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Lokaloka moves up and waggles her fingers, sending three darts of force at the slug monster.
Magic Missile x3, IC: 3d4 + 6 ⇒ (2, 1, 1) + 6 = 10
◆◆◆Magic Missile

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Igariase starts to charge their spell and readies to fire it as they take aim. "EAT THUNDER!"
Horizon Thunder Sphere attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 3d6 ⇒ (2, 6, 5) = 13 Half damage on a miss
◆◆◆ Horizon Thunder Sphere

Game Master Tea |

The slug-creature turns towards the sound of spells being cast but before it can properly react an arrow, rock and three bolts of force connect with its slimy body.
Igaraise sends a ball of thunder and lightning that explodes nearby.
Initiative order:
Rain 26
Denger Oresniffer 25
Lokaloka 24
Thalaasi 24
Ysoldt 18
Igaraise 10
Slug-beast 9 (-31)
Bold are up!

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Ysoldt spins the sling and launches her readied projectile.
Strike: 1d20 + 7 ⇒ (5) + 7 = 121d6 + 1d6 ⇒ (1) + (2) = 3
But it is an utter failure. "Sorry, folks, it got knotted around my finger."
Demoralise: 1d20 + 6 ⇒ (16) + 6 = 22
Then she shouts at the creature to intimidate it. "Hey, you! Yeah YOU, slug-mommy. Ever had salt shoved up your intestinal tract? No? Come over and you get a free sample."
She quickly ties the sling to her belt again.
◆ Strike
◆ Demoralise
◆ Interact

Game Master Tea |

The runes on and around the central pillar glow a brighter, eerie green and a Shadow Drake manifests in the chamber.
Initiative order:
Rain 26
Denger Oresniffer 25
Lokaloka 24
Thalaasi 24
Ysoldt 18
Shadow Drake 15
Igaraise 10
Slug-beast 9 (-31) (frightened 1)
Bold are up!

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Igarias4e scowls as their thunder blast flies off and misses and then scowls further as they realize there's another enemy that seems faster than the lizard dragon inheritor.
Might need to look at bottling Dengar, it's been a weekend plus.

Game Master Tea |

The slug-beast, battered and punctured, ◆ moves forward and starts
◇ moaning making you feel queasy from your ears inwards. (Each other creature that enters or starts its turn within 60' must succeed at a DC 17 Will saving throw or become sickened 1 (sickened 2 on a critical failure). The creature then becomes temporarily immune for 1 minute)
It proceeds to vomit acid at Lokaloka
◆ digestive spew, acid damage: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 242d6 ⇒ (1, 1) = 2
and Ysoldt
◆ digestive spew, acid damage: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 32d6 ⇒ (1, 4) = 5
Lokaloka, Ysoldt and Dengar also take splash, acid damage: 1d6 ⇒ 1 from the acid splash.

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Will Save: 1d20 + 6 ⇒ (15) + 6 = 21
Whew!

Game Master Tea |

Rain Will Save: 1d20 + 8 ⇒ (6) + 8 = 14
Rain once more Inspires Courage, then he moves up and fires a seedpod at the slug-beast.
Seed pod, sickened 1: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 241d6 + 1 ⇒ (4) + 1 = 5
The seedpod hits and explodes on the beast. Fort Save: 1d20 + 11 ⇒ (11) + 11 = 22
Initiative order:
Rain 26 (sickened 1)
Denger Oresniffer 25 (-1)
Lokaloka 24 (-3)
Thalaasi 24
Ysoldt 18 (-1)
Shadow Drake 15
Igaraise 10
Slug-beast 9 (-36)
Bold are up!

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Lokaloka yelps in pain at the acid. She snarls back arcane words and sends a sharp rock at the slug-beast.
TKP vs Slug-beast: 1d20 + 6 ⇒ (20) + 6 = 26
TKP Slashing Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Doubled to 8
She then retreats to hide behind the pillar (I'm assuming that's what the white circle is)
◆◆ TKP vs sluggy
◆ Stride

Game Master Tea |

Lokaloka yelps in pain at the acid. She snarls back arcane words and sends a sharp rock at the slug-beast.
[dice=TKP vs Slug-beast]1d20+6
[dice=TKP Slashing Damage]1d6+3
Doubled to 8She then retreats to hide behind the pillar (I'm assuming that's what the white circle is)
◆◆ TKP vs sluggy
◆ Stride
It's a rocky outcropping covered in Brown Mold.
Also, you are Blessed/Inspired.

