Julian Duphin
|
"Yes, the more subtle approach is warranted."
Akyr
|
Since nobody else has voiced an interest nor an affinity for the Decanter, Akyr will carry it.
He can't use/wield his Banner of Ancient Kings if he's using the decanter, but if we need fire protection...again (oops--hadn't realized nobody had claimed it)...he'll keep it handy.
Favian Aldori
|
Favian only has air and fire affinity.
GM Worg
|
With the power of Fossilblight, clearing through the rubble is an easy task. While this path eluded the dangers up above, it certainly takes some patience to head through the tunels.
1 Hour, 10 Minutes used up so far.
The winding passage opens into the demolished remnant of some subterranean complex. Rivers of magma flow from fissures in the walls, collecting into a sea of bubbling molten rock far below. What remains of this chamber’s floor has collapsed into a makeshift bridge of partly intact masonry and crumbling debris. Overhead, part of a collapsed second floor is visible, though it is little more than exposed stairways and narrow ledges.
Hazard: The path through this room is fragile. Potions of the floor are on the verge of breaking apart, threatening to deposit anyone crossing into the sea of magma below. Best tread carefully, Pathfinders!
ID Unstable Ground Move Action; DC25 Knowledge Engineering, Perception, or Survival. Each time you do it, you can determine unstable ground in a 30ft cone.
Akyr
|
Akyr will pull out the Breath of Lysianassa and then take a careful look while floating along on his carpet.
Resist Fire 10--or 30, if Fire-Dominant Planar Trait, for anyone within 30' of Akyr.
Lore Master: can always take ten on Kn-Engineering, which results in a check of 32
Julian Duphin
|
If we spot the unstable ground, is it otherwise safe to pass?
Favian Aldori
|
If we spot the unstable ground, is it otherwise safe to pass?
Would like some idea before I use a scroll of fly.
GM Worg
|
Most of the party takes to the air to avoid the treacherous ground. Within the immediate proximity, Akyr discovers a loose part of the path.
Hazard zones represented by white squares.
Favian Aldori
|
Favian will use Hania's scroll and so as not to be the only one on the ground, he will use one of his too (assuming it has been more than 12 minutes since the battle with the elemental tropps).
GM Worg
|
It has been at least 1 hour and 10 minutes.
The party begins to float their way across the chasm, and those on the ground are wary of the treasonous ground.
From the depths below, a plume of lava burst up and splashes onto the bridge way. On the lava plume rides an elemental who now floats in the air. "Wretched mortals, prepare to face incineration!"
From the ledge stands three fiery gunmen, who draw their rifles and attack!
Initiative Favian Aldori: 1d20 + 14 ⇒ (20) + 14 = 34
Initiative Thrag: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative Hania: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative Teriq Ashfall: 1d20 + 9 ⇒ (3) + 9 = 12
Initiative Akyr Silvertusk: 1d20 + 18 ⇒ (10) + 18 = 28
Initiative C. Julian Duphin: 1d20 + 2 ⇒ (6) + 2 = 8
Initiative Red Elemental: 1d20 + 13 ⇒ (20) + 13 = 33
Initiative Gunman: 1d20 + 9 ⇒ (14) + 9 = 23
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: Squares can be collapsable into a pool of lava!
Favian Aldori(-0,Fine)
Akyr Silvertusk(-0,Fine)
Red Elemental(-0,Fine)
Blue Gunman(-0,Fine)
Orange Gunman(-0,Fine)
Green Gunman(-0,Fine)
Thrag(-0,Fine)
Teriq Ashfall(-0,Fine)
C. Julian Duphin(-0,Fine)
Hania(-0,Fine)
Burning Pale Strangers
NE Medium Undead (Fire)
This nearly skeletal figure wields a pistol in each hand. Its garb is dusty and weathered, and smells of old decay.
1 Question @26, 2 Questions @31
Sakrisa the Fire Elemental
Huge Mythic Fire Elemental
Legend speaks of a Fire Elemental who guards these chambers with its very life. Best tread carefully, Pathfinders.
