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UMD: 3d20 ⇒ (4, 13, 1) = 18
As they head down to the newly opened section, Doubtful pulls out a wand, and waves it around in annoyance for a while, before finally deciding that it's broken and he asks Numair if he can get it to work.
Heh, wand of mage armor... it would seem I've locked it out for the day for myself.
He was not expecting a room full of plants, when they finally do arrive, and he eyes them, the room, and the strange fog, suspiciously.
Perception: 1d20 + 15 ⇒ (14) + 15 = 29

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"How about you hang on to the magic consumables then."

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Lem realises the fog is magical in nature. He has heard the the guards and wards spell, and thinks this maybe one of them.
Irizati notes that a number of the plants in the room are of subspecies that are now extinct. Certainly an unexpected part of the past has been preserved!
Numair meanwhile thinks he can hear the sound of movement from down the main passage (not the one he is next to).

Lem the Iconic |

I guess I did. I did not see where you actually asked and missed the reference to asking. Was frustrated in the iconic's poor skill allocation. Onen skill point in UMD would have yielded a +9. But no, he has to have max ranks in Nobility. :)

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The Core pregens were built poorly. It took them years to get it right. Well, Mostly right. They do a better job on building but still don't proofread enough. At least Lem is built like a Bard. Poor Harsk is a 16 str Ranger that uses a crossbow.

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Numair nods.
"Certainly."
He takes the wand, and activates it on Doubtful.
Numair then nods to the big corridor.
"I hear movement there... Shall we go that way?"

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Irizati decides to gather some of the plants for further study later.
"If everyone is read then yes. We have an overabundance of melee types and should decide on a marching order. Baloo is well defended so I suggest he go first if there are no objections."

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As the group arranges themselves you hear what sounds like battle break out down the corridor. The thick fog however makes seeing anything more than five foot away almost impossible...
"Crash" oh no, that was definitely something being broken.
I've unveiled a bit more of the map, on the assumption that you will head down to the intersection, but not moved your icons as you have not finalised your marching order yet.

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Doubtful sighs. "Already things being broken." He mutters. "And you know they'll blame us for it."
He quickly moves forward, disappearing into the fog, sure its a terrible idea.
Dunno how far he might get, but assume he moves 'til he runs into something and will assess punching it at that point...

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I set up a marching order. If someone wants to change it later speak up.

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I'll let you in on a secret, you'll see something when you get to the intersection :-) The map reveal is really just to speed things up a little, but to also remind you that the mist is very thick, so you only have 5' visibility.

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"A dispel magic cast on a specific effect, if successful, removes only that effect." By all means make the check and let us know what we are walking in to. But minimum CL for this is 11 so Dispelling it will be tough. Aerondor remember Baloo has Scent.

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The mist proves difficult to see through, but eventually you come to an intersection. Ahead of you is what feels like a furnace. A towering bonfire! Here, in the archives, and underground!
Behind it are some flying creatures, also apparently made of fire. In front a ragged figure dressed in, well...rags.
Crash goes a vase, probably several thousand years old... as the fire creature strikes at the figure in rags. Smash goes an ancient wall fresco as it returns the blow, scraps of cloth burning as it does so...
Status, bold may post
Numair Salmalin
Jair
Pyra
Irizati
Lem
Doubtful
Fighters

Lem the Iconic |
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Lem begins a performance Move Action and casts an extended Heroism on the Paladin.
***BARD SONG is up: +2 competence bonus to hit and damage and morale bonus on saving throws against charm and fear.***

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Maybe try to identify what we are facing? I don't think knowledge nature applies here.

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"Gah! Kill the flaming thing, before it destroys everything!"
Numair then tosses a brace of force missiles at the animate bonfire.
Magic Missile: 4d4 + 4 ⇒ (4, 3, 4, 4) + 4 = 19.

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Numair, unless the fog goes away, none of us can see more than 5'... So you have no line of sight to target your spell.
"Well, shoulda expected this. Doubtful mutters, as suddenly a whole hoard of creatures loom up out of the fog.
Whatever it is, he sure hitting it with his bare hands is a bad idea... so tries to dodge past the creatures into the hallway to his right, so that Pyra can get in and deal with the fiery thing!
Acrobatics: 1d20 + 14 ⇒ (19) + 14 = 33
Hmm... Worth a shot... if it works, he's trying to end up behind the blue mummy-looking fellow.
If he makes it through, he will then kick said blue mummy-looking fellow!
If he fails to make it through, then he provokes (AC vs that AoO will be 33) and stays where he is... he will instead then kick the fiery red one, despite his misgivings!
Unarmed Strike, PA, bard: 1d20 + 11 - 2 + 2 ⇒ (13) + 11 - 2 + 2 = 24, for 2d6 + 4 + 4 + 2 ⇒ (4, 2) + 4 + 4 + 2 = 16 damage.
I did not move myself yet...

