
Elemental Forge GM |

Yep. Level 6 it is. The earth elemental has DR 5/-
Stauntrum lashes hard into the elemental, nearly destroying it. But it's tough form resists his blows and it raises both fists high in the air to strike back, landing two heavy blows on Stauntram (27 in two hits, yes apply your DR). The mud elemental continues hammering at Fizz, striking him again (8 damage) and attempting to entrap him. But once again, the gnome is too tough and shakes off the grasping mud! The sandman strikes Kaalul (9 damage) but the Dwarf is too upset to fall asleep! The stone maiden speaks something in a low, rumbly tone and the sandman steps forward. She then moves up to close with Martel and Kaalul, striking the arcanist hard (17 damage).
Attacks: 2d20 ⇒ (7, 17) = 24
Dam: 4d6 + 16 ⇒ (1, 6, 1, 3) + 16 = 27
Mud fizz: 1d20 + 7 ⇒ (18) + 7 = 25
Dam: 1d6 + 4 ⇒ (4) + 4 = 8
Fizz fort: 1d20 ⇒ 11
Sand Kaalul: 1d20 + 6 ⇒ (16) + 6 = 22
Dam: 1d6 + 3 ⇒ (6) + 3 = 9
Stone maiden Martel: 1d20 + 16 ⇒ (11) + 16 = 27
Dam: 1d8 + 5 ⇒ (2) + 5 = 7
Kaalul will: 1d20 + 8 ⇒ (9) + 8 = 17
Everyone, GO!
The stone maiden said "Move closer to the large dwarf to make room for me. I will deal with that spellcaster myself."

Stauntram Uthuan |

"Speak in a common tongue to be understood!", Stauntram yells, more irritated by the speech than by the heavy blows.
Those, he understands very well, and returns in kind.
Stonestrike expired. Full attack with power attack, starting with the big guy and turning counter-clockwise if he goes down early
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage: 2d8 + 4 + 6 ⇒ (8, 3) + 4 + 6 = 21
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Damage: 2d8 + 4 + 6 ⇒ (8, 5) + 4 + 6 = 23
Large Dorn-Dergar: 1d20 + 8 + 1 - 5 ⇒ (3) + 8 + 1 - 5 = 7
Damage: 2d8 + 4 + 6 ⇒ (7, 2) + 4 + 6 = 19

Kaalul Bazt |

Are we waiting on Martel to confirm that we are all affected by haste or should I just go ahead and make Kaal's second attack for the previous round?

Fizzbizzner Thistletop |

So...GM..I cast sanctuary on the first turn. It is a DC 15 will save to attack me. No worries on the rounds up until now, but I would like it to be noted in the future rounds.
Fizz gets pounded again, which causes some bruises. But a second later, even more wounds appear across his body. He looks at his shamrock, that he previously thrust into the air, questioningly as he also looks to the creature beating him. "C'mon ya dern thing! Yer suppos' to be protectin' me!" he says as he begins tapping the plant with his other hand. After the third tap another thoom! of healing magic emanates throughout the room, healing his allies but not his enemies.
3d6 ⇒ (5, 5, 4) = 14
"Good, but not what I was lookin' fer! Ya'll think yer soo funny!" he yells to the air.
Round 3
Stauntram -12 -> -33 -> -28 -> -14
Fizz -8 -> -16 -> -26 -> -6
Kaalul 0 -> -9 -> -4 -> 0
Martel
Round 2
Stauntram -11 -> -24 -> -19 -> -12
Fizz -5 -> -11 -> -21 -> -8
Kaalul 0 -> -6 -> -10 -> -5 -> 0
Martel
Round 1
Stauntram -> -16 -> -11
Fizz 0 -> -5
Kaalul
Martel

