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As Hiro tries to tinker with the second trap he suddenly hears a distinctive *pop* and he just knows that something went wrong.
The statue starts to suck in the surrounding air and you can feel the temperature just drop and even see a few ice crystals forming and Hiro 1d20 + 8 ⇒ (16) + 8 = 24 vs CMD is pulled in front of the statue's inside the alcove. Cold damage Hiro: 2d6 ⇒ (2, 2) = 4
Hiro can't move as the air is constantly pushing/sucking him towards the statue. (Need to succeed on a combat maneuver check to escape)

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Can an escape artist check be performed instead? Is this a grapple situation?
Hiro squirms and wiggles, the cold riming his fur with frost. "So cold, so cold!"
[spoiler=Escape checks]Escape Artist: 1d20 + 8 ⇒ (3) + 8 = 11prefferred
CMD: 1d20 + 2 ⇒ (19) + 2 = 21

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Not mentioned in the trap stat block, but given the description seems like something to make sense and I'd allow it. All though it would mean you'd still be stuck in the trap, since your preferred escape artist check isn't enough to free you..I'll give the others some time to try to come up with something to help you..and otherwise going for a next round of damage/actions

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Disable: 1d20 + 10 ⇒ (6) + 10 = 16 Perferred to aid, maybe preventing the trap from triggering in the first place, but if that isn't possible I guess I may have gotten sucked in myself.

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Aviendha tries to swing her whip around Hiro and pull him out of the sucking.
1d20 + 8 ⇒ (18) + 8 = 26
Think it would be a trip or something? or strength check? I added just the basic attack roll for the whip, if anything else is needed let me know.

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Well the to hit would be just to latch on to Hiro...then you'd need some other type of check to pull him out. Let's go with a generic combat maneuver check since that's what the trap stat block uses...using a trip would just mean he'd be on the floor in front of the statue getting sucked against it...

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Samuel drops his weapons and rushes forward, hoping to help free Marcèl.
CMB attempt to free Marcèl.
CMB: 1d20 + 4 ⇒ (16) + 4 = 20
"This is no fate for a duellist such as yourself!"

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Cmb: 1d20 + 6 ⇒ (20) + 6 = 26
think that should work :p
With a mighty pull Aviendha tugs Hiro free from the sucking statue.
-Posted with Wayfinder

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Since the trap isn't that well detailed I'll assume that Samuel can get close enough to pull Marcel out without being first sucked into it himself
Samuel and Aviendha both manage to pull a party member out of the sucky trap.
But now the entire party is standing between 2 trapped statues...one is fully functional...and the other one is disabled......for now.
What are you planning to do next?

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Rather then dashing across, since we know its there now, and we know it has to hit us, we could use total defense as a standard and then move past it. Maybe even use some rope to tie us to each other before going across in case it starts sucking someone it would be easier to pull them through. If we have enough rope that is.

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Calistan stands ready to channel if someone looks like they are about to pass out and has his wand at the ready.

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"Thanks for the tug Aviendha. It looks like the corridor heads left down there. Probably to the rat maze or whatever that was. Might be best just to leave it be and check out the door in the room with the goblins." Hiro suggests as he looks at the double stone doors he believes lead to the first room the group explored.
Quick check of the door to see if there is anything unusual.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21

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Calistan points to the map where we fought the large group of goblin mutations. He points to a door there.

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"Then let us just leave the trap for what it is, go back and jump down to join the rats in the previous room. Though we could also go into the other doorway as Calistan suggests.
Looks like we have to get rid of the rats after all guys." Aviendha says, an evil glare in her eye.

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Hiro doesn't see anything unusual on the double doors to the north.
(Going to go with the first suggestion, if you want to go for the room with the rats in it instead you can do that, just close the door here and move there)
You then move back to the room with the cages where you fought the mutated goblins. Looking at the door there you don't see any traps and it's not locked.
When you open it and move through;
This chamber might have once been some sort of study, but it has fallen
into ruin. The entire northeast corner of the chamber has collapsed, apparently because of some sort of drilling machine that emerged from the southwest corner and is now half-buried under the rubble to the northeast. The debris-choked tunnel from which it emerged is plainly visible. Wooden doors lie to both the south and west.