1 Question @34, 2 Questions @39
Favian Aldori
|
Kn. Planes (Gunmen): 1d20 + 20 ⇒ (8) + 20 = 28
Resistances
Kn. Planes (Elemental): 1d20 + 20 ⇒ (13) + 20 = 33
Favian casts a spell causing rubbery black tentacles to spring up around two of the gunmen, hoping to keep them occupied for a little while. Favian and Desmond then fly away from the group.
Black Tentacles: 1d20 + 12 + 4 + 1 ⇒ (6) + 12 + 4 + 1 = 231d6 + 4 ⇒ (4) + 4 = 8
Aid AC: 1d10 + 13 ⇒ (8) + 13 = 21
Aid AC: 1d10 + 13 ⇒ (6) + 13 = 19
Aid AC: 1d10 + 13 ⇒ (7) + 13 = 20
Akyr
|
Kn-Planes Gunmen: 1d20 + 22 ⇒ (12) + 22 = 34
DR? SR?
Kn-Planes Elemental: 1d20 + 22 ⇒ (4) + 22 = 26
As a swift action, Akyr will begin orating out words of INSPIREation and enCOURAGEment. Then he takes the rest of his time casting a persistent CALM EMOTIONS on the fire elemental.
Roll twice, taking worse result Will Save DC:21
If it fails its save, Akyr will shout, "Do NOT harm the elemental in any way. Destroy the undead gunmen first!"
CURRENT GROUP BUFFS:
- Inspire Courage: +3 morale bonus to hit, weapon dmg, & saves v Charm and Fear
- BLUE Cloud indicates 30' radius of Mist surrounding Akyr from the Breath of Lysianassa. Does NOT conceal/block vision. Anyone in mist gains Fire Resist 10 (Fire Resist 30 v "fire-dominant planar trait")
GM Worg
|
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: Squares can be collapsable into a pool of lava!
Favian Aldori(-0,Fine)
Akyr Silvertusk(-0,Fine)
Red Elemental(-0,Fine)
Blue Gunman(-0,Fine)
Orange Gunman(-0,Fine)
Green Gunman(-0,Fine)
Thrag(-0,Fine)
Teriq Ashfall(-0,Fine)
C. Julian Duphin(-0,Fine)
Hania(-0,Fine)
Will Save: 1d20 + 8 ⇒ (8) + 8 = 16
Attack Roll Blue Gunman Rifle VS Favian: 1d20 + 14 ⇒ (5) + 14 = 19
Attack Roll Blue Gunman Rifle VS Favian: 1d20 + 9 ⇒ (14) + 9 = 23
Attack Roll Blue Gunman Rifle VS Favian: 1d20 + 4 ⇒ (2) + 4 = 6
Attack Roll Orange Gunman Rifle VS Akyr: 1d20 + 14 ⇒ (3) + 14 = 17
Attack Roll Orange Gunman Rifle VS Akyr: 1d20 + 9 ⇒ (13) + 9 = 22
Attack Roll Orange Gunman Rifle VS Akyr: 1d20 + 4 ⇒ (12) + 4 = 16
Attack Roll Green Gunman Rifle VS Hania: 1d20 + 14 ⇒ (6) + 14 = 20
Attack Roll Green Gunman Rifle VS Hania: 1d20 + 9 ⇒ (3) + 9 = 12
Attack Roll Green Gunman Rifle VS Hania: 1d20 + 4 ⇒ (15) + 4 = 19
Damage Roll Blue Gunman Rifle VS Favian: 1d10 + 1 + 6 ⇒ (4) + 1 + 6 = 11
Damage Roll Blue Gunman Rifle VS Favian: 1d10 + 1 + 6 ⇒ (3) + 1 + 6 = 10
Damage Roll Blue Gunman Rifle VS Favian: 1d10 + 1 + 6 ⇒ (1) + 1 + 6 = 8
Damage Roll Orange Gunman Rifle VS Akyr: 1d10 + 1 + 6 ⇒ (9) + 1 + 6 = 16
Damage Roll Orange Gunman Rifle VS Akyr: 1d10 + 1 + 6 ⇒ (2) + 1 + 6 = 9
Damage Roll Orange Gunman Rifle VS Akyr: 1d10 + 1 + 6 ⇒ (8) + 1 + 6 = 15
Damage Roll Green Gunman Rifle VS Hania: 1d10 + 1 + 6 ⇒ (6) + 1 + 6 = 13
Damage Roll Green Gunman Rifle VS Hania: 1d10 + 1 + 6 ⇒ (9) + 1 + 6 = 16
Damage Roll Green Gunman Rifle VS Hania: 1d10 + 1 + 6 ⇒ (8) + 1 + 6 = 15
@Favian & Akyr Resist Channel, DR10/Bludgeoning AND Magic, SR21
Tentacles pop up around the gunners, but fail to grasp them!
