| Thordak Ironheart |
Shaking his head in frustration, "Blast it all! This place is nothin' but a maze! I haven't got time for no blasted mazes! No which way in the blasted Nine Hells do we go?! Bah!"
| Tomaru |
If the teleport alcoves are empty at the moment, Tomaru will suggest to Thordak that we see what's in the room at the end of the hall we're in.
| Tomaru |
How about we send the summonses into each of the blue circles? They are to take two rounds to look around unless they are attacked, in which case they are to immediately return by way of the red circle. They are then to report what they saw and encountered.
| Tomaru |
If they don't come back, then we know they've encountered something. This way we scout all possibilities at the same time and Tomaru doesn't get hurt doing it. Perfect.
| Old Guy GM |
Ok. Please be specific what you are doing: There are two sets of circles to either side of you. Let's call them this: East = 2 and West = 3. I will assume you are marking them like Lym suggested. Number 1 is the set you first came through. Who (or what) is going through them and what order? Keeping in mind it is a 10' circle and the archons are large creatures, so only one of them can go through at a time each round. The arbiters are Small.
| Tomaru |
Exactly. each one is to take a look around, moving off of the blue circle if necessary to get a good look. After two rounds of scouting, they are to move to the red circle and report back. If, during the time that they are scouting, they are attacked, then they are to move off of the blue circle and defend. We will be coming to give them support.
You have to be clear with these guys.
| Old Guy GM |
The two massive celestial warriors clash their spears against their shields in acknowledgement of their orders. They approach the blue circles on either side of the room (2 and 3), and with a nod to each other, step in.
In an instant, they are gone. There is silence in the room save the whirrs and clicks of the arbiters, and Thordak's impatient shuffling and muttering.
How long are you going to wait to see if they 1: return with a report, or 2: move to support them?
| Tomaru |
We sent an archon to teleport 2 and 3 and neither has returned in the allotted time?
Let's send the arbiters next. We seem to be fighting a two front war. Order the arbiters to assist the archons and make sure they clear the blue circle so more reinforcements can come through.
| Thordak Ironheart |
Thordak crosses his arms and taps his foot rapidly. Waiting... waiting... waiting... waiting... the dwarf looks at his wrist for some reason. He ponders why he would do such a thing before simply shrugging, figuring this dungeon is driving him bats. He then pulls out an hourglass - wait... where the heck did that come from? - and watches the sand pour from the top to the bottom.
Still tapping his foot, "Is this gonna take all day?! Time's a wastin' ya know. See?" he points to the hourglass. "Ya know, like the sand in this hourglass, this is the longest day of me life."
| Tomaru |
"And we should not separate now. I'll go to 3 with an Archon. That way, if there is something else going on, I can still get the three of us out without the teleport circle and rejoin the group. Meanwhile the rest of you can take on and take out whatever is at circle 2."
| Old Guy GM |
Two armoured giants, sheathed in golden-hued metal from head to toe. Each has one arm that ends in a spear-like blade, the other in a massive tower shield. Stern eyes regard the mortals who have dared draw these Shield Archons from their home and duties.
Three spheres of bronze and copper, each set with a single eye. Metallic wings flap to carry the Arbiter Inevitables aloft. Each carries a knife in one of its clawed hands.
Knew I wasn't crazy...
| Praxim |
Everybody is going to 2. Tomaru is taking an arbiter to exfil the second archon.
Praxim drags Thordak towards number 2, and waits for Lym and an arbiter to be ready to step into the circle together.
| Old Guy GM |
I'm going to go without maps here, the scale of the maps are too large to be able to see anything, even if I blow them up. I'll be specific as I can.
Behind them stands a woman wreathed in flame. As Tomaru arrives, she casts a spell. Fort Save please, then state your 1 Standard action.
| Tomaru |
Fort: 1d20 + 14 ⇒ (20) + 14 = 34
Tomaru follows the plan and tries to teleport himself and the summonses back to the main room. If I can't get to both of them, he'll take whomever he can reach, even if only himself, and get out.
Teleport: 1d100 ⇒ 41
| Praxim |
”Archon. Go through the other circle. Tomaru will meet you for healing.”
Praxim chooses the most wounded enemy and fires a single arrow.
