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Ezrek drinks another Shield extract and after checking ahead to see if there are any other traps, will walk into the room if he deems it safe.
[dice=Perception]1d20+12 Add +4 for traps
I think Ez should still have Shield up.

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Liam will withdraw a potion of fly and drink it.

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Hugo will activate his rune tattoo (lasts 3 minutes, 22 temp hp)
"the silence shall go last, on Roms collar."

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Liam floats up about 20 feet off the ground and then readies an action to activate his ring of foe focus against whatever appears from the coffin.

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Just to list upcoming actions, rounds permitting;
By Round:
Haste
Bomber's Eye
Retrieve Elemental Gem
Once again, Ez has an Enlarge Person if anyone wants it.

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actually, I'll have Ez tap me with enlarge

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After standing by for a round, then examining the gem, Baltar begins to follow the other cleric's example and cast spells to prepare for what may come. In this order, casting: Align Weapon [Good] (on whoever wants it), Remove Fear, Bless, Prayer (again)
Prayer: 11 rounds remaining
Protection From Evil: 12 rounds remaining
Daylight: 119 minutes remaining
Freedom of Movement: 40(ish) minutes remaining
Slipstream: 40(ish) minutes remaining
Align Weapon (Good): 11 minutes remaining
Remove Fear: 10 minutes remaining
Bless: 11 minutes remaining

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I'll take the good on my weapon.

Pirate GM |

Ezrek drinks his Cat's Grace Extract, while Hugo activates his tatoo. Liam takes and drinks the Enlarge Person extract. Baltar casts align weapon on Liam's weapon and casts Remove Fear (Targets?)
At this point the coffin cracks open even further and you are all blinded for just a moment as light envelopes the room. When you can see again you see a figure who must be Krune standing in front of the coffin, which has stopped glowing and shaking.
He looks around for a moment, slightly disoriented before shouting in Thassilonian, although the meaning is obvious even to those of you who do not understand.
"Prostrate yourself before your Runelord!"
Under the assumption that you all are not going to surrender to the might of Krune...
Malinor: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Baltar: 1d20 ⇒ 15
Fletch: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Liam: 1d20 + 9 ⇒ (2) + 9 = 11
Hugo: 1d20 + 3 ⇒ (14) + 3 = 17
Krune: 1d20 + 8 ⇒ (19) + 8 = 27
Initiative:
Malinor
KRUNE
Hugo
Baltar
Ezrek
Liam
Fletch & Rom
Malinor is up.
Krune is both evil and human.

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Hugo (and elemental) wait to see if they live to get an action. Silence had not yet been cast at this point.

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You had it included but I just wanted to make sure I've got the correct count on my bless since it is short I have myself with 5 rounds of it left, it may be 4 but I don't think we did that much.

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Okay, reposting current buffs based on how things played out.
Prayer: 5 rounds remaining
Protection From Evil: 14 rounds remaining
Daylight: 119 minutes remaining
Freedom of Movement: 40(ish) minutes remaining
Slipstream: 40(ish) minutes remaining
Align Weapon (Good): 11 minutes remaining (LIAM)
Remove Fear: 10 minutes remaining (BALTAR, HUGO, LIAM)

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Hugo had asked the elemental to stand adjacent to the coffin for the rounds remaining. I could not update the map until now. Is it too late to position it to the north of the coffin (beween the chains). If so, then no worries. The elemental can reach Krune from where he stands and has combat reflexes for what it is worth.

