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Reflex 1d20 + 6 ⇒ (6) + 6 = 12
Sebastian switches from his mace and shield combo to his greatsword and steps forward.
Unable to tell if I can walk up to this thing and hit it or not, won't really matter until next turn though.

GM Tektite |

Willy moves back and readies to cast a spell!
Mordo casts a spell and a huge water elemental appears behind the fire elemental!
Addnl Fire Damage Gregor: 2d8 + 8 ⇒ (5, 6) + 8 = 19
Gregor catches on fire then moves back, trying to extinguish them! I think you should have another Ref Save Gregor for your turn.
Xian disappears then reappears next to the elemental, striking it with his blade and damaging it a little.
Addnl Fire Damage Sebastian: 2d8 + 8 ⇒ (1, 3) + 8 = 12
Sebastian switch weapons while he is on fire!
1d10 ⇒ 4
Seeing its mortal enemy, the fire elemental turns and attacks the water elemental!
Attack: 1d20 + 23 ⇒ (4) + 23 = 27
Attack: 1d20 + 23 ⇒ (13) + 23 = 36
Will Save: 1d20 + 7 ⇒ (20) + 7 = 27
Will Save: 1d20 + 7 ⇒ (8) + 7 = 15
The fire elemental shakes its head in confusion as it doesn't seem to damage its enemy!
Party up!

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Moving ten feet further away from the beast, Samhain casts Gravity Bow.
-Posted with Wayfinder

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Willy then raises or lowers the height of the carpet so his line is straight shot at the fire elemental without hitting his teammates.
Acid Spray: DC 19 reflex save for half. 9d6 Second round 4d6 if he misses a second reflex save no damage if save is good.
Acid Spray: 9d6 ⇒ (6, 1, 4, 4, 1, 2, 1, 1, 3) = 23
2nd round left over acid: 4d6 ⇒ (6, 5, 6, 6) = 23

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Hm. This thing's saves are too good to mess with Phantasmal Killer methinks.
Riddywipple pulls out a wand and fires magic missiles at the fire elemental!
force damage: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10
Meanwhile Mordo fires his own set of magic missiles!
force damage: 4d4 + 4 ⇒ (1, 4, 1, 3) + 4 = 13
The persistent minor image will last for another 6 rounds. DC 19 Will save to disbelieve; if it makes the save, it has to roll a new save and take the second.

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Taiko continue to try to strike the creature
Wakisashi: 1d20 + 12 ⇒ (6) + 12 = 181d6 + 12 ⇒ (1) + 12 = 13

GM Tektite |

Mordo and his familiar pelt the elemental with missiles!
Xian swings and misses the elemental.
Addnl Fire Damage Sebastian: 2d8 + 8 ⇒ (2, 6) + 8 = 16
Sebastian, still on fire, swings and misses the elemental as well.
1d10 ⇒ 6
There is a tremor in the tunnel and rocks rain down, pelting Xian!
4d6 ⇒ (2, 5, 2, 4) = 13 Damage and prone (DC 15 for half and negate prone)
1d20 + 23 ⇒ (10) + 23 = 33
1d20 + 23 ⇒ (13) + 23 = 36
Will: 1d20 + 9 ⇒ (8) + 9 = 17
The fire elemental roars in anger as it continues its assault on the water elemental, but can't seem to damage it!
Party up!
Elemental - 41 damage

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The water elemental continues to look scary and make threatening motions and sounds at the fire elemental!
Same thing. Persistent DC 19 Will save to disbelieve; last for five more rounds.
Riddywipple lets a few more magic missiles fly at it, giggling to himself.
force damage: 3d4 + 3 ⇒ (2, 4, 4) + 3 = 13
With little else to do, Mordo will pull out his pearl of power and reprepare a new magic missile

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Samhain shoots more arrows at the fiend.
Many: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 20
4d6 + 19 + 2 ⇒ (6, 4, 1, 6) + 19 + 2 = 38
Rapid: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
2d6 + 9 + 1 ⇒ (4, 6) + 9 + 1 = 20
Iterative: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
2d6 + 9 + 1 ⇒ (1, 2) + 9 + 1 = 13
Clustered shot hoping the last two hit?...

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Will looks if the elemental took any lingering damage from the Acid Spray. [See when I attacked before. He needed another reflex save or take more damage.]
Willy then backs up to his original position.
With a whirlwind of movements he sends out a barrage of magic missiles.
Magic Missile: 5d4 + 5 ⇒ (3, 1, 2, 1, 3) + 5 = 15

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Sebastian heals himself and swings at the fiery beast twice more.
Attack 1 1d20 + 12 ⇒ (13) + 12 = 25
Damage 1 2d6 + 13 ⇒ (1, 4) + 13 = 18
Attack 2 1d20 + 7 ⇒ (9) + 7 = 16
Damage 2 2d6 + 13 ⇒ (4, 5) + 13 = 22

GM Tektite |

Mordo's familiar continues to pelt the elemental.
Mordo takes out a pearl and recharges a spell!
Samhain fires several volleys at the creature, but only the second volley hits!
Willy follows Riddywipple's example and fires some missiles of his own!
Sebastian swings at the creature, but misses by mere inches with his first swing!
Gregor and Xian!
Elemental- 79 damage

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I don't know of anything preventing you charging on a flying carpet. Furthermore, charging doesn't provoke.

