GM Glyn
|
The group rests up contemplating their battles and practicing their new skills during the day.
Djala asks if the group should return to take on the dwarf.
Squall hopes the dwarf doesn’t have any more hell dogs, but he doesn't want to leave him behind the group.
Galesong shivers ” I was afraid you would say that.”
R!Kktik comments that they have the choice to take the lift. He also suggested deactivating the magic in the crucible chamber hopping that would clear the smoke.
(Info: the Crucible fire pit can be deactivated by using Thievery, Religion or good old fashion violence by destroying it. You can easily do that during the rest of the day while you wait to regain spells. )
Status: (~8:00am)
Squall AC20 (42hp) (light)
Drake AC18(19) (29hp) (light. Mystic Armor)
R!Kktik AC19 (30hp)
Marguerite AC18 (29hp) (light)
Galesong AC18 (36hp)
Djalamora AC19 (42hp) (light)
| Drake Stormrider |
"I agree R!Kktik, let's see if we can figure out a way to deactivate the crucible. I can give you a hand trying to disable the machine."
Aid (Thievery): 1d20 + 7 ⇒ (10) + 7 = 17
GM Glyn
|
Drake agrees with R!Kktik that it’s worth a shot to deactivate the crucible.
During the rest they group makes a short trip to the crucible room, a large stone chamber with a deep pit in the center filled with molten slag and sizzling blood casting a hellish red gleam on the walls. The air is oppressively hot and thick with ash.
From a previous investigation you determine that the fire is sustained by ancient divine magic that also prevents the smoke from billowing far from this room. Since the magic needs constant upkeep--something somewhere, keeps this crucible pit going.
Drake assists the ratfolk, Tik begins working around the hot pit finding magic rune’s hidden under tiles along the edge. By scratching and altering the runes they are able to successfully disrupt the divine magic that feeds the device.
Almost immediately the glow of the molten slag begins to lessen and the heat starts dissipating. It remains to be seen if it causes any effect on the smoke in the tunnels.
Galesong nods, ” Feels better already. Less oppressive here.”
(Assuming the group is going into the smoke-filled tunnels after the dwarf, Any additional precautions? Last time, Squall and Djala had fashioned masks to use and everyone was holding their breath. )
Status: (~8:00am)
Squall AC20 (42hp) (light)
Drake AC18(19) (29hp) (light. Mystic Armor)
R!Kktik AC19 (30hp)
Marguerite AC18 (29hp) (light)
Galesong AC18 (36hp)
Djalamora AC19 (42hp) (light)
| "Squall" Blacktail |
Squall plans to mask up and and hold his breath again, unless the tunnel is significantly clearer by the time they get back to it.
| Drake Stormrider |
Drake will also plan to hold his breath, and can plan to make a small quick bubble of clear air every couple of turns with Gale Blast.
GM Glyn
|
The group returns to the elevator room without encountering any monsters. Looking at the tunnel, it is still as smoke-filled as ever. Perhaps the crucible fire was kept burning by the dwarf’s presence, and the source of the tunnel smoke is yet to be discovered.
Squall and Djala put on their masks, and everyone takes a deep breath before entering the smoke-filled tunnels. Every so often, Drake takes a step away from the party and casts Bale Blast, creating a temporary bubble of clean air, allowing everyone to refresh their held breath.
Slowly, the group moves through the smoke-filled tunnel, stepping over the dead hellhounds. They find Squall’s hatch, but not the lost shortsword. Following the sounds of metal hitting metal, you move deeper into the tunnel. After some 60 feet, the smoke becomes harder to breathe and see through. (Anything more than 5 feet away is concealed. Breathing the heavy smoke in Foundry area you’ll have to roll a DC16 fortitude)
The noise of metal on metal is deafening, and the area ahead glows red with heat. Someone is striking metal just ahead. You hear the dwarf turn as he growls ”You have interrupted my work for the last time! Now you die!”
Galesong cast a 1st rank Spirit Link on Squall. Then tries to mime an action of attacking the dwarf to inspire the group, but he fails to get it to linger any longer than a round. (Due to the smoke only those adjacent to him benefit from the Courageous Anthem)
bellows out ” Let’s clear the air of the dwarf! “ to inspire the group, but he fails to make it linger. Following up action is to cast a 1st rank Spirit Link on Squall.
