| Vince ------ |
Vince eagerly strikes against the exposed back of the Salamander.
atk f: 1d20 + 10 ⇒ (12) + 10 = 22 hit
atk k: 1d20 + 9 ⇒ (19) + 9 = 28 hit
atk k: 1d20 + 9 ⇒ (7) + 9 = 16 crit not-confirmed
damage: 1d4 + 1d8 + 8 ⇒ (2) + (4) + 8 = 14
| Gray Miller |
Gray hissed as the creature wounded him, the heat from the thing turning his cheeks an angry red color. Still, he couldn't help but grin at the pain, his leer turning wider as Vince's weapon hit home on the salamander. When Antonio shouted and their foe's attention was diverted ever so slightly, the inquisitor struck again with his chain, but the surprise that came with the invisibility was gone and the creature was expecting it.
Spiked Chain, Flank, Aid: 1d20 + 9 + 2 + 2 ⇒ (2) + 9 + 2 + 2 = 15 Oh boy...here we go again.
| Vince ------ |
Vince nods, feeling at his ribs and wincing. “Yeah, that tail was faster than i thought. I got a potion though. ” He pulls open his pack and starts digging through it. After a moment he curses. “What kind of idiot doesn’t have potions with him. I must have forgotten all my training before i lost my memories. ”
He looks back to Ziera. “I, uh, could actually use some healing. ”
| Antonio Danera |
"Whew. Still, we can never be too careful. On to the next, then?" Antonio asks.
"That's a fine idea, Edmund. Of course, we'll have to rely on if the fakes we've been picking up are even similar to the real thing - they could be very different."
| Ziera |
When they leave the room, they make sure that all of them are not on the bridge at the same time, and cross to the next door. Ziera marks it with acid only once, but way up at the top, so it is clearly different than any of the other doors.
Then she casts Open.
On the map, this should be door 1.
Resetting the map for this door. :)
| Gray Miller |
Gray followed Ziera and the others mutely after the brief fight with the salamander, disliking the game that was being played with the whirling bridge. Still, it seemed as though there was no other way to gain access to the contract the group was looking for, so the inquisitor proceeded along with the rest, nodding his agreement with Ziera when she mentioned remembering the way back out.
| ---GM Shadowtail24--- |
Vince and Payk follow. The light doesn’t quite stretch to the other side of the room, it it looks barren for what you can see.
Once Edmund extends his lights to the other side of the room you can see another pedestal, though this one does not have a scroll inside. There appears to be nothing else in the room, creature or objects.
| Gray Miller |
Gray nodded to Antonio's request, the lack of a scroll puzzling. Surely they hadn't already been in this room? The inquisitor crept forward, testing carefully for pressure plates as he swept his keen eyes about.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
| Ziera |
It seems wrong to her paranoid senses, but
Um, could it be possible that there just really isn't anything here? I am not getting any magical auras at all. Nothing has come to kill us--there isn't anything in this room. It seems very strange. Any ideas? Or should we just go to the next room?
| Edmund Gwenn |
”I would suggest that we probably have very little to lose by trying the other door and, if there is another decoy, returning here to find whatever has been hidden. It is possible, however, that the designers of this complex did in fact leave an empty room in the hopes that any invaders would expend valuable resources to find out nothing.”
| Gray Miller |
As the others come and thoroughly search the area, Gray has the good grace to not be irritated by their unspoken assertion that his keen eyes might have missed something. He listened to some of the arcane members of the party discuss why the room might be empty, and shrugged as Edmund offered that the room might just be a decoy. It was a possibility, for sure. Unless anyone had anything else to add, the inquisitor followed the others and proceeded across the bridge to the opposing door, waiting for Ziera to scorch a unique mark upon it and then open it before proceeding through.
| ---GM Shadowtail24--- |
This is door 4 on the map
Stop me if you’ve heard this before, the door opens to reveal a corridor to a larger room. This room does have a torch in a sconce. Because I’m psychic, i know they Edmund will send lights into the room. The lights reveal nothing additionally, though once again the angle into the main area of the room isn’t great.
| ---GM Shadowtail24--- |
Vince and Payk rush in as, and you are just in time to see three earth elementals burrowing into the ground.
EE: 1d20 - 1 ⇒ (11) - 1 = 10
Ziera: 1d20 + 2 ⇒ (7) + 2 = 9
Gray: 1d20 + 8 ⇒ (1) + 8 = 9
Payk: 1d20 + 7 ⇒ (8) + 7 = 15
Vince: 1d20 + 4 ⇒ (10) + 4 = 14
Edmund: 1d20 + 3 ⇒ (1) + 3 = 4
Antonio: 1d20 + 4 ⇒ (5) + 4 = 9
Init: Payk, Vince, EEs, Gray, Antonio, Ziera, Edmund
We'll count round one as everyone entering and the earth elementals burrowing. Begin round 2: Payk and Vince are up ahead of the elementals.
| ---GM Shadowtail24--- |
Vince and Payk rush in further, with Vince keeping his back to the near wall.
Five elementals rise up out of the ground, with one of them coming near Ziera.
Payk nimbly dodges out of the way of two attacks, but Vince gets smashed by both of the elementals.
P1: 1d20 + 11 ⇒ (8) + 11 = 19
P2: 1d20 + 11 ⇒ (8) + 11 = 19
V1: 1d20 + 11 ⇒ (19) + 11 = 30
V2: 1d20 + 11 ⇒ (17) + 11 = 28
V dam: 2d8 + 14 ⇒ (4, 4) + 14 = 22
Damage Tracker:
Vince: 22
the party is up
| Edmund Gwenn |
Edmund casts acid arrow and flings it at the elemental approaching Ziera. He takes extra time to cast the spell, adding a bit of extra power to extend its duration. The acid slams into the elemental, dissolving aspects of the rock that bind its essence.
Touch Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d4 ⇒ (2, 2) = 4 Round 1 of 4
| Gray Miller |
Calling upon the Dark Lord for his guidance and inspiration as he sees the greater number of foes this room has to offer, Gray smiled grimly as Ziera stepped aside to allow room for him, rushing forward and whipping his wicked chain at the animated pile of earth with relish.
MW Spiked Chain, Justice: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage: 2d4 + 2 ⇒ (1, 2) + 2 = 5
Swift to initiate Judgment, move, then attack