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Time to become a huge target. Here's hoping for some crits. So I click my boots, 5 ft closer to him in case he is kind enough to let me get to point blank next round and fire everything. Cluster shot, rapid shot, multishot, Deadly Aim...weee. And now with Prayer and Bless.
Multishot: 1d20 + 22 ⇒ (17) + 22 = 391d8 + 2d6 + 18 ⇒ (6) + (4, 5) + 18 = 331d8 + 2d6 + 18 ⇒ (2) + (6, 3) + 18 = 29
Haste: 1d20 + 22 ⇒ (18) + 22 = 401d8 + 2d6 + 18 ⇒ (7) + (2, 5) + 18 = 32
Rapid Shot: 1d20 + 22 ⇒ (2) + 22 = 241d8 + 2d6 + 18 ⇒ (4) + (6, 5) + 18 = 33
Secondary: 1d20 + 17 ⇒ (7) + 17 = 241d8 + 2d6 + 18 ⇒ (2) + (2, 3) + 18 = 25
Here's hoping for a not so great flat footed AC.

Pirate GM |

Hugo: I moved the elemental for you. It is staggered from the mist though.
Liam: Krune woke up at the beginning of the 7th round since opening the inner door.
All of Malinor's arrows hit home, and the look of confusion in Krune's eyes turns to a look of determination.
Krune's spear floats out of his hand and translucent tentacles writhe out of it, grab the elemental and throw it effortlessly against the back wall, barely missing Baltar. The elemental's DR will prevent it from taking damage from being slammed into the back wall.
Taking no chances, Krune defensively casts a wall of stone behind Liam, separating him from the rest of the party. It stretches from floor to ceiling. Each square of the wall of stone has 8 Hardness and 45 HP
As a reminder the coffin is about 10ft off the ground.
Elemental Will Save: 1d20 + 2 ⇒ (7) + 2 = 9
Cast Defensively: 1d20 + 25 ⇒ (13) + 25 = 38
Liam Will Save: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 +11 +2 Good Hope
Perception: 1d20 + 17 + 2 ⇒ (1) + 17 + 2 = 20
Stealth: 1d20 + 4 ⇒ (18) + 4 = 22
If Krune casts things that will actually kill/seriously maim you I will gladly wait and let you roll the dice, but Krune's turns are complicated and his choices will depend on what happens earlier in his turn so I will be mostly rolling them to keep things going. If you want to use a reroll or otherwise interrupt the flow of action just let me know and we'll work things out.
Initiative:
Hugo
Baltar
Ezrek
Liam
Fletch & Rom
Malinor
KRUNE
Everybody is up! See, that wasn't too bad. :Þ

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Not sure if it matters, but I also have Prayer, which gives me a +1 Luck Bonus to my saves and skills as well.
Options:
Perception: 1d20 + 20 ⇒ (13) + 20 = 33 That should pick up his stealth correct?
If so, and if Liam can reach him he flies over toward the sound and attacks. Swift Action to Activate Bane Baldric Human
Power Attack, Dazing Assault: 1d20 + 20 ⇒ (2) + 20 = 22 Doubt that hits.
New Will: 1d20 + 14 ⇒ (16) + 14 = 30 Hopefully that's a successful Save.

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Fletch drops his bow, draws his greatsword and attacks the wall in a single fluid movement.
Drop bow. 5' step to the wall. Quick draw greatsword. Full attack w. Power Attack and haste.
I presume I don't need to roll to hit the wall.
First attack: 2d6 + 7 + 6 + 1 ⇒ (1, 4) + 7 + 6 + 1 = 19
Second attack: 2d6 + 7 + 6 + 1 ⇒ (1, 6) + 7 + 6 + 1 = 21
Third attack: 2d6 + 7 + 6 + 1 ⇒ (5, 6) + 7 + 6 + 1 = 25
After wall of stone's hardness 8, that's 41 points of damage, enough to punch through 2 inches of stone and a fair way into the third inch.

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Since Hugo goes first - as his move action he draws his adamantine axe and 5' to fletch and says
"Try this . " ignores hardness
Standard inspiring word on self.