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I was gonna suggest this door anyway.
"This seems like the best place to press on. I suggest we try the door to the west first."

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Hiro quickly scans the room for danger as he enters, Perception: 1d20 + 9 ⇒ (14) + 9 = 23 then moves to check out the bizarre object that lies half buried.
"Never seen anything like this, I wonder if it has any use left?"
The door to the west is the one we entered through.

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Seeing no danger in the room, Hiro moves over to examine the eccentric item. He is careful to first look for any traps it might present before touching the surface or exploring further.
Perception (to find traps): 1d20 + 10 ⇒ (13) + 10 = 23
"Obviously its for digging tunnels..." He points out, motioning to the tracks and debris trail from the tunnel in the southwest corner of the room.

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"Let's try the next door then."

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As Hiro moves next to the contraption looking for traps he sees a few pebbles shudder and fall
(I'll give it no surprise round since Hiro was careful and kept looking around..even though he had no way to spot it while it was inside something.)
as a medium sized humanoid shaped pile of pebbles and earth separates itself from some of the rubble and raises both of it's fists in an overhand chop.
Init Marcel: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Init Aviendha: 1d20 + 1 ⇒ (1) + 1 = 2
Init Hiro: 1d20 + 5 ⇒ (20) + 5 = 25
Init Torche: 1d20 + 4 ⇒ (16) + 4 = 20
Init Samuel: 1d20 + 2 ⇒ (4) + 2 = 6
Init Calistan: 1d20 - 5 ⇒ (17) - 5 = 12
Init Elemental: 1d20 - 1 ⇒ (11) - 1 = 10
init
Hiro, Torche, Calistan (Not sure if Torche is back already..I'll NPC him in if he's the last to respond and hasn't done so himself)
Elemental
You guys again

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Hiro quickly moves to the other side of Samuel and draws out his black dagger and another that sparkles even in the dim light as he readies himself to strike the creature if it gets close enough.
"Samuel, let's draw it out and I will try to flank." He says as his silvery dagger glows from the energy of his arcane power.
Damage: 1d4 + 1 ⇒ (2) + 1 = 3 counts as silver

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Calistan is so excited to see the beginning of a fight that he forgets to do anything.
Hold Action

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As Hiro moves back and readies to strike at the thing made of rock Calistan waits to see when it would be best for him to do anything.
Torche takes a step forward and readies to throw some acid at it if he can get a better shot.
The rock thing takes a step forward and slams both rocky fists down on top of Samuel
Slam 1 vs Flatfooted AC Samuel: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Slam 2 vs Flatfooted AC Samuel: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
One of it's fists slams down on top of Samuel's right shoulder almost crushing the shoulder plate as the other one slides of his left without doing any harm
Damage Samuel: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Torche shoots his ray 1d20 ⇒ 7 but it misses
(Hiro's ready doesn't trigger since he can't 5ft step towards it as he's moved this round already)
init
You guys
Elemental

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Samuel will heal five hit points at the beginning of his turn and Calistan will take five hit points of damage.
Calistan will step forward and heal Samuel with his wand.
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

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Samuel reels from the hit from the rock form, but breathes a sigh of relief as Calistan places the wand against his back.
"This things hits harder than an Andoran dockworker, stay behind me if you can friends, I'll keep it occupied."
Because Samuel is next to two allies his AC is +1, he will also use Combat Expertise to increase it by a further +1, making him AC 25!
The soldier swings forward, assuming a defensive posture as he does.
Masterwork Longsword w/combat expertise: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 231d8 + 2 ⇒ (5) + 2 = 7
Possible Critical, if it can be critted!
Masterwork Longsword w/combat expertise: 1d20 + 5 - 1 ⇒ (8) + 5 - 1 = 121d8 + 2 ⇒ (8) + 2 = 10