Marguerite Ruysch, Initiative : 1d20 + 6 + 1 - 4 ⇒ (17) + 6 + 1 - 4 = 20
R!Kktik, Initiative : 1d20 + 6 + 1 - 4 ⇒ (18) + 6 + 1 - 4 = 21
Djalamora Vestrilavia, Initiative : 1d20 + 5 + 1 - 4 ⇒ (19) + 5 + 1 - 4 = 21
Squall Blacktail, Initiative : 1d20 + 9 + 1 - 4 ⇒ (9) + 9 + 1 - 4 = 15
Drake Stormrider, Initiative : 1d20 + 5 + 1 - 4 ⇒ (15) + 5 + 1 - 4 = 17
Galesong, Initiative : 1d20 + 8 + 1 - 4 ⇒ (12) + 8 + 1 - 4 = 17
Dwarf, initiative: 1d20 + 11 ⇒ (1) + 11 = 12
Galesong vs Dwarf blue
◆◆Spirit Link to Squall
◇ Lingering Composition DC 19 : 1d20 + 8 ⇒ (6) + 8 = 14
◆Courageous Anthem +1 status to attacks, damage, and fear saves.
Everyone can act before the dwarf, Courageous Anthem +1 hit, damage, fear save if within 5ft of Galesong.
Round 1 A
* R!Kktik AC19 (30hp) Breath 5
* Djalamora AC19 (42hp) (light) Breath 7, mask +1 save
* Marguerite AC18 (29hp) (light) Breath 6
* Drake AC18(19) (29hp) (light. Mystic Armor) Breath 5
Galesong AC18 (36hp) (spirit link to Squall) Breath 5/7
* Squall AC20 (42hp) (light) Breath 6 , mask +1 save
Unknown Dwarf (0= 0hp)
Djalamora Vestrilavia
|
Djala nods and lashes out at the dwarf before guarding the retreat, hoping to draw the dwarf back to cleaner air.
glaive 1: 1d20 + 10 ⇒ (15) + 10 = 25 for slashing, holy: 1d8 + 4 ⇒ (4) + 4 = 8 plus deadly, if relevant: 1d8 ⇒ 3
Ready to move once everyone moves back, guarding the retreat. This includes Galesong, so might need to wait until the next round.
◆ Strike
◆◆ Ready to move
| Drake Stormrider |
Drake falls back into the tunnel until he has a little space and then casts Gale Blast to pop open a bubble of clean air.
| Marguerite Ruysch |
Marguerite will cast Sleep in the area that the Dwarf is in. Will DC 19
Then, if the Dwarf does not fall asleep, Marguerite will back out also.
But, if the Dwarf did fall asleep, then Marguerite will say, "He's asleep. We can approach quietly, if you want to."
| "Squall" Blacktail |
Squall recovers and holsters his recovered hatchet, but seems peeved (though not terribly surprised) that the dwarf seems to have claimed the sword he left behind.
When they finally hear the dwarf again, the tengu focuses on the sound of the enemy's voice. He slowly and quietly backs up, hiding behind a pillar of rock, where he can help guard Djala and Galesong's retreat. Once in place, he uses the loud, angry smith's own noise to keep track of his foe's location.
◆ Hunt Prey on the dwarf (hearing is enough for this)
◆ Sneak (Stealth +7)
◆ Seek (Perception +9, +2 for Hunt Prey)
GM Glyn
|
T!Kktik taps Drake on the shoulder, motioning for the group to retreat back up the tunnel to a more favorable position. The Ratfolk move back to the lift room.
Djala lashes into the smoke where she thinks the dwarf is (Concealed DC5 flat check: 1d20 ⇒ 4), missing the creature. She is ready to make a guarded fallback action.
Drake falls back along the tunnel, creating a pocket of fresh air around him with a Gale Blast.
(5’ emanation of fresh are around Drake for 1r)
Marguerite cast a 1st rank sleep spell in the area where she believes the dwarf is. The spell goes off, but the dwarf seems unaffected by the magic. The Sorcerer backs away from the forge area following the others’ lead.
Squall, upon hearing the dwarf, begins to quietly hunt it as prey and silently moves back to a defensive pillar of rock to guard the others' retreat.
The dwarf drops the shortsword he was reforging on the anvil as he turns your way and begins to chuckle in a deep raspy voice ” You were foolish to disturb my work again, but soon your souls will join the other links in my chain!”
As your foe Steps forward, Djala sees a dwarf wielding a long, spiked chain with leathery flesh stretched thin over its skeletal body, glowing hot like a forge fire. Its hair and beard are made of fire and smoke, and the gaze from pupilless eyes feels like it burns her soul.