Attack: 1d20 + 25 + 2 + 1 + 1 - 4 ⇒ (4) + 25 + 2 + 1 + 1 - 4 = 29
Damage: 1d8 + 4 + 2 + 1 + 8 + 2d6 ⇒ (1) + 4 + 2 + 1 + 8 + (3, 1) = 20
| Lym Blackhand |
No, you did not!
Lym flicks one finger, and a wall of bubbling, seething acid shoots up between the archon and its tormentors!
| Old Guy GM |
No, you did not!
Lym flicks one finger, and a wall of bubbling, seething acid shoots up between the archon and its tormentors!
How are you doing this exactly? "The wrathspawn have it surrounded, hacking away with their greataxes, while the warriors use wands. As you arrive, the archon is staggered by a volley of magic missiles!" Is this wall between the warriors (with wands) and the archon?
| Lym Blackhand |
Apologies! Busy times…
Lym chants a new spell -- one with absurd effects! All around the archon, gravity reverses itself, and enemies and ally alike start 'falling' towards the ceiling!
Except, as the archon can fly, it can easily extract itself from this predicament!
Reverse gravity!
| Old Guy GM |
Here we go!!!
NEXT ROUND: you guys are up in your respective areas. Keep the spoilers, please!
| Praxim |
Attack: 1d20 + 25 + 2 + 1 + 1 - 2 - 4 ⇒ (10) + 25 + 2 + 1 + 1 - 2 - 4 = 33
Damage: 1d8 + 4 + 2 + 1 + 2d6 ⇒ (5) + 4 + 2 + 1 + (1, 2) = 15
Attack: 1d20 + 25 + 2 + 1 + 1 - 2 - 4 ⇒ (7) + 25 + 2 + 1 + 1 - 2 - 4 = 30
Damage: 1d8 + 4 + 2 + 1 + 2d6 ⇒ (1) + 4 + 2 + 1 + (3, 4) = 15
Attack: 1d20 + 20 + 2 + 1 + 1 - 2 - 4 ⇒ (16) + 20 + 2 + 1 + 1 - 2 - 4 = 34
Damage: 1d8 + 4 + 2 + 1 + 2d6 ⇒ (8) + 4 + 2 + 1 + (1, 4) = 20
Attack: 1d20 + 15 + 2 + 1 + 1 - 2 - 4 ⇒ (13) + 15 + 2 + 1 + 1 - 2 - 4 = 26
Damage: 1d8 + 4 + 2 + 1 + 2d6 ⇒ (6) + 4 + 2 + 1 + (2, 6) = 21
| Tomaru |
Tomaru took an arbiter with him. Was he not able to take him back?
In either case, Tomaru will go to the circle to try to rejoin the group.
| Lym Blackhand |
Lym calls the shield archon to protect her and starts chanting!
Cast Summon monster V defensively 1d20 + 15 + 7 ⇒ (15) + 15 + 7 = 37
| Thordak Ironheart |
"Time for you lot ta die!" he yells, his fury returning as he attacks the pathetic so-called 'warriors'.
Rage; Attack
+1 Furious/keen/commanding Dwarven Longaxe w/PA: 1d20 + 23 ⇒ (10) + 23 = 33
Damage: 1d12 + 27 + 1d6 ⇒ (7) + 27 + (2) = 36
+1 Furious/keen/commanding Dwarven Longaxe w/PA: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 1d12 + 27 + 1d6 ⇒ (2) + 27 + (4) = 33
+1 Furious/keen/commanding Dwarven Longaxe w/PA: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d12 + 27 + 1d6 ⇒ (5) + 27 + (3) = 35
AC 25/touch 14/ff 21; Hp's 199/289; Rage 26/45; Elemental Rage: Acid(+1d6 damage); Elemental Blood(fire), Grtr: +30' speed(Speed 50'); Fly: +22(60'); Fire resist 10; DR 5/; Reach 20
Current saves: Fort: +23; Ref: +13; Will +17
| Old Guy GM |
There's no map. NEXT ROUND
The wrathspawn struggle to their feet on the ceiling, screaming in rage and frustration.
The shield archon moves to protect Lym.
