
Barel Dlode |

Barel examines the plinth next to him (see rolls from my previous post), and then walks 10 feet gingerly to get closer to the gargoyle. Finally, he digs deeply for more energy.
Standard: examine plinth
Move: 2 squares to V10
Minor: second wind--two surges due to Cloak of walking wounded) for one surge worth of points.
Barel: 93/130HP, 2/17 HS left. No longer bloodied.

Rev DM |

Barel looks hard at the plinth and is certain it hides no exit. His knowledge of stonework confirms it.
Raya inches closer to the central plinth and is equally certain that this also conceals nothing.
Move and standard to make Perception check.
1d20+12=31.
Thom
Gargoyle - BLOODIED; flying; weakened to end Lanthair's next turn
Arishat
Lanthair - +3AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss)
Lynore - to end enc attacks at +2 and can make melee attacks out of melee range
Barel
Raya 63/115hp, 1 surge

Thom Verikal |

Thom concentrates on controlling his newest summoning toy, and instructs it to bring the thunder, so to speak.
Standard action: Area burst 2 within 10; targets each creature in burst; Intelligence 1d20 + 18 ⇒ (11) + 18 = 29 vs. Reflex; 1d12 + 6 ⇒ (7) + 6 = 13 thunder damage. A target in the origin square of the burst takes 2d8 ⇒ (8, 1) = 9 extra damage if hit.

Rev DM |

A low boom rumbles around the chamber, but the gargoyle blithely ignores it in favour of clawing at the pestilent halfling bouncing at its feet.
Flying Strike recharge: 1d6. No.
Mauling Claws (AC). Up to four claw attacks, but only two v same target. If both hit target is dazed to end next turn.
1d20+23=26. Miss.
1d20+23=34. Hits. 2d8+6=15 plus 10 ongoing (se). Halved for weaken.
7 damage to Lanthair and 10 ongoing (se)
Landing once more, it turns back into a statue.
Resist 30, regeneration and tremorsense 10
Arishat
Lanthair - +3AC to end next turn; Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss); 10 ongoing (se)
Lynore - to end enc attacks at +2 and can make melee attacks out of melee range
Barel
Raya 63/115hp, 1 surge
Thom
Gargoyle - BLOODIED; flying; weakened to end Lanthair's next turn. STONE FORM

Arishat |

"Well, isn't that just great." Arishat moves across the wall junction Athletics check 1d20 + 14 ⇒ (17) + 14 = 31 and across to the gargoyle, and then yells at Lanthair. "Just hit the damn thing, will you. Who knows, we might get lucky."
Move to V15
Commander's Strike, Lanthair against gargoyle, 1d20 + 19 + 3 + 2 ⇒ (16) + 19 + 3 + 2 = 40, 1d8 + 6 + 7 + 5 ⇒ (7) + 6 + 7 + 5 = 25 damage
Who does the most damage with an at-will or MBA?
If anyone wants to spend an action point, there's +14 damage to the attack if it hits.

Lanthair |

Lanthair is bloodied.
I'm not sure what to do this thing. My best at-will is 1d10+17, which won't help. Do we keep trying to wear it down, hoping it can only pull this trick a few times?
The exit must have something to do with the gargoyle, because the plinths are very uninformative. Any creative ideas?
Does the Gargoyle have any sort of visible key or item that looks meaningful? Perception 1d20 + 16 ⇒ (4) + 16 = 20

Arishat |

Barel has an at-will that does 1d10+19 (1d10+22 if in guardian form, which he isn't now), so either of these choices allow a maximum of 2 or 3 damage to the gargoyle. Any suggestions?...Barel will plan to make his way toward to Gargoyle on his turn.
If you can flank with Arishat, you can get another 5 damage on top of that. If it is trying to protect the exit, maybe it'll come out of it's stone form when someone starts trying to open it. I can use one of Arishat's to grant everyone within 5 a chance to spend a healing surge - and a saving throw, actually. One more Inspiring Word to go.

Rev DM |

The gargoyle absorbs Lanthair's Arishat-inspired attack. Concentrating on finding a way out, the halfling scurries towards the next plinth and looks hard. He sees nothing odd about this one.
Lynore - to end enc attacks at +2 and can make melee attacks out of melee range
Barel
Raya 63/115hp, 1 surge
Thom
Gargoyle - BLOODIED; flying; weakened to end Lanthair's next turn. STONE FORM
Arishat
Lanthair - Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss); 10 ongoing (se)

Lynore |

Perception 1d20 + 12 ⇒ (9) + 12 = 21
Move to K14, Acrobatics 1d20 + 18 ⇒ (11) + 18 = 29
Assassin's Shroud 2, invoke shrouds 2d6 + 6 ⇒ (4, 2) + 6 = 12, does 1d6+3 on miss
AP to attack
Shadow Jack, 1d20 + 22 + 2 ⇒ (2) + 22 + 2 = 26 vs ac, 2d8 + 12 + 5 + 14 ⇒ (8, 2) + 12 + 5 + 14 = 41
what a waste :(
Lynore gives the plinth a casual once over and then attacks the gargoyle.