Djala reacts by striding back in a guarded retreat, stopping just past Squall.
The Dwarf lets out another dry raspy chuckle ” You can run, but you will only die breathless; it makes no difference to the chain.” It strides up to Squall, where the ranger can feel the heat radiating from the dwarf’s body.
Galesong, not wanting to get left behind, moves back next to Drake and the fresh pocket of air he created. ” It’s a demon dwarf who will steal our souls if we don’t kill it!” While his words inspire all allies with courage, he fails to get it to linger.
Marguerite rank 1 sleep spell DC19 will, Incapacitation: 1d20 + 11 ⇒ (14) + 11 = 25
Squall Stealth vs 21(17) perc DC: 1d20 + 7 ⇒ (10) + 7 = 17
Dwarf
◆ Swap hammer for spike chain weapon
◆ Step
◆ Stride
Galesong
◆ Stride back to Drake
◇ Lingering Composition DC 19 : 1d20 + 8 ⇒ (3) + 8 = 11
◆Courageous Anthem +1 status to attacks, damage, and fear saves.
◆ Bardic lore Recall knowledge : 1d20 + 6 ⇒ (3) + 6 = 9
Everyone can act. Everyone gets Courageous Anthem +1 hit, damage, fear save.
Status: (~8:10am)
Round 2 A
* R!Kktik AC19 (30hp) Breath 5
* Djalamora AC19 (42hp) (light) Breath 7, mask +1 save
* Marguerite AC18 (29hp) (light) Breath 6
* Drake AC18(19) (29hp) (light. Mystic Armor) Breath 5
Galesong AC18 (36hp) (spirit link to Squall)(Courageous Anthem +1 tohit, damage, fear 1r) Breath 7/7
* Squall AC20 (42hp) (light) Breath 5/6 , mask +1 save
Unknown Dwarf (0= 0hp)
| Marguerite Ruysch |
Marguerite had to breath to cast sleep, so, Fort: 1d20 + 6 ⇒ (16) + 6 = 22 She is Sickened 1
◆ Get out sling
◆ Load
◆ Strike (probably with lesser cover) w/anthem: 1d20 + 8 + 1 - 1 ⇒ (5) + 8 + 1 - 1 = 13for: 1d6 + 1 ⇒ (4) + 1 = 5
Djalamora Vestrilavia
|
Grabbing a breath in the fresh air from Galesong, Djala orders everyone to retreat. "Fall back! It's too dangerous here." She lashes out again where she thinks the dwarf is standing.
flat check: 1d20 ⇒ 16
glaive: 1d20 + 10 + 1 ⇒ (18) + 10 + 1 = 29 for slashing, holy: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 plus deadly, if relevant: 1d8 ⇒ 5
◆ Strike
◆ Ready to fall back
| "Squall" Blacktail |
Squall tests the dwarf's defenses with several quick swings, then falls back behind Djala.
◆ Twin Takedown (if both hit, add damage before applying resistance/weakness):
+1 cold iron shortsword, CA: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16; damage (versatile S): 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
hatchet, flurry map, CA: 1d20 + 9 - 2 + 1 ⇒ (10) + 9 - 2 + 1 = 18; damage (S): 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
◆ Strike: +1 cold iron shortsword, flurry MAP, CA: 1d20 + 10 - 2 + 1 ⇒ (18) + 10 - 2 + 1 = 27; damage (P): 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
◆ Stride
GM Glyn
|
Marguerite had to breath to cast sleep, so ...
Marguerite was in the tunnel where breathing the smoke is only sicken 1 with no other risk. Also under holding breath spell casting only reduces your you held breath by 2 rounds. Some spells (IE: Auditory trait, Courageous Anthem - using inspiring words) require speaking or equivalent would use all of one's breath. So, Marguerite is not sicken and currently in Drake's temporary clean air pocket.
| Drake Stormrider |
Drake slides further down the tunnel and casts Gale Blast, opening a further bubble of clean air for the retreat.
◆Stride
◆◆Gale Blast
GM Glyn
|
Marguerite flings a sling bullet past the dwarf missing him.
Djala slashes at the dwarf in the smoke hitting him with her glave as she prepares to fall back again, calling for the others to fall back unfortunately she takes a lung full of smoke. (Sicken 1) The dwarf shrugs off the wound as if it's a small cut.
Squall tests his blades against the dwarf missing twice before connecting with the third swing. The dwarf grunts from the wound. ” Aa you have some fire in your belly, but not enough to stand and fight!”
