
Isari of the Frost |

Sorry. I've just been inattentive lately, is all.
Isari lunges forward, slicing into the mephit with an ice-rimed blade.
Shift to V3 and use Frigid Blow on M5(Cold damage, if hit: -2 Speed, it takes 5 Cold damage the next time it attacks me until my next turn and I gain 2 temp HP): 1d20 + 16 ⇒ (15) + 16 = 311d10 + 8 ⇒ (5) + 8 = 13

Rev DM |

Isari moves and strikes and yet another of Volund's guardians discovers that playing with cold is at least as dangerous as playing with fire.
M5 bloodied.
Sparks of Volund have aura 1. Enemies within the aura take a -1 penalty to melee and ranged attacks (cumulative).
Creatures marked by the Flame of Volund grant CA if they make an attack that doesn't include the Flame to the start of its next turn.
Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).
Nayce - -1 melee/ranged (Spark aura); 5 ongoing fire damage (se); marked by Flame (se); 5 ongoing fire damage from heat (se); resist 10 fire to end his next turn
M2 - BLOODIED; slowed to end Guldarin's next turn
M5 - BLOODIED; slowed to end Isari's next turn; under Isari's Aegis
M6
Guldarin
Rusty - 67/83hp, 10/11 surges, 1AP: marked by Flame (se); 5 ongoing fire damage (se)
Flame of Volund - BLOODIED; one shroud; marked by Rusty
Spark 8
Amenephus - regen 5 to end encounter; +2 all defenses to start next turn (used second wind)
Dorvin - resist 5 fire; 5 ongoing fire damage (se)
Isari (resist 5 fire); 5 ongoing fire damage (se)

Nayce Mernorr |

Nayce strikes at the flame with his sword.
Shadow Storm on Flame. 1d20 + 16 ⇒ (19) + 16 = 35 vs AC. 1d8 + 13 ⇒ (6) + 13 = 19 damage on a hit. I also place one shroud on him (he should have been at zero, so now he's up to a total of one).
Save ongoing fire 1d20 ⇒ 18, Save vs marked 1d20 ⇒ 16, Save vs the heat 1d20 ⇒ 10

Rev DM |

Nayce takes full advantage of Dorvin's protection and lands a mighty blow on the Flame. Almost contemptuously, he casts aside the heat coursing through his body and prepares for further onslaught.
The mephits have other targets in mind. Two of them dive bomb Isari, while the fastest zooms in to attack Rusty before fleeing over the magma once more.
Hit and Run (AC). No penalty for leaving adjacent square.
1d20+11=14 - M2 v Isari. Miss.
1d20+11=14 - M5 v Isari. Miss.
Oh, come on chaps, that's hopeless...
1d20+13=29 - M6 v Rusty. Hits.
1d10+4=8 fire damage to Rusty.
Sparks of Volund have aura 1. Enemies within the aura take a -1 penalty to melee and ranged attacks (cumulative).
Creatures marked by the Flame of Volund grant CA if they make an attack that doesn't include the Flame to the start of its next turn.
Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).
Guldarin
Rusty - 59/83hp, 10/11 surges, 1AP: marked by Flame (se); 5 ongoing fire damage (se)
Flame of Volund - BLOODIED; one shroud; marked by Rusty
Spark 8
Spark 9
Amenephus - regen 5 to end encounter; +2 all defenses to start next turn (used second wind)
Dorvin - resist 5 fire; 5 ongoing fire damage (se); -1 melee/ranged (Spark aura)
Isari (resist 5 fire); 5 ongoing fire damage (se)
Nayce - -2 melee/ranged (Spark aura);
M2 - BLOODIED; slowed to end Guldarin's next turn
M5 - BLOODIED; slowed to end Isari's next turn; under Isari's Aegis
M6

Guldarin |

"Bah. You will not resist us." More lightning flashes from his rod, as he beats at his robe.
Divine bolts, two targets
Attack vs M2 1d20 + 15 ⇒ (11) + 15 = 26 vs Reflex
vs M5 1d20 + 15 ⇒ (6) + 15 = 21 vs Reflex
Damage 1d6 + 5 ⇒ (6) + 5 = 11
Minor, Second Wind, recovering 15 hit points
Saving throw against ongoing 5 fire 1d20 ⇒ 3 - still burning
53/60hp, used second wind, used 1 surge