The elemental suddenly stops its assault, and decides to go back into the lava.
The gunners raise their super heated rifles, and take deadly aim upon the targets. They fire with a precision and swiftness that these rifles must somehow tolerate due to their incredible heat!
What Is Happening
Blue Gunman: Full Round Attack Favian; Miss Miss Miss
Green Gunman: Full Round Attack Akyr; Miss Hit (9) Miss
Orange Gunman: Full Round Attack Hania; Hit (13) Hit (16) Hit (15)
Red Elemental: Goes back into the lava and watches.
GM Worg
|
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: Inspire Courage (Round 1) +3, Blue Cloud giving 10 Fire Resist/30 Fire Resist vs Fire Dominant Planar Trait
Active Penalties: Squares can be collapsable into a pool of lava!
Favian Aldori(-0,Fine)
Akyr Silvertusk(-9,Fine)
Red Elemental(-0,Fine)
Blue Gunman(-0,Fine)
Orange Gunman(-0,Fine)
Green Gunman(-0,Fine)
Thrag(-0,Fine)
Teriq Ashfall(-0,Fine)
C. Julian Duphin(-0,Fine)
Hania(-44,Fine)
Burning Pale Strangers
NE Medium Undead (Fire)
This nearly skeletal figure wields a pistol in each hand. Its garb is dusty and weathered, and smells of old decay.
1 Question @26, 2 Questions @31
Sakrisa the Fire Elemental
Huge Mythic Fire Elemental
Legend speaks of a Fire Elemental who guards these chambers with its very life. Best tread carefully, Pathfinders.
1 Question @34, 2 Questions @39
Julian Duphin
|
Julian will study the orange gunman and drink his elixir of stoneskin.
Teriq Ashfall
|
Teriq continues to fly, moving just over top of Julian, before unleashing a flurry of arrows at the undead gunman on the south side of the bridge.
unsure if skeletal undead or not, but just in case, will use blunt arrows.. 5foot step, over Julian (cant move my token at present). Then full attack. Firing at green.
manyshot, DA, bard, rapid: 1d20 + 25 - 3 + 3 - 2 ⇒ (8) + 25 - 3 + 3 - 2 = 31, for 1d8 + 6 + 6 + 3 + 1d8 + 15 ⇒ (8) + 6 + 6 + 3 + (5) + 15 = 43
iterative, DA, bard, rapid: 1d20 + 20 + 3 + 3 - 2 ⇒ (17) + 20 + 3 + 3 - 2 = 41, for 1d8 + 6 + 6 + 3 ⇒ (5) + 6 + 6 + 3 = 20
rapid shot, DA, bard, rapid: 1d20 + 25 - 3 + 3 - 2 ⇒ (4) + 25 - 3 + 3 - 2 = 27, for 1d8 + 6 + 6 + 3 ⇒ (1) + 6 + 6 + 3 = 16
Thrag
|
Fossilblight disappears from Thrag's hand and is replaced in a blink with a a long hafted black hammer as he charges through the air at the orange gunman, ready to smash the weapon out of his hands.
Quick Draw and a Scabbard of Many Blades to free action switch weapons. His Lucerne hammer has reach so he should be in range of the flag and the decanter.
Sunder, Charge, Inspire, Flag, Greater Sunder, Power Attack: 1d20 + 27 + 2 + 3 + 2 + 4 - 4 ⇒ (16) + 27 + 2 + 3 + 2 + 4 - 4 = 50
Damage (to gun), Adamantine, Smashing, Inspire, Flag, Power Attack: 3d6 + 17 + 2d6 + 3 + 2 + 12 ⇒ (4, 6, 5) + 17 + (5, 1) + 3 + 2 + 12 = 55
Adamantine should ignore hardness and Greater Sunder will transfer any damage above what it takes to destroy the weapon to the wielder.