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Feeling Heroic - thank you Lem - and filled with Courage - thank you again Lem - Pyra is ready to step into Doubtful's space if the Dwarf manages to pass--
--waiting to see if she can move and attack ; or if I do something else

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Well one of the casters said kill it and presumably he would know.
"Sorry Baloo, I'd make you fireproof if I could. Take it down."
Bite: 1d20 + 11 + 1 + 2 + 1 ⇒ (14) + 11 + 1 + 2 + 1 = 29 for bludgeoning/slashing/piercing/magic: 1d6 + 6 + 1 + 2 ⇒ (2) + 6 + 1 + 2 = 11 then Grab: 1d20 + 15 + 1 + 2 + 1 ⇒ (17) + 15 + 1 + 2 + 1 = 36
Claw#1: 1d20 + 12 + 1 + 2 + 1 ⇒ (6) + 12 + 1 + 2 + 1 = 22 for bludgeoning/slashing/magic: 1d4 + 6 + 1 + 2 ⇒ (1) + 6 + 1 + 2 = 10 then Grab: 1d20 + 16 + 1 + 2 + 1 ⇒ (11) + 16 + 1 + 2 + 1 = 31
Claw#2: 1d20 + 12 + 1 + 2 + 1 ⇒ (19) + 12 + 1 + 2 + 1 = 35 for bludgeoning/slashing/magic: 1d4 + 6 + 1 + 2 ⇒ (3) + 6 + 1 + 2 = 12 then Grab: 1d20 + 16 + 1 + 2 + 1 ⇒ (4) + 16 + 1 + 2 + 1 = 24
Ref save #1?: 1d20 + 9 ⇒ (5) + 9 = 14 evasion
Ref save #2?: 1d20 + 9 ⇒ (5) + 9 = 14 evasion
Ref save #3?: 1d20 + 9 ⇒ (9) + 9 = 18 evasion
Irizati will pull out a wand of CLW and heal Baloo if he takes dmg during the attack or if he doesn't he'll ready to heal the first ally in reach who takes dmg.
clw: 1d8 + 1 ⇒ (1) + 1 = 2

Lem the Iconic |

Maybe try to identify what we are facing? I don't think knowledge nature applies here.
Intended to come back and do that last night but got distracted. Also I am pretty sure the fog does not start in this room so we all can target 5' into the enemy line.
Knowledge arcana?: 1d20 + 17 ⇒ (12) + 17 = 29

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@all - You can only see the squares next to you. 20% miss if you are adjacent, 50% further out. The fog fills all the hallways, but not the room with the plants.
Doubtful rolls through the ragged mans space and sucker punches him from behind. It seems oddly resistant to his blow. DR.
Numari slips into the gap he leaves and drills the walking bonfire with a set of magical missiles.
Jair realises the big bonfire is a large fire elemental, and the winged things behind it are fire mephits.
Those who can see the men in rags (either of them, the first time you see them) are overcome with a feeling of despair.
will DC16 or paralyzed with fear for 1d4 rounds
Baloo jumps on the big burning bonfire and savages it. Again, his attacks do not to quite the damage he expects. Still, he manages to grapple the living flame.
Status, bold may post - bless (include bonus vs despair)
Jair
Pyra
Lem
Fighters
Bonfire boy 37 damage
Blue Rags - 11 damage
Numair Salmalin - Will vs despair
Doubtful Will vs despair (x2)
Irizati
doubtful 20% miss: 1d100 ⇒ 47
Baloo 20% miss: 3d100 ⇒ (84, 76, 32) = 192

Lem the Iconic |

Wait. Does the short part of the room where we are now have fog? If only the hall is filled with fog then Numair does not have to move up to see and can fire missiles without taking up a front line spot. He does not really want to be up close and next to the large fire elemental anyway. Also, do we make one or two will saves?

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Miss chances for Baloo's attacks.
20% or less = miss
attack#1: 1d100 ⇒ 90
attack#2: 1d100 ⇒ 59
attack#3: 1d100 ⇒ 52

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The despair is a mind affecting fear effect. So those within 10' of Pyra get a +4 morale bonus vs fear; The bless is also a morale bonus, but everyone gets it, not just those within 10' of Pyra. The
Still Mind class feature is effective against enchantments, but this is not an enchantment. Unfortunately Hardy doesn't apply either as it is not a spell or spellike ability.
Lem pulls a wand, but it doesn't remove the mist, while Pyra pulls back from the fight.
Status, bold may post - bless (include bonus vs despair)
Jair
Fighters
Bonfire boy 37 damage
Blue Rags - 11 damage
Numair Salmalin -
Doubtful
Irizati
Pyra
Lem