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Bless and IC don't stack I believe. Even then, I think Bless only gives +1 to hit. If Rain's IC is still in effect, then damage should be 5 (doubled to 10)
Lokaloka retreats to around the corner (instead of the mold-covered rock).

Game Master Tea |

Thalaasi unleashes an arrow of death, lightning wriggling up and down the shaft as it flies. Embedding itself in the neck of the unfortunate slug-beast, it transfers the power of the spell. The creature begins writhing as the electricity builds all over its body. It explodes in a visceral wave of flesh, acid and rancid alchemical smells.
Ysoldt and Dengar are within the 30' emanation and need to make a Fortitude Save (DC19) vs the damage and being sickened 1.
Disgusting Demise, acid: 2d6 ⇒ (6, 6) = 12
Fort Save, Shadow Drake: 1d20 + 5 ⇒ (14) + 5 = 19
I still need a fort save from Thalaasi over the Piteous Moan. Nobody else needs to make it as the beast is dead.
Initiative order:
Rain 26 (sickened 1)
Denger Oresniffer 25 (-1) Damage pending, Fort Save needed
Lokaloka 24 (-3)
Thalaasi 24
Ysoldt 18 (-1) Damage pending, Fort Save needed
Shadow Drake 15 (-6)
Igaraise 10
Bold are up!

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Fort vs Smelly goo: 1d20 + 4 ⇒ (20) + 4 = 24
Any damage/lingering effects?
"Hm.. Smells like the monkey cage.", Ysold shrugs.

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Lokaloka instinctively ducks as a wave of gore flies across the room, thankful that she ducked around the corner.

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Fort save: 1d20 + 8 ⇒ (8) + 8 = 16
Dengar concentrates on bless to enlarge the area of effect, and then casts a spell (divine lance) at the drake.
Spell attack: 1d20 + 6 ⇒ (12) + 6 = 18
Lawful Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Game Master Tea |

Despite being sickened and taking 12 acid damage, Dengar burns the drake with his lawful lance.
Good to see you!
Initiative order:
Rain 26 (sickened 1)
Denger Oresniffer 25 (-13)(sickened 1)
Lokaloka 24 (-3)
Thalaasi 24
Ysoldt 18 (-1)
Shadow Drake 15 (-13)
Igaraise 10
Bold are up!

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"Oh, it's one of these again."
Ysoldt takes out her sling once again, loads, and fires at the drake.
Strike, Sling: 1d20 + 7 ⇒ (5) + 7 = 121d6 ⇒ 2
Interact to draw weapon, load, and strike. 3 actions. Sorry about the delay. Welcome back, Dengar.

Game Master Tea |

Ysoldt's rock flies past the shadow drake, which then ◆ swoops across and uses
◆◆ Shadow Breath: 3d6 ⇒ (6, 4, 4) = 14
at Ygaraise, Dengar, Lokaloka and Rain (reflex save DC16 please)
Counteract check vs magical light: 1d20 + 10 ⇒ (9) + 10 = 19
The everburning torch goes out, as does Lokaloka's wayfinder. Ysoldt's torch still burns.
Rain reflex save: 1d20 + 8 ⇒ (14) + 8 = 22
Initiative order:
Rain 26 (sickened 1) (-7)
Denger Oresniffer 25 (-13)(sickened 1) (Basic reflex save DC16 vs 14 damage)
Lokaloka 24 (-3) (Basic reflex save DC16 vs 14 damage)
Thalaasi 24
Ysoldt 18 (-1)
Shadow Drake 15 (-13)
Igaraise 10 (Basic reflex save DC16 vs 14 damage)
Bold are up!

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Reflex save: 1d20 + 5 ⇒ (12) + 5 = 17
Igaraise gives a growl as the drake thing gets too close. They raise a hand and shoot out a bolt of lightening at the little creature. "Show you who da better dragon kin is!"
Tempest surge: 1d20 + 7 ⇒ (3) + 7 = 10
Damage, Electric: 1d12 ⇒ 11
Do I have a hero point? If so Hero point: 1d20 + 7 ⇒ (3) + 7 = 10 Whelp nevermind that.

