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Thinking it better to have something lurking below as opposed to having something lurking between her and the surface, Shilyn moves quietly down the hall to the next door, and spends a moment checking it for unwanted surprises.
perception: 1d20 + 11 ⇒ (10) + 11 = 21
stealth: 1d20 + 9 ⇒ (7) + 9 = 16

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Taking the lead once more, Shi moves further down the hallway. Another 10' down, there is another statue set in an alcove in the hallway. This one is a bronze statue of a human, leaning forward and looking as if it is blowing the winds from its lips. Not seeing anything suspicious, the rogue continues to press on. Once you're aligned with the statue, out from the corner of the half-elf's eye, the bronze statue exhales a powerful blast of flaming wind!
Exhaled fire CMB @ FF Shilyn: 1d20 + 8 ⇒ (20) + 8 = 28
Fire Damage on success: 2d6 ⇒ (5, 5) = 10
Not suspecting the unusual trap, Shilyn is blasted against the wall opposite the statue. The wind is constantly blowing at her, causing her to be immobile against its force!
@Shilyn: You take the damage listed above, and you are pressed against the wall. You cannot move unless you make a CMB check against CMD 18... or you or someone else comes up with a clever idea to handle this :)
Also, Shilyn, your CMB/CMD values are off. Even using the corrected values (and note of Trap Sense), the CMB roll of Nat 20 made a mockery of it :(

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"Amnur, help me try to knock down this statue!"
Varian moves forward and tries to aid Amnur to knock the statue down so it is blowing down onto the floor instead of out toward Shi. Since Amnur is the stronger of the two, he attempts to assist the dwarf. (this is of course assuming Amnur comes to contribute to the effort. If not this roll has to stand on its own.)
strength check to aid Amnur: 1d20 + 2 ⇒ (10) + 2 = 12

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Oh... well nvm then.. can I go to the other side of the hall and grab shi and try to pull her out of the path of the breath without getting caught in it myself? Heh, interesting watching you type info on the map and make changes to it

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what happens with cmb if two characters work together - same as normal - second character rolls vs dc10 to assist by adding +2 to the other's roll? because Varian's CMB is not that good. I'd rather assist than roll my own if that's possible

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Ok, hoping Amnur checks in soon... and Varian can assist him... if he doesn't try soon, Varian will try on his own but with only a +3, he's likely to fail, sadly

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Oh hell, Amnur is taking too long... I will attempt it, and worst case scenario is that Amnur will have to rescue us both!
Varian dives at Shi, trying to push her (and himself both) beyond the path of the fiery wind.
cm roll: 1d20 + 3 ⇒ (19) + 3 = 22

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woo hoo! that should make it!

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Thanks. Think I have this right:
CMB: +2
Base attack bonus: +1 (Rogue 2 / Sorceress 1)
Strength mod: +1
Size mod: +0
____
CMD: +15
Base: +10
Base attack bonus (Rogue): +1
Base attack bonus (Sorceress): +0
Str 12 mod:+1
Dex 16 mod: +3
Special size mod: +0

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Having been freed from the trap by Varian, Shilyn gives the oracle a warm smile. "Thanks Varian. I was begining to know what a roasted hog felt like," she says with a frown as she looks at her burnt clothing and gets a whiff of singed hair. "Ugh, now I'm going to have to trim this I think."
Looking at the Assimar somewhat pensively, she asks, "Um.. think you could be so kind as to bop me with that healy stick, please?"
HPs: 10/20
darnit.. I knew I forgot something. Meant to research how to use prestige to purchase a healy stick before we started.. must have been the wine.

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"Well, now that we know it's there, maybe we can leave it to guard this passage for us and check the other way."
Then I look up from scribbling in my notes and smile apologetically, "Sorry, Shi, I'm glad you're safe."

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"Sure thing, hon." He takes out his wand and baps her once with it.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
"Well that was effective. Want me to do it again and bring you back up to full, or are you alright as you are?"

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@Varian: Okay, I slightly misread something since I was on mobile yesterday when making the posts that you wanted to push yourself through to the otherwise as well. To do that, you'd be subject to trap as well and if its CMB roll succeeded, you'd be the one trapped instead. Furthermore, your CMB roll wasn't high enough anyway to push yourself (and the target by nature) 10', so you couldn't get to the other side of the trap anyway. If you guys can get back together, I'll let that nice 7 healing stand, but unless you say you want to be hit by the trap (or come up with a clever way to bypass/distract/disable the trap), Shilyn and the rest of the party are on opposite sides.

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Gryne will create water on top of the flaming trap in an attempt to extinguish it.
Step aside, Dwarven ingenuity coming through. Gryne giggles but in a mighty Dwarven way, not a Gnomish way.

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@Gryne: I'll allow that to some degree. If you cast the spell and make a DC 15 Survival check, you can inhibit the fire part for 1 round, but the wind part will still try to trap the person on the other side. Any round you fail to cast create water and make the Survival check, the fire damage would occur to whoever was in the path.

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Ok, sounds fair. I am of the Air Domain and do not have any powers or abilities that can manipulate air as of yet.
Gryne casts Create Water. Survival check-1d20 + 8 ⇒ (8) + 8 = 16
How about as a synergy when the fire is down, casting Acid Splash on the statue to try and fuse the opening closed? 1d3 ⇒ 2
Can a 0 level spell be continuous, ie, keep it going until the damage is done?
@Gryne: I'll allow that to some degree. If you cast the spell and make a DC 15 Survival check, you can inhibit the fire part for 1 round, but the wind part will still try to trap the person on the other side. Any round you fail to cast create water and make the Survival check, the fire damage would occur to whoever was in the path.