Akyr
|
Reduce Thrag's attack and damage by 2. There's no flag bonus, because Akyr is holding the decanter, and banner must be held in 2 hands for the bonus.
Akyr maintains his inspirational banter. He sings a little ditty to help him maintain his concentration on keeping the elemental Calm, while taking a 5' step downward and casting grease on the rocks below the blue Pale man.
DC:20 reflex or fall prone for BLUE.
Free action maintain Inspire Courage
Spellsong to use a move action to maintain concentration on Calm Emotions.
5' step
Standard action cast Grease.
CURRENT GROUP BUFFS:
- Inspire Courage: +3 morale bonus to hit, weapon dmg, & saves v Charm and Fear
- BLUE Cloud indicates 30' radius of Mist surrounding Akyr from the Breath of Lysianassa. Does NOT conceal/block vision. Anyone in mist gains Fire Resist 10 (Fire Resist 30 v "fire-dominant planar trait")
-NO flagbearer/banner of ancient kings in effect. *See Breath of Lysianassa instead.
Favian Aldori
|
Favian moves back to the group and bolsters his defenses. shield
Tentacles: 1d20 + 12 + 4 + 1 ⇒ (3) + 12 + 4 + 1 = 201d6 + 4 ⇒ (5) + 4 = 9
GM Worg
|
Round 2: FIGHT!
Light Condition: Normal
Active Buffs: Inspire Courage (Round 1) +3, Blue Cloud giving 10 Fire Resist/30 Fire Resist vs Fire Dominant Planar Trait
Active Penalties: Squares can be collapsable into a pool of lava!
Favian Aldori(-0,Fine)
Akyr Silvertusk(-9,Fine)
Red Elemental(-0,Pacified)
Blue Gunman(-0,Fine)
Orange Gunman(-55,Fine)
Green Gunman(-79,Fine)
Thrag(-0,Fine)
Teriq Ashfall(-0,Fine)
C. Julian Duphin(-0,Fine)
Hania(-44,Delay)
Blue Reflex Save DC20: 1d20 + 12 ⇒ (4) + 12 = 16
Blue Reflex Save to Move DC20: 1d20 + 12 ⇒ (12) + 12 = 24
Orange Acrobatics DC35: 1d20 + 13 ⇒ (19) + 13 = 32
Orange Reflex DC20: 1d20 + 12 ⇒ (18) + 12 = 30
Attack Roll Blue Gunman Rifle VS Akyr: 1d20 + 9 ⇒ (14) + 9 = 23
Attack Roll Blue Gunman Rifle VS Akyr: 1d20 + 4 ⇒ (17) + 4 = 21
Attack Roll Orange Gunman Rifle VS Thrag: 1d20 + 14 ⇒ (7) + 14 = 21
Attack Roll Orange Gunman Rifle VS Thrag: 1d20 + 4 ⇒ (8) + 4 = 12
Attack Roll Green Gunman Rifle VS Akyr: 1d20 + 14 ⇒ (19) + 14 = 33
Attack Roll Green Gunman Rifle VS Akyr: 1d20 + 9 ⇒ (7) + 9 = 16
Attack Roll Green Gunman Rifle VS Akyr: 1d20 + 4 ⇒ (1) + 4 = 5
Damage Roll Blue Gunman Rifle VS Akyr: 1d10 + 1 + 6 ⇒ (3) + 1 + 6 = 10
Damage Roll Blue Gunman Rifle VS Akyr: 1d10 + 1 + 6 ⇒ (9) + 1 + 6 = 16
Damage Roll Blue Gunman Rifle VS Akyr: 1d10 + 1 + 6 ⇒ (10) + 1 + 6 = 17
Damage Roll Orange Gunman Rifle VS Thrag: 1d10 + 1 + 6 ⇒ (3) + 1 + 6 = 10
Damage Roll Orange Gunman Rifle VS Thrag: 1d10 + 1 + 6 ⇒ (5) + 1 + 6 = 12
Damage Roll Orange Gunman Rifle VS Thrag: 1d10 + 1 + 6 ⇒ (1) + 1 + 6 = 8
Damage Roll Green Gunman Rifle VS Akyr: 1d10 + 1 + 6 ⇒ (5) + 1 + 6 = 12
Damage Roll Green Gunman Rifle VS Akyr: 1d10 + 1 + 6 ⇒ (8) + 1 + 6 = 15
Damage Roll Green Gunman Rifle VS Akyr: 1d10 + 1 + 6 ⇒ (8) + 1 + 6 = 15
@Hania Delayed.