Kaalul Bazt |

Previous round's hasted attack:
Attack: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Damage: 1d8 + 4 + 2d6 ⇒ (7) + 4 + (6, 2) = 19
Noting that the earth elementals seems to be controlling this battle, Kaalul redoubles his efforts to think out the enemies, yelling in frustration as he does so.
Adding flanking bonuses to the sandman since it's between Kaal and Martel.
Attack: 1d20 + 8 + 2 + 4 ⇒ (16) + 8 + 2 + 4 = 30
Damage: 1d8 + 4 + 2d6 ⇒ (7) + 4 + (4, 6) = 21
Attack: 1d20 + 8 + 2 + 4 ⇒ (16) + 8 + 2 + 4 = 30
Damage: 1d8 + 4 + 2d6 ⇒ (7) + 4 + (5, 3) = 19
If the sandman goes down, Kaal will switch to the spellcaster. I'm not adding precision damage since these are elementals... but let me know if I should!

Elemental Forge GM |

You're absolutely right, Fizz. I insist on fixing it.
Will saves: 2d20 ⇒ (9, 17) = 26
The first time the mud elemental attempted to strike Fizz, his spell forced its mind away from him.
6 less damage to Fizz. Thanks for helping me keep track of everything!
Kaalul, it doesn't matter with those rolls but I don't think you can flank with Martel unless he has a weapon drawn to threaten.
Kaalul's bludgeoning weapon is uniquely effective against the sandman, who falls under the inquisitor's weapon into dust the second time the dwarf raises his weapon.
Kaalul, you can do something else with those two attacks. Since the lack of your hasted attack in the previous round wasn't due to an oversight by me, I'm not going to retcon away the sandman dealt afterward. Martel still to go. Do you have a weapon drawn? Did you haste everyone or just Stauntram for some reason?

Kaalul Bazt |

Oh, wow, I never knew that about the unarmed clause. I just assumed that everyone who has a fist has a weapon, but RAW says you have to have a weapon drawn (or, I assume, lethal unarmed attacks, but that isn't relevant to this battle).
Anyway, any leftover attacks from my last post will go to the spellcaster lady. Martel has a quarterstaff, which I assume he carries in his hands, so I would think that's "drawn." I'm not going to make a stink if you rule otherwise, however. If flanking doesn't apply, those attack rolls are only 26.

Martel Wyvernjack |

Sorry for not posting yesterday. Things got busy with a job interview etc. and I spaced it. I’m new to some of these spells, I didn’t relize that Enlarge Person wasn’t a standard action, and I missed that Haste was multi-target! Yes, everyone is hasted, and it was my intention (though I forgot to say so) that I had my quarterstaff drawn. Thank you all for your patience! I will make a play post momentarily

Martel Wyvernjack |

Martel follows Kaalul’s lead, and swings his staff at the moving statue with hasted force.
Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Critical confirm: 1d20 + 6 ⇒ (5) + 6 = 11
Critical damage: 1d6 + 2 ⇒ (5) + 2 = 7
Mage Armor: +4 AC
Haste: +1 AC and Attack
| AC:18 T:14 FF:15 |

Elemental Forge GM |

Stauntram strikes down the large earth elemental and then the mud elemental. Kaalul destroys the sandman and lands a blow on the stone maiden. Martel strikes the maiden twice as well. The maiden then steps away from Kaalul and toward Martel and casts a spell.
Reflex: 4d20 ⇒ (5, 4, 12, 16) = 37
The soft ground beneath you suddenly hardens! The earth-canny stonelord leaps out of the mud in time for his metal boots to clank down on the newly formed rock. But all the others find themselves trapped by four inches of stone!
Everyone go!!!

Stauntram Uthuan |

Seeing his companions in danger, Stauntram turns, chunks of elemental crumbling in the links of his chain. He sees the remaining elemental.
Grimly, he resumes battering.
Full attack on stone maiden, PA
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Damage: 2d8 + 4 + 6 ⇒ (5, 8) + 4 + 6 = 23
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Damage: 2d8 + 4 + 6 ⇒ (4, 6) + 4 + 6 = 20
Large Dorn-Dergar: 1d20 + 8 + 1 - 5 ⇒ (3) + 8 + 1 - 5 = 7
Damage: 2d8 + 4 + 6 ⇒ (5, 5) + 4 + 6 = 20

Kaalul Bazt |

Ignoring thee predicament involving his feet for now, Kaal quickly un-holsters his specialized crossbow and slides a cartridge of five bolts into the contraption's side, hearing the satisfying 'click' as the cartridge locks into place.
That's his entire action for this round and his move action for next round.