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Samuel heals as his wounds are drained through the air and end up on Calistan who then uses a wand to heal Samuel even further.
Samuel then goes on the defensive while swinging his sword hitting the pile of moving dirt and knocking some pebbles out (can't be critted, but wouldn't have confirmed either)
init
Marcel,Aviendha, Hiro, Torche
Damage elemental: 7

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"Ack, the thing moves like a lump of clay. I don't think I can do much against it." Calls Hiro as he sheathes his black dagger.
Once more he calls forth arcane energies, intoning words of power; "हवा और पानी, चक्कर आने और ठंडा ठंडा, स्थिर बात इकट्ठा होते हैं!"
Ray of Frost: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8 to touch AC
Damage: 1d3 ⇒ 3 cold

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I just realized this morning that I had not been making my checks for arcane spell failure due to wearing armor. Hiro has a mithral shirt which imparts a 10% arcane spell failure chance.
Spell Failure: 1d100 ⇒ 47 10 or less would indicate failure

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I'm back!
Torche moves up into the room and touches Samuel on the shoulder. The Andoran man feels a surge of strength and anger toward the elemental flood into his limbs. As Torche draws closer, he studies the creature, trying to determine what manner of beast has emerged from the mining machine.
Touch of Rage to impart +1 to attacks, damage and Will saves for the next round.
Knowledge (planes): 1d20 + 8 ⇒ (14) + 8 = 22

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Hiro's ray of frost just barely misses the pile of mud, rock, dirt and pebbles
Torche boosts Samuel while trying to remember if he knows something about this moving rubble
(Earth Elemental; N Medium outsider (earth, elemental, extraplanar)
An elemental has the following features;
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. )
init
Marcel, Aviendha
Elemental
Damage elemental: 7

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Acrobatics: 1d20 + 8 - 10 ⇒ (2) + 8 - 10 = 0 the -10 is for moving at full speed, failed, take an aoo
Aldori: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 161d8 + 2 ⇒ (4) + 2 = 6 Normally I'd add another 3 damage, but that is precision damage.
Marcel will move to the other side of the earth elemental, but not as gracefully as he would like before striking the elemental with his sword.

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As Marcel is moving to the other side of the elemental he is followed by óne of the elementals fists
to hit Marcel's AC: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
hitting him square in the back
Damage Marcel: 1d8 + 7 + 1 ⇒ (1) + 7 + 1 = 9
before Marcel in turn swings his sword at the elemental's back, but his aldori dueling sword is deflected by a large chunk of stone (doesn't hit AC..also not sure if the +2 you are including is from flanking, but it's immune to that)
init
Aviendha
Elemental
You guys again
Damage elemental: 7

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It was from flanking, I neglected to notice the immunity in your last post, had I been paying attention I wouldn't have needed to make a failed acrobatics and take an AoO I guess, oh well.

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Aviendha tries to damage the creature with her whip to see if it has any effect. attack: 1d20 + 8 ⇒ (18) + 8 = 26 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
-Posted with Wayfinder

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It was from flanking, I neglected to notice the immunity in your last post, had I been paying attention I wouldn't have needed to make a failed acrobatics and take an AoO I guess, oh well.
Technically you couldn't have know until Torche shares the information with the rest of you anyways..so let's just chuck it up to you playing your character with the information he had at the time ;)

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Aviendha whips the elemental, spraying some dust and dirt around
In return the elemental swings it's massive fists around 1S2M: 2d2 ⇒ (2, 2) = 4 as it tries to slam down both of them into Marcel's body.
Slam 1 vs Marcel's AC: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Slam 2 vs Marcel's AC: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
but only one manages to hit Marcel hard enough to cause him harm
Damage Marcel: 1d8 + 7 + 1 ⇒ (5) + 7 + 1 = 13 Which I think means Marcel goes down
init
you guys
Elemental
Damage elemental: 15

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Calistan has a life link on Marcel, this will probably save him
Hiro curses quietly under his breath, "Damned thing, I'll keep trying the ice..."
He motions with his free hand and draws forth the arcane energies again, ending with a flourish and pointing his finger at the elemental; "हवा और पानी, चक्कर आने और ठंडा ठंडा, स्थिर बात इकट्ठा होते हैं!"
Spell Failure: 1d100 ⇒ 59
Ray of Frost: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Damage: 1d3 ⇒ 2
He cheers to himself as the bolt collides with the monster, YES!