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Those up close can see the creatures are more focused on fighting each other than you... just yet.
@good point Doubtful, not sure how I missed that
The fire elemental crashes into the blue rag covered figure, setting it on fire. But that figure and the one next to it then pummel the elemental, sending it back to wherever it came from.
The flying creatures however send blasts of flame over the ragged figures, burning them horribly, and charring the walls still further.
Status, bold may post - bless (include bonus vs despair)
Numair Salmalin -
Doubtful
Irizati
Pyra
Lem
Jair
Fighters
Blue Rags - 39 damage; burning (DC16)
Green rags - 25 damage;
Mephits
fire elemental: 2d20 ⇒ (8, 15) = 23
fire damage to blue: 2d8 + 4 ⇒ (4, 3) + 4 = 11
mummys: 2d20 ⇒ (7, 6) = 13
damage: 2d8 + 20 ⇒ (8, 8) + 20 = 36
scorching rays: 2d20 ⇒ (16, 7) = 23
damage1: 4d6 ⇒ (4, 3, 3, 5) = 15
damage2: 4d6 ⇒ (6, 3, 6, 2) = 17

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How high is the ceiling? How high up are the mephits?

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The ceilings cannot be seen through the mist (so more than 10') The Mephits are currently just above head height, but you could strike them from the ground without difficulty.

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"What the hell!" Doubtful calls out, through the fog. "Damned elemental things are fighting damned mummy-looking things. Everything's on fire!"
"And by that, I mean, nothing good!" He clarifies, as he starts punching and kicking the rag-covered thing that isn't on fire.
5' south, then start throwing punches, starting on the green one... if it falls, then blue
Included DR 5 in the damage calculation
melee1, PA, bard, bless: 1d20 + 12 ⇒ (8) + 12 = 20, for 2d6 + 10 - 5 ⇒ (3, 3) + 10 - 5 = 11 damage. (miss chance: 1d100 ⇒ 49)
melee2, PA, bard, bless: 1d20 + 12 ⇒ (10) + 12 = 22, for 2d6 + 10 - 5 ⇒ (1, 4) + 10 - 5 = 10 damage. (miss chance: 1d100 ⇒ 24)
melee3, PA, bard, bless: 1d20 + 7 ⇒ (20) + 7 = 27, for 2d6 + 10 - 5 ⇒ (2, 5) + 10 - 5 = 12 damage. (miss chance: 1d100 ⇒ 60)
melee4, PA, bard, bless: 1d20 + 7 ⇒ (19) + 7 = 26, for 2d6 + 10 - 5 ⇒ (2, 5) + 10 - 5 = 12 damage. (miss chance: 1d100 ⇒ 69)
confirm: 1d20 + 7 ⇒ (4) + 7 = 11, for 2d6 + 10 - 5 ⇒ (5, 6) + 10 - 5 = 16 additional damage.

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With the big flamey thing gone Baloo moves on to the flying things.
If red goes down in the first attack Baloo will move in and attack yellow.
Including: GMF, Inspire, Bless
Bite: 1d20 + 11 + 1 + 2 + 1 ⇒ (16) + 11 + 1 + 2 + 1 = 31 for bludgeoning/slashing/piercing/magic: 1d6 + 6 + 1 + 2 ⇒ (6) + 6 + 1 + 2 = 15 then Grab: 1d20 + 15 + 1 + 2 + 1 ⇒ (4) + 15 + 1 + 2 + 1 = 23
miss on 20% or below: 1d100 ⇒ 77
Claw#1: 1d20 + 12 + 1 + 2 + 1 ⇒ (12) + 12 + 1 + 2 + 1 = 28 for bludgeoning/slashing/magic: 1d4 + 6 + 1 + 2 ⇒ (4) + 6 + 1 + 2 = 13 then Grab: 1d20 + 16 + 1 + 2 + 1 ⇒ (14) + 16 + 1 + 2 + 1 = 34
miss on 20% or below: 1d100 ⇒ 19
Claw#2: 1d20 + 12 + 1 + 2 + 1 ⇒ (13) + 12 + 1 + 2 + 1 = 29 for bludgeoning/slashing/magic: 1d4 + 6 + 1 + 2 ⇒ (1) + 6 + 1 + 2 = 10 then Grab: 1d20 + 16 + 1 + 2 + 1 ⇒ (2) + 16 + 1 + 2 + 1 = 22
miss on 20% or below: 1d100 ⇒ 72
Irizati meanwhile will take the form of a medium air elemental and move to just above Numair.

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"There are more of these damn flying fire-spouting things in the fog!"
Numair winces when the flying things char the walls some more, and, stepping forward, attempts to blow one of them up.
Concentration: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 32.
Magic Missile: 4d4 + 4 ⇒ (1, 4, 4, 2) + 4 = 15 Force damage.