The Blue Gunman slips and falls when Akyr casts the grease spell. He stands up and moves out of the tentacles and grease, eyes now locked onto the bard orc with a burning hatred.
The Green Gunman realizes the bard is still a dangerous target to let live, seeing as it did something to the elemental Sakrisa. He takes aim at Akyr as well! While one of the bullets his, suddenly his gun jams!
Lastly, the Orange Gunman tries to evade the orcs attack and move out of the tentacles and grease. While it manages to get through the grease, Thrag gets an opportune strike against it! It then turns and fires upon the orc!
What Is Happening
Blue Gunman: Stand Up, Move
Green Gunman: Shoot Akyr 3 times, gun jam on last shot. Shoot Akyr for 12 damage.
Orange Gunman: Acrobatics DC35 and Fail, move. Provoke from Thrag. Shoot Thrag for 10 damage.
Red Elemental: Chillin in the lava, Pacified.
GM Worg
|
Round 2: FIGHT!
Light Condition: Normal
Active Buffs: Inspire Courage (Round 1) +3, Blue Cloud giving 10 Fire Resist/30 Fire Resist vs Fire Dominant Planar Trait
Active Penalties: Squares can be collapsable into a pool of lava!
Favian Aldori(-0,Fine)
Akyr Silvertusk(-21,Fine)
Red Elemental(-0,Pacified)
Blue Gunman(-0,Fine)
Orange Gunman(-55,Fine)
Green Gunman(-79,Fine)
Thrag(-10,Attack of Opportunity VS Orange)
Teriq Ashfall(-0,Fine)
C. Julian Duphin(-0,Fine)
Hania(-44,Delayed, Fine)
Burning Pale Strangers
NE Medium Undead (Fire)
This nearly skeletal figure wields a pistol in each hand. Its garb is dusty and weathered, and smells of old decay.
1 Question @26, 2 Questions @31
Sakrisa the Fire Elemental
Huge Mythic Fire Elemental
Legend speaks of a Fire Elemental who guards these chambers with its very life. Best tread carefully, Pathfinders.
1 Question @34, 2 Questions @39
Gunners: Resist Channel, DR10/Bludgeoning AND Magic, SR21
Thrag
|
Orange's gun should be destroyed. I made a Sunder attack against the gun instead of the elemental. Thrag has Greater Sunder so any damage not needed to destroy the weapon would carry over to the wielder.
GM Worg
|
Round 2: FIGHT!
Light Condition: Normal
Active Buffs: Inspire Courage (Round 1) +3, Blue Cloud giving 10 Fire Resist/30 Fire Resist vs Fire Dominant Planar Trait
Active Penalties: Squares can be collapsable into a pool of lava!
Favian Aldori(-0,Fine)
Akyr Silvertusk(-21,Fine)
Red Elemental(-0,Pacified)
Blue Gunman(-0,Fine)
Orange Gunman(-40,Weapon Shattered)
Green Gunman(-79,Fine)
Thrag(-0,Attack of Opportunity VS Orange)
Teriq Ashfall(-0,Fine)
C. Julian Duphin(-0,Fine)
Hania(-44,Fine)
Errata'd. He still runs away then since his weapon is destroyed.
What Is Happening
Orange Gunman: Acrobatics DC 35 and Fail, Move. Provoke from Thrag.
@Hania_ Get another turn and not delayed. Btw, moved you towards green since you have flight.
Also the black tentacles don't grab them, but they do spend a turn trying to get out of it.