Fizzbizzner Thistletop |

My flavorful post got eaten. I'm fairly busy so, long story short, lifeline ticks and Fizz does nothing but start giggling.

Martel Wyvernjack |

Martel keeps up the barrage of strikes.Though I suspect that it’s already dead
Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Mage Armor: +4 AC
Haste: +1 AC and Attack
| AC:18 T:14 FF:15 |

Elemental Forge GM |

It's not so dead...
"To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).
When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target’s square goes through a wall (including a low wall). When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks."
Stauntram strikes the stone maiden once and misses it twice. Martel's own attack founders on the maiden, who retaliates with her stony knee and elbow, striking Martel twice (19 damage).
Slam attacks at +16: 2d20 ⇒ (2, 8) = 10
Dam: 1d8 + 6 + 1d8 + 6 ⇒ (2) + 6 + (5) + 6 = 19
Party, GO!

Kaalul Bazt |

"Her allies are dead. I'm surprised she hasn't fled," Kaalul dispassionately observes as he finally aims his crossbow and fires at the Stone Maiden.
Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d10 ⇒ 6

Kaalul Bazt |

Assuming that's a miss, so checking to see if it's recoverable.
1 = Y, 2 = N: 1d2 ⇒ 2

Stauntram Uthuan |

"Then she dies too!", yells Stauntram as he keeps swinging.
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Damage: 2d8 + 4 + 6 ⇒ (5, 3) + 4 + 6 = 18
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15
Damage: 2d8 + 4 + 6 ⇒ (5, 5) + 4 + 6 = 20
Large Dorn-Dergar: 1d20 + 8 + 1 - 5 ⇒ (14) + 8 + 1 - 5 = 18
Damage: 2d8 + 4 + 6 ⇒ (5, 2) + 4 + 6 = 17

Fizzbizzner Thistletop |
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"Yeh! Looks like she's between a rock and a hard place....Eh?" Fizz jests as he remains stuck in the stone.
Stauntram -9 -> -4
Fizz -11 -> -21
Kaalul 0
Martel 0 -> -19 -> -14
Round 4
Stauntram -14 -> -9
Fizz -6 -> -11
Kaalul 0
Martel 0
Round 3
Stauntram -12 -> -33 -> -28 -> -14
Fizz -8 -> -16 -> -26 -> -6
Kaalul 0 -> -9 -> -4 -> 0
Martel
Round 2
Stauntram -11 -> -24 -> -19 -> -12
Fizz -5 -> -11 -> -21 -> -8
Kaalul 0 -> -6 -> -10 -> -5 -> 0
Martel
Round 1
Stauntram -> -16 -> -11
Fizz 0 -> -5
Kaalul
Martel

Martel Wyvernjack |

If she’s still there Martel draws on a note of transformative magic to harden his skin. Using Augment power to gain +2 natural armor
Casting defensively concentration: 1d20 + 11 ⇒ (1) + 11 = 12
If she’s dead, he’ll get to work chipping his feet out
Mage Armor: +4 AC
Haste: +1 AC and Attack
Augment: +2 natural armor
| AC:20 T:14 FF:17 |

Elemental Forge GM |

The stone maiden takes another crushing blow from the large dwarf but her thick stone armor deflects his two other attempts. Twice more, she strikes at Martel.
"My duty is to defend this place, not to preserve myself. The worthy will defeat me."
Slams at +16: 2d20 ⇒ (13, 13) = 26
[Dam: 2d8 + 12 ⇒ (1, 8) + 12 = 21
She strikes Martel hard twice more with her knees and elbows (21 damage).
Party, GO!