Barel Dlode |

Barel sees how ineffective Lynore's attack is on the gargoyle and decides to chance getting close enough to try his mallet on its head.
Move action: 2 squares to U12 (I tried to move to U10 last time, but the map doesn't reflect that...if I couldn't move, let me know and I can re-plan this turn). Athletics check for switching walls: (5)+12=17...crap...again.
After Barel goes sliding around, he, if he ends up in the floor/wall with the Gargoyle, he will take a second move action (2 squares) closer to the gargoyly. If he ends up on any other floor/wall, he will move towards the plinth to check next turn with his dungeoneering. He still has a minor left and its use will depend on the results of the previous parts of this post.

Rev DM |

You could move Barel, the map didn't update properly. You got lucky. Your random area is 6 and you can get adjacent to the same plinth as Lynore and unleash a Dungeoneering check on it.
Lynore's attack is absorbed by the gargoyle and she glances briefly at the plinth in area 6. Too briefly to register anything.
Barel - to complete
Raya 63/115hp, 1 surge
Thom
Gargoyle - BLOODIED; flying; weakened to end Lanthair's next turn. STONE FORM
Arishat
Lanthair - Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss); 10 ongoing (se)
Lynore - used AP; to end enc attacks at +2 and can make melee attacks out of melee range

Rev DM |

Just saving it up as a nice surprise ... :D
Barel topples heavily into area 6 and stomps towards the plinth.
4d10=26 damage.
To his joy, he discovers slightly misaligned stonework that tells him he has struck paydirt. An exit lies beneath.
And will require a DC27 Athletics check to access by shoving the plinth out of the way.
Thom
Gargoyle - BLOODIED; flying; weakened to end Lanthair's next turn. STONE FORM
Arishat
Lanthair - Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss); 10 ongoing (se)
Lynore - used AP; to end enc attacks at +2 and can make melee attacks out of melee range
Barel - to complete
Raya 63/115hp, 1 surge

Thom Verikal |

Thom thinks, Yes! Now to get out of here!
He moves carefully towards the plinth, while instructing his creature to let the Gargoyle have it should it re-animate.
Move to I13.
Standard action: Instruct Fury to blast Gargoyle should it reactivate. Area burst 2 within 10; targets each creature in burst; Intelligence 1d20 + 18 ⇒ (16) + 18 = 34 vs. Reflex; 1d12 + 6 ⇒ (1) + 6 = 7 thunder damage. A target in the origin square of the burst takes 2d8 ⇒ (4, 2) = 6 extra damage if hit.

Rev DM |

Thom tiptoes towards the plinth leaving his pet on guard. This proves wise as the gargoyle springs back to life just in time to have its regenerative break wiped out by the Fury. Undeterred, it takes to the air once more and attacks Raya, the Fury and Lanthair on its way to the group in area 6.
Flying Strike recharges on return to normal form. Uses second AP to gain standard action and use Flying Strike.
v Ref. On hit target slides 3 squares. Movement does not provoke OAs
Targets Raya, Fury and Lanthair
1d20+21=32 v Raya. Hits. 4d8+12=27 and she slides 3
Athletics save - 1d20+10=19 --- ouch. Random area 1d6=3. 4d10=19
46 total damage to Raya and she is very bloodied.
1d20+21=39 v Fury. Hits. 4d8+12=31 damage and slides 3
31 damage to Fury plus 4d10 extra if it fails the two Athletics checks
1d20+21=23 v Lanthair. Miss.
Raya and the Fury tumble helplessly and the paladin slams from wall to wall before she slumps hard to the ground.
Thom - roll two Athletics (DC20) for the Fury please. One for the initial push and the second for crossing the wall boundary.
Arishat
Lanthair - Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss); 10 ongoing (se)
Lynore - used AP; to end enc attacks at +2 and can make melee attacks out of melee range
Barel - to complete
Raya 17/115hp, 1 surge - BLOODIED; prone
Thom
Gargoyle - BLOODIED; flying

Rev DM |

Thom can only watch as his gallant chum bounces off the walls and falls into a pulped and unresponsive heap.
Arishat
Lanthair - Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss); 10 ongoing (se)
Lynore - used AP; to end enc attacks at +2 and can make melee attacks out of melee range
Barel - to complete
Raya 17/115hp, 1 surge - BLOODIED; prone
Thom
Gargoyle - BLOODIED; flying

Arishat |

Arishat tries to move towards the others, one wall at a time. Athletics check, 1d20 + 14 ⇒ (13) + 14 = 27 Move to T15. "Lying down on the job, Raya. Is that what they teach at paladin school? I learnt in a different school." She tries to take another chunk out of the gargoyle with her javelin.
Moved to T15
Inspiring Word on Raya, she can spend a HS and regain an additional 3d6 ⇒ (3, 1, 6) = 10 hit points
Javelin ranged basic attack, 1d20 + 17 ⇒ (12) + 17 = 29 vs AC, 1d10 + 10 ⇒ (7) + 10 = 17 damage.