Thrag
|
AoO, Inspire, Power Attack: 1d20 + 27 + 3 - 4 ⇒ (13) + 27 + 3 - 4 = 39
Damage, +1 Adamantine, Bludgeoning, Inspire, Power Attack: 3d6 + 17 + 12 ⇒ (2, 2, 2) + 17 + 12 = 35
Teriq Ashfall
|
Teriq continues to fire arrows in rapid succession.
Teriq doesnt care that it is fleeing. Undead are to be destroyed. Blunt arrows still. Shooting orange, then blue if it drops.
manyshot, DA, bard, rapid: 1d20 + 25 - 3 + 3 + 3 - 2 ⇒ (19) + 25 - 3 + 3 + 3 - 2 = 45, for 1d8 + 6 + 6 + 3 + 1d8 + 15 ⇒ (3) + 6 + 6 + 3 + (8) + 15 = 41 damage.
iterative, DA, bard, rapid: 1d20 + 20 + 3 + 3 - 3 - 2 ⇒ (2) + 20 + 3 + 3 - 3 - 2 = 23, for 1d8 + 6 + 6 + 3 ⇒ (2) + 6 + 6 + 3 = 17 damage.
rapid shot, DA, bard, rapid: 1d20 + 25 - 3 + 3 + 3 - 2 ⇒ (15) + 25 - 3 + 3 + 3 - 2 = 41, for 1d8 + 6 + 6 + 3 ⇒ (8) + 6 + 6 + 3 = 23 damage.
Thrag
|
As Teriq unleashes a barrage at orange Thrag moves to the edge of the cloud to smash blues gun, reducing the barrage at Akyr.
Sunder, Inspire, Greater Sunder, Power Attack: 1d20 + 27 + 3 + 4 - 4 ⇒ (3) + 27 + 3 + 4 - 4 = 33
Damage (to gun), Adamantine, Smashing, Inspire, Power Attack, Vital Strike: 3d6 + 17 + 2d6 + 3 + 12 + 6d6 ⇒ (1, 5, 5) + 17 + (5, 3) + 3 + 12 + (6, 2, 5, 1, 5, 2) = 72
GM Worg
|
Round 2: FIGHT!
Light Condition: Normal
Active Buffs: Inspire Courage (Round 1) +3, Blue Cloud giving 10 Fire Resist/30 Fire Resist vs Fire Dominant Planar Trait
Active Penalties: Squares can be collapsable into a pool of lava!
Favian Aldori(-0,Fine)
Akyr Silvertusk(-21,Fine)
Red Elemental(-0,Pacified)
Blue Gunman(-80,Weapon Shattered)
Orange Gunman(-151,Weapon Shattered, Dead)
Green Gunman(-79,Fine)
Thrag(-0,Fine)
Teriq Ashfall(-0,Fine)
C. Julian Duphin(-0,Fine)
Hania(-44,Fine)
Teriq and Thrag make quick effort to dispatch the orange gunman, slaughtering it with only 1 arrow and a swing of the hammer. Their attention turns to the blue gunman afterwards, quickly dispatching that.
What Is Happening
Teriq: Attack 1 vs Orange, Attack 2 Missed, Attack 3 Redirected at Blue
Thrag: Smash Blue's Weapon
Favian Aldori
|
Favian swoops in to help Hania dispatch one of the undead.
Using Hania's granted smite ability. +6 to hit, +13 damage (+26 on first attack), ignored DR. Favian gets +6 deflection to AC vs green.
+1 Agile, Ghost-touch Aldori Dueling Sword: 1d20 + 21 + 6 ⇒ (13) + 21 + 6 = 40 Damage: 1d8 + 10 + 26 ⇒ (2) + 10 + 26 = 38
Akyr
|
Akyr simply maintains his running commentary, INSIRING his fellow pathfinders in their COURAGEous endeavors, while focusing his magical energies on keeping the Elemental calm. He moves forward to try and keep everyone engulfed in the cooling mist of the mythical decanter.
Free action maintain performance. Move action to move up.Standard action to use Spellsong to maintain concentration on spell.
