| Rev DM |
To his disgust, Rusty finds his bellows failing too. There is an rending noise as the leather splits after so many years of disuse.
1d6 to determine how bad the tear is and how long it will take to mend.
Dungeoneering DC16 to fix and others may aid (also with a DC16). If aided successfully, the time to fix is halved. On a fail, it stays the same, if both checks fail, the time needed to mend it increases by one round.
The masks and suits contain three rounds of pure air. After that Isari will start to take poison damage.
| Rev DM |
Nayce and Isari
Round 4
1d6 from Rusty and Guldarin please
| Rev DM |
Rusty's bellows rips again under the unaccustomed onslaught.
Dungeoneering to fix (DC16). 1d6 to determine how long the fix takes. With a successful aid (DC16) the time is halved.
Guldarin's bellows holds firm. Too firm. Something causes the mechanism to jam tight.
Athletics (DC19) to free it. 1d6 to determine how long Nayce is without fresh air. Successful aid (DC16) halves the time.
| Rev DM |
Rusty sorts out the minor tear without impeding Isari's progress. Guldarin, on the other hand, panicks slightly and yanks ineffectually at the equipment.
Pump team
At this point, there is a considerable distraction. Grinding noises in the wall attract your attention and with surprising grace, sections of stonework move apart to reveal a perfectly preserved mithril doorway.
Nayce and Isari
| Rev DM |
As Dorvin finishes reactivating Guldarin's set of bellows, he hears a crunch from behind him as Rusty's equipment also suffers a failure.
On a 6, the thing sticks and won't operate for 1d6 rounds. You need to make an Athletics check (DC19) to get it working again.
Nayce and Isari
| Rev DM |
Nayce and Isari
Engulfing Smokeclaws - reach 2(Ref - but auto hit on immobilised target). Targets one or two medium or smaller creatures. On a hit, target is grabbed and pulled into the Belker's space, is dazed and takes 10 ongoing acid damage (se). The Belker can move normally while creatures are engulfed in it.
1d20+12=23 - v Isari. Miss.
1d20+12=23 - v Nayce. Hits.
Nayce - restrained and dazed, taking 10 ongoing acid (se)
Isari
Belker
Pump room team
Rusty wrenches the stuck mechanism free, but is grimly aware that Isari will have some trouble until he can work fresh air through the system.
Guldarin - 2/6 rounds til airflow resumes for Nayce
Rusty - 1/6 rounds til airflow resumes for Isari
| Rev DM |
Nayce/Isari
Nayce breaks free of the misty horror and clears his head.
Isari
Belker
Nayce
Nayce - Perception check please.
Pump room team
| Isari of the Frost |
Minor, mark the belker, shift to B34 and attack with Frigid Blow(Cold damage, -2 Speed until the end of my next turn, I gain 3 temp HP and enemies who attack me take 5 Cold damage): 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 221d10 + 10 ⇒ (9) + 10 = 19
| Rev DM |
Nayce/Isari
Isari's blade passes straight through the belker. The creature attempts to engulf the pair again, but fails miserably.
Engulf (Ref) (one or two medium creatures)
1d20+12=15 v Nayce
1d20+12=16 v Isari.
Nayce
Isari
Belker
Pump team
Amenephus remains watchfully at the airlock door, looking for signs of his returning friends.
Guldarin - 3/6 rounds til airflow resumes for Nayce. Nayce will start taking gas damage next turn.
Rusty - 2/6 rounds til airflow resumes for Isari
| Isari of the Frost |
Can't you teleport to my side?
Yes I can. I just assumed Engulf was a blast instead of a burst and thus wanted to at least choose which of us it was going to attack. We both can teleport out of it, just trying to make sure you can get to the door.
Also, does the airlock door have a window in it or anything like that? If it does, I can probably chain both of my teleports together to go right into the airlock room.
| Rev DM |
Nayce/Isari
Nayce moves as fast as he can down the corridor and opens the inner airlock door. Beyond, he sees a figure in a pressure suit tapping on the porthole to get Amenephus's attention.
Note that the outer airlock only opens from the pump room side.
Isari
Belker
Nayce
Pump room team
Amenephus sees a suited figure tapping on the glass porthole clearly asking to be let out.
Note that the outer airlock only opens from the pump room side.
| Rev DM |
Nayce/Isari
Isari teleports next to the newcomer and marks him, although the pressure suit makes any positive identification impossible. Nayce finds himself starting to gag as the pure air in his suit becomes contaminated.
Nayce - taking 5 ongoing poison damage (se)
Venomtongue Mohrg - marked by Isari
Isari
Belker
Pump Room team
Amenephus can now see two suited figures poised by the airlock porthole.
Guldarin - 4/6 rounds til airflow resumes for Nayce. Nayce is starting to feel the effects now.
Rusty - 3/6 rounds til airflow resumes for Isari