Rev DM |

Guldarin sends M2 tumbling into the magma and severely damages M5 which is now held together by threads of substance.
Rusty ignores everything but the Flame, unleashing a mightly blow at the guardian spirit. Another Spark appears in response to the attack, but it is clear to all that the Flame is faltering.
Dance of Steel (AC). On hit, target is slowed to end Rusty's next turn.
1d20+18=37. Hits. 2d10+10=22 damage to the Flame and it is slowed to end Rusty's next turn
Yet again, long arms stretch towards its foes as it tries yet again to prove worthy of Volund's trust. Nayce and Rusty are the recipients and neither can avoid the force of the Flame.
Raging Inferno recharge: 1d6=6. Yes.
Raging Inferno (AC). On hit target is marked.
1d20+17=23 - Flame v Nayce. Hits.
1d20+17=35 - Flame v Rusty. Hits.
2d6+5=11
11 fire damage to Rusty and Nayce and they are marked (se)
Rusty's save v ongoing: 1d20=20.
Sparks of Volund have aura 1. Enemies within the aura take a -1 penalty to melee and ranged attacks (cumulative).
Creatures marked by the Flame of Volund grant CA if they make an attack that doesn't include the Flame to the start of its next turn.
Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).
Amenephus - regen 5 to end encounter; used second wind
Dorvin - resist 5 fire; 5 ongoing fire damage (se); -1 melee/ranged (Spark aura)
Isari (resist 5 fire); 5 ongoing fire damage (se)
Nayce - -2 melee/ranged (Spark aura);
M5 - BLOODIED; under Isari's Aegis
M6
Guldarin - +2 defenses to start next turn (used second wind); 5 ongoing fire damage (se)
Rusty - 43/83hp, 10/11 surges, 1AP: marked by Flame (se); -1 melee/ranged attacks (Spark aura)
Flame of Volund - BLOODIED; one shroud; marked by Rusty; slowed to end Rusty's next turn
Spark 8
Spark 9
Spark 10

Amenephus |

Amenephus takes advantage of a little more space, and moves (to W4) and mutters a quiet curse under his breath:
Halo of Consequence against Flame of Volund (v Reflex): (1d20+10=28)
If that hits, the Flame of Volund is affected by my halo of consequence (save ends). Until the halo ends, it takes a -4 penalty to attack rolls, and after it attacks me or an ally, it is dazed until the end of its next turn. It also takes a -2 penalty to saving throws against the halo.

Rev DM |

The clear light of Erathis mingles with the magma body of the Flame, forcing it to minimise its attacks.
Sparks of Volund have aura 1. Enemies within the aura take a -1 penalty to melee and ranged attacks (cumulative).
Creatures marked by the Flame of Volund grant CA if they make an attack that doesn't include the Flame to the start of its next turn.
Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).
Dorvin - resist 5 fire; 5 ongoing fire damage (se); -1 melee/ranged (Spark aura)
Isari (resist 5 fire); 5 ongoing fire damage (se)
Nayce - -2 melee/ranged (Spark aura);
M5 - BLOODIED; under Isari's Aegis
M6
Guldarin - +2 defenses to start next turn (used second wind); 5 ongoing fire damage (se)
Rusty - 43/83hp, 10/11 surges, 1AP: marked by Flame (se); -1 melee/ranged attacks (Spark aura)
Flame of Volund - BLOODIED; one shroud; marked by Rusty; slowed to end Rusty's next turn; -4 to attack rolls and dazed teont after attacking (se) (Halo - -2 to saves v effect)
Spark 8
Spark 9
Spark 10
Amenephus - regen 5 to end encounter; used second wind

Rev DM |

Sweat drips from Dorvin's brow and he grimaces as his attack misses even the increasingly feeble mephit.
Sparks of Volund have aura 1. Enemies within the aura take a -1 penalty to melee and ranged attacks (cumulative).
Creatures marked by the Flame of Volund grant CA if they make an attack that doesn't include the Flame to the start of its next turn.
Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).
Isari (resist 5 fire); 5 ongoing fire damage (se)
Nayce - -2 melee/ranged (Spark aura);
M5 - BLOODIED; under Isari's Aegis
M6
Guldarin - +2 defenses to start next turn (used second wind); 5 ongoing fire damage (se)
Rusty - 43/83hp, 10/11 surges, 1AP: marked by Flame (se); -1 melee/ranged attacks (Spark aura)
Flame of Volund - BLOODIED; one shroud; marked by Rusty; slowed to end Rusty's next turn; -4 to attack rolls and dazed teont after attacking (se) (Halo - -2 to saves v effect)
Spark 8
Spark 9
Spark 10
Amenephus - regen 5 to end encounter; used second wind
Dorvin - resist 5 fire; 5 ongoing fire damage (se); -1 melee/ranged (Spark aura)