Kaalul Bazt |

Attack: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
Damage: 1d10 ⇒ 1 <--Pfffff
Finding it difficult to aim properly without adjusting his feet, Kaal takes any shot he can make, even if he knows it won't be fully effective.

Martel Wyvernjack |

Martel gives up on trying to hurt the statue, and simply concentrates on defending himself.
Total defense
Total Defense: +4 AC
Mage Armor: +4 AC
Haste: +1 AC and Attack (2 rounds left)
Augment: +2 natural armor (2 rounds left)
| AC:24 T:18 FF:17 |

Fizzbizzner Thistletop |

Fizz feels the blows that Martel just took and looks to his clover as he holds it up again. "Whelp! We gotta give another go." He then flicks it, sending out another Thoom! of healing magic.
3d6 ⇒ (3, 6, 2) = 11
Round 6
Stauntram -4 -> 0
Fizz -21 -> -26 -> -9
Kaalul 0
Martel -14 -> -35 -> -30 -> -19
Round 5
Stauntram -9 -> -4
Fizz -11 -> -21
Kaalul 0
Martel 0 -> -19 -> -14
Round 4
Stauntram -14 -> -9
Fizz -6 -> -11
Kaalul 0
Martel 0
Round 3
Stauntram -12 -> -33 -> -28 -> -14
Fizz -8 -> -16 -> -26 -> -6
Kaalul 0 -> -9 -> -4 -> 0
Martel
Round 2
Stauntram -11 -> -24 -> -19 -> -12
Fizz -5 -> -11 -> -21 -> -8
Kaalul 0 -> -6 -> -10 -> -5 -> 0
Martel
Round 1
Stauntram -> -16 -> -11
Fizz 0 -> -5
Kaalul
Martel

Stauntram Uthuan |

Not noticing that his wounds have fully healed, Stauntram continues to batter at the stone maiden.
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Damage: 2d8 + 4 + 6 ⇒ (6, 3) + 4 + 6 = 19
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Damage: 2d8 + 4 + 6 ⇒ (3, 4) + 4 + 6 = 17
Large Dorn-Dergar: 1d20 + 8 + 1 - 5 ⇒ (16) + 8 + 1 - 5 = 20
Damage: 2d8 + 4 + 6 ⇒ (1, 4) + 4 + 6 = 15
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Damage: 2d8 + 4 + 6 ⇒ (3, 3) + 4 + 6 = 16
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage: 2d8 + 4 + 6 ⇒ (2, 2) + 4 + 6 = 14
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Damage: 2d8 + 4 + 6 ⇒ (8, 2) + 4 + 6 = 20
Large Dorn-Dergar: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage: 2d8 + 4 + 6 ⇒ (8, 8) + 4 + 6 = 26

Elemental Forge GM |

With a mighty blow, Stauntram shatters rhe maiden. You find her longsword laying behind (+2). In addition, you note a green glow reflecting off the earthen walls. Looking in the center of the room, you see a green orb hovering several feet above the ground.
You determine that this orb will enhance someone who touches it, either granting their weapons the corrosive property or granting then +1 CL for spells with the acid descriptor depending on whether they touch the orb with their left (corrosive) or right (CL) hand.

Stauntram Uthuan |

Stauntram extends his chain so that it once again has greater reach.
"Do any want the sword? I do not. And what is that orb?"

Fizzbizzner Thistletop |

"Hey there boyos! I don't s'ppose any of yous would be interested in gettin' me out o' this stone?" Fizz inquires innocently as wounds continue to open up on him.
Over the next 18 seconds, Martel will heal 15 and Fizz will take 15. That puts Fizz at 24 damage and Martel at 4.

Stauntram Uthuan |

"Certainly."
Stauntram turns, takes aim at the stone, and strikes.
PA damage: 2d8 + 4 + 6 ⇒ (3, 6) + 4 + 6 = 19

Martel Wyvernjack |

Martel flexes his ankles as he is freed. “Ah! Thanks. Let me look at that light...”
He saunters over and studies the orb, circling it.
Spellcraft: 1d20 + 14 ⇒ (4) + 14 = 18
He shares what he discovers with his allies.
How long does the effect last?