Pirate GM |

Not sure if it matters, but I also have Prayer, which gives me a +1 Luck Bonus to my saves and skills as well.
Opps, I did miss the prayer, but it's not enough to make a difference. Foe Focus requires you see your enemy, which at the moment you cannot. You have already gotten your passive perception check this round (when he hid, I didn't add prayer to that, but you also get -4 for being blinded) if you want to search for him, that will require your move action. Meaning you could find and then move up to him, but not also attack.
I'm happy to keep the no foe focus rolls, have you locate him, move up and then become unblind, or you can do something else if you like.Liam: Correct, just damage rolls on the wall... however there is a little known rule on page 174 of the CRB:
Feel free to do something else, rather than waste your turn hacking at the wall ineffectively.
Hugo: Neither axes nor swords are effective at damaging stone walls, being made of adamantine does not help either unfortunately.

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Malinor puts one arrow into the wall to see if it will have any effect and then if it glances off he walks up to Fletch pulling off his spiked gauntlet and holding it out to him.
A +1 Spiked Gauntlet. I lack Power Attack, but this should be close to a hammer/pick in shape and design. Unless someone can shape stone or summon another elemental this might be the best way to eventually get through. I am assuming that even though I hit really hard with my arrows they would not count as a solid piercing blow like a pick for breaking through? If it does I will add my Rapid Shot and Secondary to the first. If not I try and give Fletch my Gauntlet to break through the wall slowly but surely. Deadly shot and lets cluster it for fun to and aim for the square in front of Fletch.
Primary: 1d20 + 20 ⇒ (3) + 20 = 231d8 + 17 ⇒ (3) + 17 = 20
Rapid Shot: 1d20 + 20 ⇒ (8) + 20 = 281d8 + 17 ⇒ (1) + 17 = 18
Secondary: 1d20 + 15 ⇒ (20) + 15 = 351d8 + 17 ⇒ (8) + 17 = 25

Pirate GM |

Malinor: Arrows are ineffective at knocking down stone walls, as are spiked gauntlets unfortunately.
Ezrek: I'm okay with having the elemental smash the wall without language, it's not a particularly complex task and is close enough to being your enemy. That said you may wish to have Baltar summon it anyway in case you have further complex tasks.

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We have the +3 Morning Star, it's Piercing and Bludgeoning. Liam was not carrying it, someone took it though. Pirate, if he's close enough with that perception have Liam swing, if he isn't have Liam float up as his standard action action. And hopefully I made my save against blindness.

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I just saw the map I thought elem was still in with Liam
Hugo can dim door to the other side and take someone if interested. If wall does not open this round he will probably do it. Can earth elem glide under the wall?

Pirate GM |

Liam: you float up to the ceiling and clear the blindness from your eyes. I'm going to keep Krune off the map for now since nobody else can see him
The Item found was a +3 flail, not a morning star, it's a little iffy but I'll say close enough to be useful against the wall.
Ezrek: pulling out the Gem is a move action, if you 5st back, Baltar can 5ft step forward, take it from you as a move and activate it as a standard. Assuming he does so, is there something you would like to do with your standard action?
Initiative:
Hugo
Baltar
Ezrek (Drawing Elemental Gem)
Fletch & Rom
KRUNE
Liam
Malinor
Hugo, Baltar, Ezrek, Fletch & Rom are up.

Pirate GM |

I just saw the map I thought elem was still in with Liam
Hugo can dim door to the other side and take someone if interested. If wall does not open this round he will probably do it. Can earth elem glide under the wall?
Hugo: Krune's Spear used telekinesis to throw the elemental out of the western room before Krune blocked it off with a (widened to get to the ceiling and maintain thickness) wall of stone.
D-Door can bring up to 1 additional adjacent creature/3 levels remembering that large creatures count as double.
An Earth Elemental can even glide through the wall of stone if it wants. (Can carry objects with it, but not creatures)
Malinor: you do not think the spiked gauntlet will be effective against the wall.

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I propose that the elemental break down the wall as suggested. Meanwhile, Hugo should take as many allies as possible (3?) and dimension door immediately. That gets the majority of us on to the other side. If Fletch goes, his turn is done. If he isn't teleported, he will scoop up the flail and begin helping the elemental break down the wall.