Drake moves further down the tunnel and creates another bubble of clean air around him.
BOT: Tik
Tik remains in the lift room waiting for the others to retreat.
The dwarf steps up to strike at Djala only to have her fall back. ” Stand still and I’ll make your deaths quick.” He strides forward singing his chain weapon at Galesong. He whips the chain around the bard’s leg and yanks back, tripping the halfling. Galesong faceplants in the ground with an audible thump. The Dwarf chuckles with a dry raspy voice ” Stay awhile take a load off your feet. I insist!”
Galesong scrabble back to his feet and runs past past everyone stopping just past Drake and taking a deep breath ”That dwarf is most unfriendly, do try to stop him with maximum force!” The halfling whistles an inspiring tune just catchy enough to linger for a few rounds.
Dwarf vs Galesong.
◆ Step
◆ Stride
◆ trip attack with Chain athletics : 1d20 + 14 ⇒ (14) + 14 = 28 to trip DC19 Reflex damage if crit: 1d6 ⇒ 4
Galesong
◆ Stand
◆ Stride back to Drake
◇ Lingering Composition DC 19 : 1d20 + 9 ⇒ (10) + 9 = 19
◆Courageous Anthem +1 status to attacks, damage, and fear saves.
Everyone can act. Everyone gets Courageous Anthem +1 hit, damage, fear save.
Round 3 A
* R!Kktik AC19 (30hp) Breath 5
* Djalamora AC19 (42hp) (light) (sicken 1) Breath 0/7, mask +1 save
* Marguerite AC18 (29hp) (light) Breath 4/6
* Drake AC18(19) (29hp) (light. Mystic Armor) Breath 5
Galesong AC18 (36hp) (spirit link to Squall)(Courageous Anthem +1 tohit, damage, fear 3r) Breath 7/7
* Squall AC20 (42hp) (light) Breath 3/6 , mask +1 save
Unknown Dwarf (-6-10= -16hp)
Djalamora Vestrilavia
|
Delaying until Marguerite and Squall get out of the way.
| Marguerite Ruysch |
Marguerite attempts to Daze the Dwarf for: 1d6 + 1 ⇒ (3) + 1 = 4 mental damage. Basic Will save DC 19
Then, she will move out.
| "Squall" Blacktail |
Squall backs away, to draw the angry dwarf further along the tunnel. He stops on the other side of a rocky column from Djala, to shield the casters' retreat and give the elf a clear path to pull back in turn. He keeps his weapons ready in case the dwarf pursues him rather than the champion.
◆ Step
◆◆ Ready to use Twin Takedown if the dwarf comes within reach
+1 cold iron shortsword, CA: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30; damage (P): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
hatchet, flurry MAP, CA: 1d20 + 9 - 2 + 1 ⇒ (14) + 9 - 2 + 1 = 22; damage (S): 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
| Drake Stormrider |
Drake moves out of the tunnel, taking a deep breath of clean air. He takes a moment to think if he knows anything about this kind of creature, then calls forth his shield in case he is attacked.
◆Stride
◆Recall Knowledge (Religion): 1d20 + 5 ⇒ (14) + 5 = 19
◆Shield AC 19
Djalamora Vestrilavia
|
Djala moves back to the tunnel entrance, coughing from the smoke. She takes a deep breath of clear air and casts shield on herself.
◆ Stride
◆ Stride
◆ Shield
GM Glyn
|
Marguerite throws a Daze spell at the dwarf, He grunts from the pain of a mental attack. She moves back into the lift room.
Squall back away trying to draw the angry dwarf further ready to strike him if he closes.
Drake moves out of the smoke-filled tunnel. He thinks for a moment about the foe, but he doesn't recall anything useful as he conjures a magic shield.
Djala moves back into the lift room taking a deep breath and she also shields herself. (Clearing Sickened 1: Will need to take an action to retch)
BOT: Tik[/b]
Tik counts heads realising Galesong and Squall are still in the smoky-tunnel. He tries to recall what he knows about this type of dwarf and comes up empty.
The dwarf moves up to Squall only to be hit twice by the Tengu ranger. The dwarf curses from the double blows ” So one of you has some teeth!”. The dwarf retaliates with two lashes from his chain both hitting the Tengu hard. The dwarf skeleton-like face grins at the inflicted pain ” Pain is good for the soul!”