Stauntram Uthuan |

Once told, Stauntram reaches for the orb with his left hand and grabs it.
Merry Christmas!

Fizzbizzner Thistletop |

"Oooh, a group fondlin' session? Don't mind if I do" Fizz says comedically as he rests his hand atop his allies'.

Stauntram Uthuan |

"We should go to the rightmost passage. Draw water to quench flames elsewhere."

Kaalul Bazt |

Emboldened by the others successfully touching the orb unharmed, Kaalul opts for gaining the weapon enhancement from the orb.
"Wait, do we have to go down every passage? They seem to be parallel to each other. If we go through one of them, we are past them all."
Apologies if you've already said this, but what is beyond the far end of the earth hallway?

Stauntram Uthuan |

"Fair. Let us go and look. But I doubt that we can avoid fighting. I feel it in my bones."

Elemental Forge GM |

As you leave this chamber through the doorway to the north, you see that a passage leads to the right and to the left. Based on Graniteson's map, you believe that you'd find the watery chamber to your right. You note a passageway to your right that ends in a solid wall with a glowing, transparent gem set in the middle of it. You notice a little farther to the west a passage that leads south.

Stauntram Uthuan |

Stauntram walks slowly up to the solid wall with the gem in it.
Perception to spot traps on the way: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Knowledge Engineering on door: 1d20 + 1 ⇒ (18) + 1 = 19

Elemental Forge GM |

Attacks at +15: 5d20 ⇒ (11, 12, 4, 2, 10) = 39
Dam: 5d8 ⇒ (4, 6, 5, 6, 4) = 25
As Stauntram steps forward down the corridor, a red and brown glowing rune appears on the stone under his boot. Red-hot stones shoot out of the wall, striking Stauntram.
Each stone does bludgeoning damage (DR applies) plus one point of fire. Stauntrams 4 hits if your FF AC is 19 but 5 if it is 15. Seems like it should be 19 to me. The definite hits are: 4+1, 6+1, 5+1, 6+1, and 4+1.
As Stauntram nears the end of the corridor, the clear, colorless gem in the wall glows brown as one quarter of it changes color.

Fizzbizzner Thistletop |

"OW! Ya wanna watch out were yur goin' Stauntram?" Fizz jokes with his hand on his hips a second after the red-hot stones shoot at Stauntram. "Ya'know I shoulda picked a different color for me clothes," he muses with a smile as blood and bruises emerge once more in the places where they are healing on Stauntram. Fizz then pokes a finger into one of his wounds and giggles a little bit. Soon after most of his wounds heal completely.
cast Cure Moderate Wounds
2d8 + 6 + 3 + 6 ⇒ (1, 7) + 6 + 3 + 6 = 23
Stauntram 0 -> -13 -> -8
Fizz -24 -> -29 -> -6
Kaalul 0
Martel -4

Martel Wyvernjack |

“Looks like we do have to face all the elements. And that we should watch our steps.” Martel warns. “Though I don’t think I’ll ever understand why someone would build such hostile architecture.”
I will have picked up that +2 sword of no one else wanted it. Did Kaalul see it?

Kaalul Bazt |

Ignoring Gnome once he sees his wounds mostly healed up, Kaalul grunts in frustration as he comes to the same realization as Martel and Stautram.
"Fine. But tactically, we have an advantage over the classic element of air, and it's safe to assume that there will be air-related creatures in the 'air passage.' We don't know how long these acid-based attacks will last, so we should approach that hallway next. These acid attacks may run out or be replaced with lightning, perhaps, once we've cleared that hallway."
Okay, sorry, but I'm still having trouble visualizing the scale of the overall complex. Can we theoretically approach the very west most hallway without nearing the entrance of the hallway between it and the one we're in now?