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I am at work and cannot post complex actions but Hugo will dim door anyone in that wants. Including calling the air elem of he has capacity. Anyone breaking wall is welcome to use the axe.

Pirate GM |

This is what it sounds like is going on:
Ezrek drinks his Bomber's Eye and steps over and hands/drops the Gem to Baltar.
Hugo 5ft steps and takes Ezrek, Malinor and Fletch with him through a D-Door You don't have anyway of telling where in the room Krune is prior to teleporting, so I just put you in the middle of the room, next to where he was last seen in case he just 5ft stepped. Also as a note Dimensional Door only ends the turn of the caster, not the passengers.
Upon arriving Hugo gets a big whiff of mist and is starting to feel a little drowsy, but no effects. yet...
Krune appears to be moving quickly in in the SW curve of the room.
As a reminder: squares that are at least 50% there are stand-able in, those that are less than 50% are not. Also ending your turn in the mist requires a will save (untyped).
Baltar
Fletch & Rom
KRUNE
Liam
Malinor
Ezrek
Hugo
Baltar, Fletch & Rom are up.

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Hugo is wearing a necklace of adaptation and is usually immune to toxic gases or even vacuum. Not sure if that will apply I this case.

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With a snarl, Fletch steps back and fires as many arrows as he possibly can at the resurrected Runelord.
Swift action for Land's Challenge to gain a +1 morale bonus to hit and damage
Using Manyshot, Rapid Shot, Point Blank Shot and Gravity Bow, but not Deadly Aim.
1st Shot & 2nd Shot, w/ Manyshot: 1d20 + 14 + 1 + 1 + 1 + 1 + 2 - 2 ⇒ (11) + 14 + 1 + 1 + 1 + 1 + 2 - 2 = 292d6 + 5 + 1 + 1 + 1 + 1d6 ⇒ (6, 4) + 5 + 1 + 1 + 1 + (1) = 192d6 + 5 + 1 + 1 + 1 + 1d6 ⇒ (6, 3) + 5 + 1 + 1 + 1 + (4) = 21
3rd Shot: 1d20 + 14 + 1 + 1 + 1 + 1 + 2 - 2 ⇒ (13) + 14 + 1 + 1 + 1 + 1 + 2 - 2 = 312d6 + 5 + 1 + 1 + 1 + 1d6 ⇒ (2, 4) + 5 + 1 + 1 + 1 + (4) = 18
4th Shot: 1d20 + 14 + 1 + 1 + 1 + 1 + 2 - 2 ⇒ (2) + 14 + 1 + 1 + 1 + 1 + 2 - 2 = 202d6 + 5 + 1 + 1 + 1 + 1d6 ⇒ (1, 5) + 5 + 1 + 1 + 1 + (5) = 19
5th Shot: 1d20 + 9 + 1 + 1 + 1 + 1 + 2 - 2 ⇒ (5) + 9 + 1 + 1 + 1 + 1 + 2 - 2 = 182d6 + 5 + 1 + 1 + 1 + 1d6 ⇒ (5, 4) + 5 + 1 + 1 + 1 + (5) = 22
- Land's Challenge (+1/+1 morale)
- Prayer (+1/+1 luck)
- Point Blank Shot (+1/+1 untyped)
- Haste (+1/0 untyped)
- Cat's Grace (+2/0)
- Rapid Shot (-2/0)
- Cat's Grace (+2 enhancement)
- Haste (+1 untyped)
Effective AC = 25

Pirate GM |

Fletch unleashes a flurry of arrows on the Runelord, hitting with the first 3 arrows, but missing with the last 2.
Krune is looking rather unhappy.
Fletch: don't forget the will save for ending your turn in the fog.
Baltar you are all alone with Romulus, who sticks his ears back and whimpers a bit, not understanding what's going on.
Baltar
KRUNE
Liam
Malinor
Ezrek
Hugo
Fletch & Rom
Baltar is up.