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Seeing that she is doing damage she continues to whip the stone creature. attack: 1d20 + 8 ⇒ (3) + 8 = 11 dmg: 1d6 + 4 ⇒ (3) + 4 = 7
But only manages to make a crack on the stone floor.
-Posted with Wayfinder

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How is Marcel so low? He has had Life Link on him since I last healed up the group, he should have started this fight at full HP. Well, Full HP with up to 4 damage (since Life Link only heals in increments of 5).
Edit: I see it now he was hurt by the trap for 8 damage. I would have taken 5 of that on the next round and he would have been at 25 HP. He would take 9+13 on the AoO+Attack to put him at 3 HP and he will heal another 5 on his next turn. I will take that initial 5 damage from the trap now.
Calistan feels a freezing wind pass over him that drains his energy and an invisible fist slam into his chest. -10 HP
Calistan raises his wand and attempts to heal this ghostly damage.
Cure Light Wounds: 1d8 + 1 + 2 ⇒ (5) + 1 + 2 = 8
He is feeling markedly better. This new technique is worse than I thought...
Please remember your Life Links people! (Aviendha/Marcel/Samuel) [Just because we did that last one together :D]

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So then taking life link into consideration, Marcèl should be at 8 HP now, and wouldn't have dropped unconscious from the second attack.
Aldori: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 2 ⇒ (8) + 2 = 10
Nearly falling over from the elemental's second attack, Marcèl strikes back.

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Rapidly Torche shares what he knows of earth elementals with everyone, "Don't try to surround them. Its not going to help us strike them and they don't have vulnerable locations on their bodies as we know them. Watch the spells you try to cast. Many won't be effective." Meanwhile the arcanist seeks a way to make himself effective in the fight. He moves into the room and standing next to Hiro, finds a spot where none of his companions is blocking his shot before firing a bolt at the creature from his crossbow.
Crossbow Attack: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
Piercing Damage: 1d8 ⇒ 6

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Samuel remains on the defensive, swinging his longsword round at the rocky formation as he feels an uncharacteristic anger swelling inside him
Still AC 25
Masterwork Longsword w/combat expertise and rage: 1d20 + 5 + 1 - 1 ⇒ (10) + 5 + 1 - 1 = 151d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

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Hiro shoots a ray of frost at the elemental and manages to freeze some of it's dirt together..hampering it's motility (just flavor)
Aviendha decides to provide the elemental with some distraction by snapping her whip at the floor in front of it (doesn't hit AC)
While Calistan heals himself after absorbing more of the party's wounds.
Torche fires his crossbow at the elemental and sees his fired bolt slam home into the creatures chest sending a small spray of loose sand everywhere.
Marcel then whips his sword in an arc and manages to get just enough force behind it to let it sink into the earth composing the elemental before twisting his wrist and wedging loose some of the dirt.
Samuel slams his sword into the elemental..but a tough piece of rock gets in the way and his sword is deflected to the side before he could hack away at the rubble that makes up the elemental's bulk. (doesn't hit AC)
The elemental rages some more, fists beating down on what ever he can reach, slamming left and right.
Slam 1 vs Samuel: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25
Slam 2 vs Marcel: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
hitting both Samuel and Marcel once
Damage slam 1 vs Samuel: 1d8 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Damage slam 2 vs Marcel: 1d8 + 7 + 1 ⇒ (3) + 7 + 1 = 11
init
you guys
Elemental
Damage elemental: 33