bite while thrusting his long sword, with both hands, back at the dog.
 Long Sword 2-Handed: 1d20 + 5 ⇒ (15) + 5 = 20
 Damage: 1d8 + 4 ⇒ (7) + 4 = 11
"I am sorry for this." he says to the dog and looks at the orc "You should not have made me kill that poor animal. Your pitiful life will be short."

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Somer ends the life of another dog, as Tamxander shoots a bolt somewhere into the smoke and fire.
Not -4 for melee, since he is still far away, but yes to soft cover for your team. Also, had it hit the AC, there would still be a chance for a miss due to concealment from the smoke.
The orc moves forward a bit, drawing a javelin along the way, and throwing it at Somer, but not coming very close.
Ranged Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Round 1: (Bold may act)
Derrik
Dogs: Pink, Yellow
Somer (5 dmg), Tamxander
Red Orc 
Mouser, Balmir (3 dmg)
Round 2: (Bold may act)
Derrik

| Balmir | 
 
	
 
                
                
              
            
            Balmir steps next to the dog, in order to take a flanking position, and swings his axe into the dog.
waraxe,flank: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
damage: 1d10 + 4 ⇒ (6) + 4 = 10
Five foot step to get into flank.

| Derrik Nular | 
 
	
 
                
                
              
            
            Derrik looks around at his companions, noting that no one was attacked, he move forward a little 10'.
Readying an attack if the other dog approaches
Morning Star: 1d20 + 2 ⇒ (3) + 2 = 51d8 + 1 ⇒ (1) + 1 = 2
"Why do you attack this town?" Derrik yells over the noise.

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Mouser steps up to the dog and lunges with his rapier. "Sorry, pup...nothing personal," he says.
MW Rapier (cold iron): 1d20 + 7 ⇒ (13) + 7 = 201d4 ⇒ 4

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            All of the dogs are now dead, so we can continue with Somer and Tam.
Round 2: (Bold may act)
Derrik, Somer (5 dmg), Tamxander
Red Orc 
Mouser, Balmir (3 dmg)

| Somer Hiondu | 
 
	
 
                
                
              
            
            Somer fires a small bolt of ice at the dog abuse then takes a breath and slides to the south a little into the smoke.
I will give her one more turn to come out of the smoke.
 Ray of Frost: 1d20 + 3 ⇒ (3) + 3 = 6
 Damage: 1d3 ⇒ 3
 Concealment: 1d100 ⇒ 44
Not sure if I need to hold my breath in this smoke if so 10/11

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Currently, you do not have penalties for either melee or cover, but even still you just missed the touch AC, and there would be a 20% miss chance for concealment.
The orc roars at the death of all of her dogs, and throws a javelin at Derrik, then pulls out her double-axe and beacons you forward into the smoke.
Ranged Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Round 2: (Bold may act)
Mouser, Balmir (3 dmg)
Round 3: (Bold may act)
Derrik, Somer (5 dmg), Tamxander
Red Orc 

| Balmir | 
 
	
 
                
                
              
            
            Balmir scowls and growls at the orc then strides purposefully towards it. He raises his waraxe. As soon as he's in reach he swings with all of his might.
waraxe,power attack,hatred: 1d20 + 7 - 1 + 1 ⇒ (2) + 7 - 1 + 1 = 9

| Somer Hiondu | 
 
	
 
                
                
              
            
            Find stay in the smoke then.
 Longsword 2-Handed: 1d20 + 5 ⇒ (7) + 5 = 12
 Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Somer advances and swings 2-handed at the animal abuser.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Sorry, Somer - I must have missed typing it, but you do need to make a save for each round you are in the smoke. Each character must succeed at a Fortitude save each round (DC = 15 + 1 per previous check) or be nauseated for 1 round. A creature nauseated by the smoke for 2 consecutive rounds takes 1d6 points of nonlethal damage. A creature nauseated for 3 or more consecutive rounds takes 1 point of Constitution damage each round from the poisonous reagents mingled with the smoke. Creatures that hold their breath gain a +2 circumstance bonus on their Fortitude saves; covering their mouths with wet cloths or a similar material grants a +1 resistance bonus on the saves.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            No save for that, right?
The orc howls in rage as her eyesight failes her.

| Somer Hiondu | 
 
	
 
                
                
              
            
            Fort Save: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Ok, where would you like me to have failed that. This round or last? I am going to move back out of the smoke at my next opportunity.

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Round 2 you fired and moved in, so that would have required the save. So then round 3 you moved out, and can still take a std action if you like. This smoke is more caustic, being some sort of alchemical agent. The orc in its midst seems somehow unaffected.

| Somer Hiondu | 
 
	
 
                
                
              
            
            [u] Somer Rnd 3 Revised [/u]
Somer moves back out of the smoke after feeling it's effects.
"The smoke is not normal. Poison maybe? Make her come to us."
Know; Arcana: 1d20 + 8 ⇒ (10) + 8 = 18 Any indication of what the smoke 'enhancement' is?
 Ray of Frost: 1d20 + 3 ⇒ (12) + 3 = 15
 Damage: 1d3 ⇒ 1
 Concealment: 1d100 ⇒ 76

|  Mouser Lowhill | 
 
	
 
                
                
              
            
            Unsure whether to make the half-orc come to them, as Somer suggested, or follow Balmir into the choking fumes, Mouser settles for slinging a stone at her. But it's difficult to see in the smoke...
sling: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 81d3 ⇒ 2

| GM Fuzzfoot | 
 
	
 
                
                
              
            
            Round 2: 
Balmir strides in, withstanding the chemical smoke (not magical) as only a dwarf can, but misses his target.  Mouser hits a burning tree with a sling stone.
Round 3: Somer steps back out of the smoke and warns everyone, as Tamxander manages to blind the orc temporarily.
Derrik's up

| Derrik Nular | 
 
	
 
                
                
              
            
            Derrik will hold he breath and move into the smoke clouds with his new friends to help them out. Swinging his morning star at the Orc.
Morning Star: 1d20 + 2 ⇒ (10) + 2 = 121d8 + 1 ⇒ (1) + 1 = 2
 
	
 
     
     
    