The remaining four warriors step back and cast Magic Missile at the raging dwarf! MM: 16d4 + 16 ⇒ (2, 4, 1, 2, 3, 2, 4, 4, 4, 3, 2, 3, 3, 1, 2, 4) + 16 = 60
You are up - keep the spoilers! (Lym)
| Rexil |
Reflex: 1d20 + 11 ⇒ (11) + 11 = 22
Rexil shrugs off most of the blast, then charges mage chick. He gets right next to her so even if she 5-foot steps, she’s still within reach.
Charge Power Attack: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
Damage: 2d8 + 18 + 9 ⇒ (5, 3) + 18 + 9 = 35
| Praxim |
Arrow: 1d20 + 25 + 2 + 1 + 1 - 2 - 4 ⇒ (19) + 25 + 2 + 1 + 1 - 2 - 4 = 42
Damage: 1d8 + 4 + 2 + 1 + 2d6 ⇒ (5) + 4 + 2 + 1 + (3, 2) = 17
Arrow: 1d20 + 25 + 2 + 1 + 1 - 2 - 4 ⇒ (13) + 25 + 2 + 1 + 1 - 2 - 4 = 36
Damage: 1d8 + 4 + 2 + 1 + 2d6 ⇒ (8) + 4 + 2 + 1 + (5, 4) = 24
Arrow: 1d20 + 20 + 2 + 1 + 1 - 2 - 4 ⇒ (15) + 20 + 2 + 1 + 1 - 2 - 4 = 33
Damage: 1d8 + 4 + 2 + 1 + 2d6 ⇒ (7) + 4 + 2 + 1 + (4, 3) = 21
Arrow: 1d20 + 15 + 2 + 1 + 1 - 2 - 4 ⇒ (20) + 15 + 2 + 1 + 1 - 2 - 4 = 33
Confirm Arrow: 1d20 + 15 + 2 + 1 + 1 - 2 - 4 ⇒ (19) + 15 + 2 + 1 + 1 - 2 - 4 = 32 Damage: 3d8 + 12 + 6 + 3 + 2d6 ⇒ (6, 3, 5) + 12 + 6 + 3 + (1, 5) = 41
| Tomaru |
Endure Elements
Longstrider: +10 move
Magic Vestment: +3 AC
Heroes' Feast: (Everyone) 10 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
Resist Energy, Communal V Fire (30 pts for 50 minutes for Self, Praxim, Rexil)
Resist Energy, Communal V Electricity (30 pts for 50 minutes for Self, Praxim, Rexil)
Protection from Energy, Communal V Cold (120 pts for 50 minutes for Self, Praxim, Rexil)
Protection from Energy, Communal V Acid (120 pts for 50 minutes for Self, Praxim, Rexil)
Resist Energy V Sonic (30 pts for 150 minutes for Self, Praxim, Rexil)
Fly (Thordak) 15 minutes
Air Walk Communal: (self and Rexil?) 70 minutes
Reflex: 1d20 + 10 ⇒ (19) + 10 = 29
Tomaru uses a Scroll of Wall of Stone to block the area then runs 50' toward the next teleport circle.
or
Tomaru double moves 100' toward the next teleport circle.
"Run, Rexil, there's more coming!" If you make Tomaru have to fight, he will never forgive you.
| Thordak Ironheart |
As the dwarf gets utterly lit up by a multitude of magical darts, it just makes him madder as he works on beheading the rest of them.
5' step(Unless I can reach them. Thordak does have 10' reach with his weapon)
+1 Furious/keen/commanding Dwarven Longaxe w/PA: 1d20 + 23 ⇒ (1) + 23 = 24
Damage: 1d12 + 27 + 1d6 ⇒ (1) + 27 + (1) = 29
+1 Furious/keen/commanding Dwarven Longaxe w/PA: 1d20 + 18 ⇒ (18) + 18 = 36
Damage: 1d12 + 27 + 1d6 ⇒ (6) + 27 + (4) = 37
+1 Furious/keen/commanding Dwarven Longaxe w/PA: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d12 + 27 + 1d6 ⇒ (9) + 27 + (2) = 38
AC 25/touch 14/ff 21; Hp's 139/289; Rage 27/45; Elemental Rage: Acid(+1d6 damage); Elemental Blood(fire), Grtr: +30' speed(Speed 50'); Fly: +22(60'); Fire resist 10; DR 5/; Reach 20
Current saves: Fort: +23; Ref: +13; Will +17