CURRENT GROUP BUFFS:
- Inspire Courage: +3 morale bonus to hit, weapon dmg, & saves v Charm and Fear
- BLUE Cloud indicates 30' radius of Mist surrounding Akyr from the Breath of Lysianassa. Does NOT conceal/block vision. Anyone in mist gains Fire Resist 10 (Fire Resist 30 v "fire-dominant planar trait")
-NO flagbearer/banner of ancient kings in effect. *See Breath of Lysianassa instead.
Julian Duphin
|
Julian will move a bit closer to the action.
| W.O.R.G-Bot 9000 |
BZZZZZZT WORGBOT ENGAGED: INITIATING HANIA_
Attack Roll Hania Smite +5 Longsword VS Green Gunman: 1d20 + 32 + 3 ⇒ (8) + 32 + 3 = 43
Attack Roll Hania Smite +5 Longsword VS Green Gunman: 1d20 + 27 + 3 ⇒ (18) + 27 + 3 = 48
Attack Roll Hania Smite +5 Longsword VS Green Gunman: 1d20 + 22 + 3 ⇒ (14) + 22 + 3 = 39
Damage Roll Hania Smite +5 Longsword VS Green Gunman: 1d8 + 12 + 13 + 3 ⇒ (1) + 12 + 13 + 3 = 29
Damage Roll Hania Smite +5 Longsword VS Green Gunman: 1d8 + 12 + 13 + 3 ⇒ (7) + 12 + 13 + 3 = 35
Damage Roll Hania Smite +5 Longsword VS Green Gunman: 1d8 + 12 + 13 + 3 ⇒ (6) + 12 + 13 + 3 = 34
GM Worg
|
Hania and Favian make quick effort smiting the green gunner, and with the blue one's weapon destroyed, they no longer have a line of defense. With quick effort, Thrag dispatches the remaining blue gunner.
Off screen and called off.
With no further opposition, the party can continue through the cooled lava tubes and reach some hallways that looked to be made of worked stone.
Slide 7
Julian Duphin
|
As we seem to be drawing closer to the target, Julian will quaff an extract of heroism and then look around the cavern.
Perception: 1d20 + 18 + 2 + 1d8 ⇒ (20) + 18 + 2 + (4) = 44
Akyr
|
Akyr will follow Julian's example, casting heroism on himself and taking a look around.
Perception: 1d20 + 22 + 2 ⇒ (17) + 22 + 2 = 41
Hania_
|
Hania's stern posture visibly relaxes as the enemies fall or flee. She takes a moment to heal her wounds before the team moves on.
CLW, 8 charges: 8d8 + 8 ⇒ (1, 4, 4, 8, 7, 7, 1, 5) + 8 = 45
Hania also checks on her allies, offering healing to anyone who needs it. happy to use your healing wand, if needed. Also happy to use a few charges of mine, if yours ran out and you forgot to replace it. :)
GM Worg
|
Searching around, there is little sign of activity or traps in these formerly lava based hallways. Proceeding with caution, the party enters a larger chamber that is adjacent to a lake made of lava. On the ground is a circle of runes that, when deciphered, leave you to believe it was a focus point for a teleportation effect.
If you took the other path, you would be teleported into this chamber. Slide 7 being readjusted.
Thrag
|
Thrag keeps near the front of the group, the weapon in his hands almost seeming to blink as he alternates between his trusty lucerne hammer and Fossilblight.
Julian Duphin
|
Just to check: there's a body of water (or maybe lava) behind us, we're heading deeper into the complex to look for the super-hot fire?
GM Worg
|
Short Sweet Version? That is correct, Julian.
Which way would the party like to go?
Southwest was already fully explored. There is west, northwest, north, and east. Aside from how big the passages are, there are not much clues as to what lays down each one.
Julian Duphin
|
"Shall we be systematic about this, or does someone have a better idea?" Julian suggests checking the corridor to the west and then making their way clockwise through the compound.
Now that the target nears, he'll drink his mutagen and an elixir of echolocation.
Thrag
|
Seems as good an order as any.
Thrag uses the tip of Fossilblight to sketch a sword and mountain symbol at the entrance of the tunnel.
In case they get us turned around.