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I wasn't sure about the charge…what with flying carpets and lava all over the place. I'd rather charge this round but will happily stand by my original action if need be.
Calling for a Judgment of Sacred Smiting and asking Abadar to make his weapon a bane against the fiery beast, Gregor charges into battle and tries to get his morningstar to bite into the flaming giant.
Attack: 1d20 + 15 ⇒ (13) + 15 = 28, Damage: 1d8 + 12 + 2d6 + 1d6 ⇒ (3) + 12 + (3, 6) + (4) = 28
Charge
Power Attack
Bane Weapon
Judgment of Sacred Smiting (bypass DR)
Precise Strike

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Ref: 1d20 + 16 ⇒ (7) + 16 = 23
Taiko continue to try to strike the creature
Wakisashi: 1d20 + 12 ⇒ (4) + 12 = 161d6 + 12 ⇒ (3) + 12 = 15

GM Tektite |

Gregor charges the elemental, barely connecting and dealing it a hefty wound!
Xian attacks the creature, but misses!
Attack: 1d20 + 23 ⇒ (13) + 23 = 36
Attack: 1d20 + 23 ⇒ (11) + 23 = 34
Will: 1d20 + 9 ⇒ (14) + 9 = 23
Will: 1d20 + 9 ⇒ (7) + 9 = 16
The fire elemental swings at its hated enemy once more, and once more it shakes its head in confusion, but continues to focus on the illusion!
Willy pelts the elemental with more missiles, dealing more wounds!
Elemental-139 damage!
Party up! Willy already has acted!
FINISH HIM!

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Riddywipple's magic missiles: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9
Mordo's magic missiles: 4d4 + 4 ⇒ (1, 3, 2, 1) + 4 = 11
Mordo and his faerie dragon buddy send a barrage of missiles at the elemental!

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"Indeed, we must get out of this area of bubbling magma!"
Samhain continues along with the group, keeping an eye on the walls to see if they hold any of his erstwhile arrows.
Recovery: 6d3 ⇒ (3, 3, 1, 1, 2, 1) = 11 Recover on a 3, 1's are in the lava and 2's are broken. Yeah, I know supposed to be a 50% recovery rate, but I feel odd and am willing to take an added challenge for the circumstances.

GM Tektite |

Continuing down the tunnel, the party soon comes a cast iron hall-like chamber. A mosaic covers the upper half of this iron hall. The mosaic depicts a sad scene, for several Qadirans lie dead and burning before a mighty temple and their families weep nearby. The scene flows toward the south wall, where a man garbed in white silk robes embroidered with gold thread looks to the west with hopeful eyes. On the hall’s south wall, a set of ornamental double door seems incomplete; its center is devoid of decorations in a six-foot-diameter circle. Flanking this door, four additional cast iron doors, two on the east wall and two on the west, stand closed.

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Samhain leans to the more magical types. "Any magic in here?"
If not, Samhain will take a look at each door to see if any of them are trapped, mundanely or magically, it matters not.
Perception: 1d20 + 22 ⇒ (19) + 22 = 41 NE door
Perception: 1d20 + 22 ⇒ (20) + 22 = 42 SE door
Perception: 1d20 + 22 ⇒ (6) + 22 = 28 S door
Perception: 1d20 + 22 ⇒ (20) + 22 = 42 SW door
Perception: 1d20 + 22 ⇒ (3) + 22 = 25 NW door
Perception: 1d20 + 22 ⇒ (3) + 22 = 25 overall in the room

GM Tektite |

Samhian initially does not find any traps on the doors, but while checking the southeast and southwest doors, something nags at his peripheral vision on the southern ornamental door. Taking his time to study it again, it appears to be a false door and putting something into the circular void would trigger a flaming trap!
Couldn't let those 20's go to waste!

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Willy reminds them. "While six is safe and sound, four may find you buried underground." I am pretty sure it was only for the first room but caution is always good.
Then he checks for magic and if it is found will determine what type.
Spellcraft: 1d20 + 16 ⇒ (10) + 16 = 26

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Mordo joins Willy in the search for magic.
Spellcraft: 1d20 + 17 ⇒ (19) + 17 = 36
Lol. Not trying to show off or anything.

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Samhain doesn't know what the relevance of the warning is, but points out something interesting. "Yes, well, unlike the first room, it seems this key hole only triggers a trap, not disables one. I don't even think this is a door. We may have reached the end of the route... Let us check these rooms and see if your friend is within."

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Sebastian heals himself while his comrades check the doors for traps. He also switches back to mace and shield.
CLW 1d8 + 1 ⇒ (6) + 1 = 7
CLW 1d8 + 1 ⇒ (4) + 1 = 5
CLW 1d8 + 1 ⇒ (3) + 1 = 4
CLW 1d8 + 1 ⇒ (3) + 1 = 4

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Lightly hurt Taiko used his wand to heal himself
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Then with Kyofuu at his side he began to help searching for traps or secret passage.
Aid Perception(DD10): 1d20 + 18 ⇒ (4) + 18 = 22

GM Tektite |

Searching the doors, the party find three identical rooms. These identical cast iron rooms each hold a mosaic piece needed to fill the recess in the ornamental doors. The pieces each rest on a clay shelf on the far wall opposite the door to its room. The tiles are all 90-degree wedges that measure 3 feet from base to tip. Smelted from solid brass and adorned with Toragdan iconography, each piece weighs approximately 15 pounds.
The fourth, southeastern door open to another identical room, save a familiar hexagonal raised tile in the far wall.
Detecting for magic, Mordo and Willy detect another alarm spell on the ornamental door, most likely a trigger for the detected trap and also faint magic of an unidentifiable type from the rear of the southeastern room.

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I am afraid I will be unable to disable this alarm. Mordo thinks to his companions via Riddywipple.