Game Master Tea |

[dice=Reflex save]1d20+5
Igaraise gives a growl as the drake thing gets too close. They raise a hand and shoot out a bolt of lightening at the little creature. "Show you who da better dragon kin is!"
[dice=Tempest surge]1d20+7
[dice=Damage, Electric]1d12Do I have a hero point? If so [dice=Hero point]1d20+7 Whelp nevermind that.
I looked up Tempest Surge! It's a reflex save, not an attack roll!

Game Master Tea |

Shadow Drake Reflex save: 1d20 + 8 ⇒ (17) + 8 = 25
Rain adds +1 from Inspire Courage
Despite avoiding the worst of the lightning, the shadow drake is fried. Just a few moments after crashing to the floor, it evaporates and it is as if it were never there.
COMBAT OVER
The area falls silent, save for the noise of Ysoldt's torch and the squelch of your boots whenever you step through the remains of the slug-beast.
The glyphs continue to pulse eerily.
I still need Dengar and Lokaloka reflex saves against the shadow breath.

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Reflex: 1d20 + 5 ⇒ (18) + 5 = 23

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Igaraise scowls at the scowling Dengar and gathers everyone around him. They then raise a claw and start to release sparks of lightening that crackle over everyone in a 30' sphere around them exciting the flesh of everyone in it and hurrying their natural healing to supernatural rates.
3 action 1st level heal: 1d8 ⇒ 6
Assuming we are out of combat that is.
After their electric healing spell, they look at the pilalr and back at everyone else. "Pillar, investigate and possibly deactivate, right?"

Game Master Tea |

Dengar crackles back to consciousness after Ygaraise's spell.
You move into the circular chamber. Before anyone approaches the pillar, Ysoldt spots a problem. The pillar is surround by almost invisible, magical sensors!
To make it safe, Ysoldt needs to get past them before dealing with summoning runes.
Rain says "If we can get closer, I can read the inscriptions properly! It looks like it's written in Azlanti!"
You have options - Acrobatics to get to the pillar and then either Thievery or Athletics to disable OR Dispel Magic to counteract the rune.

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Lokaloka attempts to contort her goblin body to get to the pillar.
Acrobatics: 1d20 + 5 ⇒ (7) + 5 = 12
Somehow, I don't think that's going to work

Game Master Tea |

Lokaloka attempts to contort her goblin body to get to the pillar.
[dice=Acrobatics]1d20+5
Somehow, I don't think that's going to work
You can get to the pillar but you will set the rune off. I believe there are hero points unspent by most of the group.

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Ok. I'll hero point it.
Acrobatics, HP: 1d20 + 5 ⇒ (9) + 5 = 14
not much better

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Sorry for the late post.
"Uh - okay, well. SInce you're already on the other side... What do you see there?"
Ysoldt takes out the tools from her vest and walks around the pillar a few times, observing the runes. She puts her tools away.
"Not mechanical. Picks won't help here." she knees down to look at one of the runes. "Let's see if this works. Step back, I never tried it. An old friend told me to give it a shot if necessary."
She takes her dagger, pinches her finger to draw some blood, and draws an extra circle around the runes.
Thievery, Disable Device: 1d20 + 7 ⇒ (1) + 7 = 8
A very shoddy circle, however. It resembles a triangle more than anything. She only realises once she stops focusing on the process, and instinctively jumps away and covers her face and eyes by her forearm.
She just stands there for a few seconds, waiting for something to happen...
"Eh ... I guess it worked?"
She shrugs.

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Igaraise has nothing they can readily do to help disable the runes. They look on from the sidelines with a few shouted suggestions and ideas. "Say we just topple it over if it won't disenchanted!"

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Seeing Ysoldt struggle, Lokaloka pulls out her thieves tools and tries her hand on the runes.
Thievery: 1d20 + 5 ⇒ (5) + 5 = 10
But seeing that her hands were slick and sticky with pickle juice, she doesn't make progress.

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Not sure if I can give it another shot. If not, disregard this.
Thievery, Disable Device: 1d20 + 7 ⇒ (14) + 7 = 21