Rev DM |

Isari cooly wipes out the Spark bedevilling Dorvin's aim and advances on the Flame.
Sparks of Volund have aura 1. Enemies within the aura take a -1 penalty to melee and ranged attacks (cumulative).
Creatures marked by the Flame of Volund grant CA if they make an attack that doesn't include the Flame to the start of its next turn.
Orange stuff is liquid magma. Any creature that enters of begins its turn in a square of liquid magma takes 4d10+5 fire damage and 10 ongoing fire damage (se).
Nayce - -1 melee/ranged (Spark aura)
M5 - BLOODIED; under Isari's Aegis
M6
Guldarin - +2 defenses to start next turn (used second wind); 5 ongoing fire damage (se)
Rusty - 43/83hp, 10/11 surges, 1AP: marked by Flame (se); -1 melee/ranged attacks (Spark aura)
Flame of Volund - BLOODIED; one shroud; marked by Rusty; slowed to end Rusty's next turn; -4 to attack rolls and dazed teont after attacking (se) (Halo - -2 to saves v effect)
Spark 8
Spark 10
Amenephus - regen 5 to end encounter; used second wind
Dorvin - resist 5 fire; 5 ongoing fire damage (se)
Isari (resist 5 fire); 5 ongoing fire damage (se)

Rev DM |

As Nayce hits the Flame, the ancient guardian salutes the comrades and dissolves, leaving nothing behind it but the heat of its passing. With the fall of their leader, the mephits flee to the safety of the magma pools, diving below the surface. The way is clear for the group to leave the chamber of the Test of Valor.
OUT OF COMBAT. 1009XP each, bringing you to 23,441 total.
Please make a further Endurance check to cross the room. DC20. If you fail take 5 ongoing fire damage (se) (obv not Dorvers and Isari who resist). Fail by more than 5 and it's 10 ongoing (se).

Rev DM |

Ahem. Amenephus, Dorvin and Isari. Endurance checks please.
Endurance check for Rusty: 1d20+11=21
Guldarin makes the mistake of breathing in too deeply, but Nayce and Rusty make their way safely to the next door. Like the first, it contains complex gearworkings, one of which seems familiar enough to the companions. Isari is confident that one of the gear wheels in his pocket will fit and open the way to the next trial.
Guldarin - saving throw please.

Rev DM |

Endurance check for Amenephus (1d20+6=7)
Amenephus, like Guldarin, suffers the effects of the heat.
Right, both Guldarin and Amenephus need to make saving throws until they either die or stop taking 5 ongoing damage. If anyone has a power that will help either of them, I'd suggest using it.

Guldarin |

Saving throws for Guldarin
Saving throw 1 1d20 ⇒ 12
Saving throw 2 1d20 ⇒ 17
Saving throw 3 1d20 ⇒ 3
Saving throw 4 1d20 ⇒ 12
Saving throw 5 1d20 ⇒ 7
Starting on 48hp - 5hp for each save. Made it on the first, so 43/60hp. Spend one healing surge, 58/60hp, 6/8 surges remaining

Rev DM |

Guldarin |

Endure Elements is a ten minute ritual. It protects up to five people against extremes of non-magical heat/cold for 24 hours. Guldarin can cast it - and if I'd remembered he had it, would have before. I think it's worth waiting while he does, though it depends how many Endurance checks would be involved. But I think it would stop any more being needed once it's done.

Rev DM |

Go for it. I'm going to ask for another 4 Endurance checks from each of you, so you might not want to heal up until you know how many of you are taking ongoing. Sound reasonable?
EDIT:
Once the ritual is cast, you're then free from making any kind of Endurance check for as long as it lasts.
Endurance checks for Rusty:
1d20+11=18
1d20+11=31
1d20+11=27
1d20+11=29)
5 ongoing.[/ooc]
Saves for Rusty:
1d20=18
The dragonborn warrior incautiously breathes in a lungfull of the super-heated air, but recovers almost immediately.

Rev DM |

Rolling for Amenephus.
Save v fire (1d20=9)
and again ...
save v fire (1d20=9)
and again...
save v fire (1d20=4)
oops. And again ...
save v fire (1d20=16)
20 damage to Amenephus
The eladrin cleric's fragile frame is woefully unable to deal with the rigours of the sacred mines of Volund.
As the words of the ritual complete, the party restore themselves.
Update your surges please.
Ready to go on when Isari inserts his next piece of gearworking.