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Could I use Summon Monster to summon a creature wedged inside the hole? Otherwise I'm going to start searching for a switch.
searching for a switch perception: 1d20 + 8 ⇒ (8) + 8 = 16

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@Gryne: Acid splash cannot cause enough damage to the stone to even bypass its hardness. A good heavy hammer could!
@Mylvwara: Yes you could, but again, I'd force the wind to make a CMB roll against the wedged creature, probably at a -1 or -2 penalty, but once it's bypassed, it'll get through. Also, to search for a switch on the statute, you'll have to be in wind LoS, and get CMB'd. Even just looking from around the corner, though, you do not see a switch.
[ooc]All: Check the Forgotten Laboratory map to get an idea of where the alcove with the fire trap statue is in relation to the hallway.

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so what do I need to do to try to free myself after pushing SHi through?

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@Varian: You're not in the wind blast right now unless you REALLY want to; when you bull rush, it's optional if you want to fill in the spot left open after you push your target. If you wish to do so, you may be pressed against the wall and take damage as noted before if the trap's CMB roll exceeds your CMD. The next round you'd still be pressed against the wall, but not take damage thanks to Gryne temporarily putting out the fire.

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ok i misunderstoood you. I guess shi is on the other side from us though now, right? in that case:
Varian creates a lucerne hammer and casts lead blades on it... then strikes at the mouth of the statue where the wind is coming out, trying to break it so it can no longer blow.
to hit in animate object: 1d20 + 3 ⇒ (20) + 3 = 23
dmg if hits: 3d6 + 3 ⇒ (1, 6, 1) + 3 = 11
If that's not enough damage to disable it, he'll swing again,
to hit in animate object: 1d20 + 3 ⇒ (17) + 3 = 20
dmg if hits: 3d6 + 3 ⇒ (6, 6, 3) + 3 = 18

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@Varian: It's going to take one more good swing to do that; luckily, even with the penalty for taking kitty corner (to avoid the trap), you're only going to miss hitting AC 5 25% of the time (a 1-5 total) and nothing's threatening you, so it's not worth me tracking your miss chance. The statue's head has 15 HP and a hardness 8, so it's taken a total of 13 damage... just gotta tap it in :P

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Varian takes a third swing at the nasty statue separating the party from Shi...
to hit: 1d20 + 3 ⇒ (13) + 3 = 16
dmg if hits: 3d6 + 3 ⇒ (5, 6, 4) + 3 = 18

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Accepting Grryne's assistance, Shilyn gives her thanks and brushes herself off. "Well," she says, "That was certainly unexpected."
Turning to Mylv, she gives a slight bow. "Yes, I am ok, thank you.. but that did kind of hurt. Not to mention, now my hair is all singed and will need a good trim.. plus, I'll now need a new shirt as the sleeves on this one are um.. kind of burnt." With a giggle, she proceeds to cautiously move up the corridor a but, stopping short of the next alcove.
Reaching into one of her belt pouches, she pulls out a small piece of polished metal and holds the mirror out to gaze around the corner into the next alcove.
perception: 1d20 + 11 ⇒ (5) + 11 = 16

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"So the other one blew, and this one sucks?" Maybe I can reach it with a hammer blow or two without actually activating it and smash it much like I did with the other one... " Varian tries to assess the situation and see if he can indeed do that.

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Varian begins smashing the statue from beyond the alcove.
here are 5 rolls for to hit (should be easy since it's inanimate, but I made them nonetheless) and damage... let me know if I need more than these 5... and 5 hits are 30 seconds of time...
to hit: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 3d6 + 3 ⇒ (5, 1, 1) + 3 = 10
to hit: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 3d6 + 3 ⇒ (6, 2, 6) + 3 = 17
to hit: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 3d6 + 3 ⇒ (4, 6, 6) + 3 = 19
to hit: 1d20 + 3 ⇒ (10) + 3 = 13
damage: 3d6 + 3 ⇒ (5, 6, 2) + 3 = 16
to hit: 1d20 + 3 ⇒ (19) + 3 = 22
damage: 3d6 + 3 ⇒ (1, 3, 2) + 3 = 9

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Noticing one more alcove ahead, she keeps her mirror in her hand and shrugs. "Well, so much for the decor. Shall we continue?"
She moves down the hallway to the next alcove and uses the mirror again to peer around the corner into it.
perception: 1d20 + 11 ⇒ (11) + 11 = 22

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Varian sighs as his large weapon disappears. 'I hope you don't find another statue... I'd need to recreate the weapon again."
I figure the duration should be up about now...

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@ Varian: Just about, but you did good, kid. You did good :P
@Shilyn: You can't see too far into the alcove; there is no further lighting sources to support you. You can tell that it turns into a hallway that splits off into a 4 way, although it appears as that something dug THROUGH the hallway to create the north and south passages.
Map updated!

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Shilyn mutters to herself about not being able to see clearly in the darkness. With a shrug, she mutters again as her eyes darken and grins as two small glowing orbs appear and hover around each other in the hallway's intersection.
"There, much better," she says as she puts her mirror away, "Looks like the passage goes south but um.. someone.. or something has been digging there."
dancing light cantrip

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Spell Failure chance: 1d100 ⇒ 53
Don't forget to roll for those! Technically outside of combat for a cantrip, you'll eventually get it to work, but just reminding you for combat purposes or any of your level 1 spells :P
With the newly created light, the half-elf sees far greater into the room ahead at the end of the hallway, a wooden door blocks your viewing about 20 feet from your position.
Map updated... sorta :P

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Thanks.. first time using spells, so it's a learning curve for me. No wonder i play melee classes..heh
"Ok, do we continue or go back to clear that first door we passed when we entered?" She looks back and forth between the two glowing orbs and the other, still not sure of what she just did..