Galesong gulps seeing Squall take the hits then feels the pain as the sprite link transfers a small portion of the wounds to him. The bard cast a new 2nd rank soothe spell on Squall healing some of his wounds before falling back into the lift room. ”Fall back Squall!” The Courageous Anthem continues to linger in the air.
smoke DC5 Obscuring: 1d20 ⇒ 5
dwarf will DC19 save vs Daze: 1d20 + 11 ⇒ (2) + 11 = 13
Dwarf vs Squall.
◆ Stride
◆ strike Soul Chain: 1d20 + 15 ⇒ (14) + 15 = 29 to hit; damage : 2d8 + 5 ⇒ (5, 4) + 5 = 14 plus : 1d6 ⇒ 2 fire
◆ strike Soul Chain w/-5map: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20 to hit; damage : 2d8 + 5 ⇒ (5, 6) + 5 = 16 plus : 1d6 ⇒ 1 fire
Glalesong
◆◆ Soothe 2nd rank on Squall: 2d10 + 8 ⇒ (2, 10) + 8 = 20
◆ Stride
Tik
◆ Recall Knowledge R!Kktik, Religion:(wis): 1d20 + 1 ⇒ (17) + 1 = 18
Everyone can act. Everyone gets Courageous Anthem +1 hit, damage, fear save.
Round 4 A
* R!Kktik AC19 (30hp) Breath 5
* Djalamora AC19 (42hp) (light) (sicken 1) Breath 7, mask +1 save
* Marguerite AC18 (29hp) (light) Breath 6
* Drake AC18(19) (29hp) (light. Mystic Armor) Breath 5
Galesong AC18 (36-2= 34/36hp) (spirit link to Squall)(Courageous Anthem +1 tohit, damage, fear 2r) Breath 7
* Squall AC20 (42-16-17= 9+2+20= 31/42hp) (light) Breath 1/6 , mask +1 save
Unknown Dwarf (-6-10-4-7-9= -36hp)
| "Squall" Blacktail |
Apart from some grunts from the impact, Squall remains silent during the exchange of blows, which probably only annoys the dwarf further. The tengu stabs and hacks at his foe a bit longer before finally retreating to the lift room, where he gasps for fresh air.
◆ Twin Takedown:
+1 cold iron shortsword, CA: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21; damage (P): 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
hatchet, flurry MAP, CA: 1d20 + 9 - 2 + 1 ⇒ (20) + 9 - 2 + 1 = 28; damage (S): 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
◆ Strike: +1 cold iron shortsword, flurry MAP, CA: 1d20 + 10 - 4 + 1 ⇒ (12) + 10 - 4 + 1 = 19; damage (P): 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
◆ Stride
With the heavy hits this guy dishes out, I'm glad we got to level up before this fight!
| R!Kktik |
What's likely to do this thing damage? Better not assume they're undead, fire's probably useless, and I don't trust cold. Acid it is! Tik turns a versatile vial into a moderate acid flask and readies an action to throw it once he can see the dwarf.
Held attack, including courageous anthem and item bonus: 1d20 + 8 + 1 + 1 ⇒ (7) + 8 + 1 + 1 = 17
Persistent acid damage, if applicable: 2d6 + 1 ⇒ (2, 3) + 1 = 6
In any case, it takes 2 points acid splash damage.
| Marguerite Ruysch |
"Drop Prone"
She Commands it. Will Save DC 19
She will load her sling.
GM Glyn
|
Taking some damage, Squall stabs and hacks at the dwarf, only the hatchet lands a blow, but it is a critical hit. The dwarf snorts ” Your going to have to do better than that!” The tengu retreats into the fresh air.
Drake delays
R!Kktik debates what bomb to use before deciding on acid for when the dwarf can be seen.
Marguerite sends a magic command for the dwarf to fall prone, but he is unaffected.
BOT: Djala retches to clear her sicken condition and readies an action to strike the dwarf if in comes within her reach 10’
The dwarf strides into view stopping 5ft from the end of the smoke-filled tunnel. You see a gunt dwarf whose beard and hair are made of smoke and fire. Pupilless eyes stare into your soul from a skeletal face with a thin layer of eathery flesh that radiates fiery heat. He fingered a length of black chain.
Tik throws his acid bomb missing the dwarf, but still catching him in the splash.
Djala slashes at him with her Glave, but just misses the dwarf.
The fiery dwarf sucks in a deep breath and breathes out a cloud of stinging soot, ash, and glowing embers into a 30ft cone. (Everyone on their turn Basic Reflex DC21 save vs Forge Breath or take 24 fire damage. On a fail you are also blinded for 1 minute. Area effects persist for 1 round. Creatures within clouds are concealed.)