Rev DM |

Walked backwards into trestles and duffed up my back.
Arishat does her best for Raya, who nods gratefully and coughs a bit.
Only half healing due to Mummy Rot, so still bloodied.
Lanthair - Soul Dance (Stance, concealment and can teleport adjacent to enemy gaining CA on melee miss); 10 ongoing (se)
Lynore - used AP; to end enc attacks at +2 and can make melee attacks out of melee range
Barel - to complete
Raya 36/115hp, 0 surges - BLOODIED; prone
Thom
Gargoyle - BLOODIED; flying
Arishat

Lanthair |

As the gargoyle swings and misses at Lanthair, the halfling uses the confusion to slip behind the Gargoyle.
Per Soul Dance stance, when he misses me I teleport to M15 and gain CA.
Then Lanthair launches a quick attack at the brutish gargoyle.
Crane's Wings. 1d20 + 19 ⇒ (17) + 19 = 36 vs Fort. 1d10 + 17 ⇒ (4) + 17 = 21 damage on a hit and I push it one square southeast.
Then he leaps away to see if he can help his allies with the plinth.
Move to I16. I have +2 to AC and Reflex to SOMNT.

Barel Dlode |

Barel knows he isn't the strongest of us, but he is all for helping to move the plinth out of the way.
Athletics assist check: (6)+12= 18
But then again, Barel is pretty tired and could use a rest...perhaps a quite long one (Damn Mummy Rot). How does this room look for a place to hang out for a while?

Rev DM |

Exhausted by the battle, Barel and Lanthair make no headway with the plinth.
Raya staggers to her feet and looks sympathetically at Barel. She too is looking battered and in need of a rest. Not that she would ever admit to such a thing.
Bloodied and no surges left - and Mummy Rot of course.
Devoid of anything other than plinths and gargoyle rubble, the room looks relatively safe, as long as one ignores the disconcerting effect of the variable gravity. Safe, is however a relative term, especially given the group's general surroundings.

Rev DM |

Thom conjures his bijou residence. Whether Arishat feels any less dizzy with the customised leopard spot decor and ceiling mirrors is another question entirely.
Take an extended rest and 2880xp bringing you to 70,265XP. Congratulations! You are now level 16. Pick out the new stuff and implement it.
Note that on awakening, Barel and Raya need to make Endurance checks to see how the Mummy Rot is doing. Alternatively, they can have Heal checks made on them. They are currently at Stage 1.
Mummy Rot
Stage 0: The target recovers from the disease.
Stage 1: Initial Effect: The target regains only half the normal number of hit points from healing effects.
Stage 2: The target regains only half the normal number of hit points from healing effects. In addition, the target takes 10 necrotic damage, which cannot be healed until the target is cured of the disease.
Stage 3: Final State: The target dies.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
18 or lower: The stage of the disease increases by one.
19-25: No Change
26 or higher: The stage of the disease decreases by one.

Barel Dlode |

Endurance check : (8)+19 = 27...whew. That feels better.
Barel awakens to find himself feeling refreshed and renewed! He feels so much better that he offers to help Raya with the mummy rot, if she so wants it.

Barel Dlode |

I have updated Barel to LVL 16 on Iplay4E...and the link from the Paizo profile is active. (But I may change my feat choice for this level within a day or two).
Barel was shamed last night when trying to move the plinth and despite the glorious morning in this forsaken tomb, he knows there are others better suited to move the plinth. He stands to one side of the plinth prepared to help someone shove said sizable stone slab sideways.
Athletics: (3)+13=16

Barel Dlode |

Lanthair will also assist in the push.
Can we take 20?
Since we both stated that we were assisting, I think Barel and Lanthair may have waited until Arishat heaved before we began shoving...no matter how demeaning it is for a dwarf to be assisting a girl.
Barel is embarrassed by his relatively poor althleticism, and mumbles something about "that damn tail...makes all the difference...must be the leverage..."

Thom Verikal |

Barel is embarrassed by his relatively poor althleticism, and mumbles something about "that damn tail...makes all the difference...must be the leverage..."
Thom looks up from where he is watching the atletic prowess of Arishat. His face tinged with red, he mutters "Yes, that tail makes...all the difference, he he."

Arishat |

Gloaming Call
Swirling black plumes gush from the ground, offering shelter from and passage to your prey.
Encounter Conjuration, Shadow, Teleportation
Move Action Close burst 10
Effect: You conjure one gloaming in each of 4 different unoccupied squares. A gloaming has no substance and does not interfere with movement, line of sight, or line of effect. Each gloaming remains until the end of the encounter or until consumed by use of the following power. While you have at least one gloaming, you can use power Gloaming Call Action.
Gloaming Call Action
Encounter Conjuration, Shadow, Teleportation
Immediate Reaction Personal
Requirement: The power Gloaming Call must be active in order to use this power.
Trigger: You take damage from an attack
Effect: You teleport to a square that one gloaming you can see is in and become invisible until the start of your next turn. That gloaming is consumed.