Galesong resists the forge breath air taking only some damage plus some spirit link damage from Squall. He telekinetically throws some rocks missing the dwarf before stepping out of the area effect. The bard coughs waving his hand in front of his face ” Some give that dwarf a breath mint!” (Courageous Anthem lingering for 1 more round)
smoke DC5 Obscuring: 1d20 ⇒ 20
dwarf will DC19 save vs Daze: 1d20 + 11 ⇒ (12) + 11 = 23
Djala’s readied action
RS glaive: 1d20 + 10 ⇒ (11) + 10 = 21 for slashing, holy: 1d8 + 4 ⇒ (2) + 4 = 6 plus deadly, if relevant: 1d8 ⇒ 2
Dwarf
◆ Stride
◆◆ Forge Breath. 30’ cone. Each creature that starts its turn or moves into the area takes 6d6 ⇒ (3, 5, 3, 1, 6, 6) = 24 fire damage with a DC21 Basic Reflex save. A creature that fails is also blinded for 1 minute. Creatures within the cloud are concealed, but not from the Dwarf. Cloud persists for 1d4 ⇒ 1 Rounds.
Glalesong
Reflex save vs DC21: 1d20 + 9 ⇒ (15) + 9 = 24
smoke DC5 Obscuring: 1d20 ⇒ 17
◆◆Telekinetic Projectile w/+1bard: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18 to hit, damage w/+1bard: 2d6 + 1 ⇒ (1, 3) + 1 = 5 Bludgeoning
◆ Step
Everyone can act. Courageous Anthem +1 hit, damage, fear save. Everyone roll DC21 basic reflex vs 24 pts fire. Also blinded for 1 min if the check fails.
Round 5 A
* R!Kktik AC19 (30hp) Breath 5
* Djalamora AC19 (42hp) (light) Breath 7, mask +1 save
* Marguerite AC18 (29hp) (light) Breath 6
* Drake AC18(19) (29hp) (light. Mystic Armor) Breath 5
Galesong AC18 (34-12-2= 20/36hp) (spirit link to Squall)(Courageous Anthem +1 tohit, damage, fear 1r) Breath 7
* Squall AC20 (31+2= 33/42hp) (light) Breath 1/6 , mask +1 save
Forge Dwarf (-36-12-2= -50hp)
| "Squall" Blacktail |
Ref: 1d20 + 9 ⇒ (2) + 9 = 11
Hero Point: Ref: 1d20 + 9 ⇒ (7) + 9 = 16
Sigh. So normal fail instead of crit fail, at least. So I'm still up, but going to be useless for a while. OWW.
Squall squawks a vile-sounding curse in his native language as the dwarf's breath burns and blinds him. He tucks his hatchet into his belt to free up a hand to help guide himself out of the lingering flames, into the clear air of the passage to the south.
◆ Interact to stow hatchet
◆, ◆ Stride twice (at half speed for blind) out of the room
Djalamora Vestrilavia
|
Djala narrows her eyes and tries to keep the burning soot out of them.
Reflex save vs. initial blast: 1d20 + 5 ⇒ (19) + 5 = 24 -12 HP
I think I get a retributive strike on the dwarf.
Retributive Strike ↺ Trigger An enemy damages your ally, and both are in your champion’s aura; Effect You protect your ally and strike your enemy. The ally gains resistance to all damage against the triggering damage equal to 2 + your level (5). If the enemy is within reach, make a melee Strike against it.
If so, take THAT!
RS glaive: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14 for slashing, holy: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 plus deadly, if relevant: 1d8 ⇒ 4
Or not. *sigh*
Reflex save for starting in the blast zone?: 1d20 + 5 ⇒ (17) + 5 = 22 -12 HP?
Coughing once again on the fumes, Djala slashes wildly at the dwarf.
glaive 1: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 for slashing, holy: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12 plus deadly, if relevant: 1d8 ⇒ 2
Hero Point: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
concealment: 1d20 ⇒ 8
glaive 2: 1d20 + 10 + 1 - 5 ⇒ (10) + 10 + 1 - 5 = 16 for slashing, holy: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 plus deadly, if relevant: 1d8 ⇒ 3
concealment: 1d20 ⇒ 1
Then heals herself a little bit, hoping to stay standing long enough for everyone else to get out.
If 22 doesn't hit, we are WAY outclassed.:/
↺ Retributive Strike
◆ Strike
◆ Strike
◆ Lay on Hands +12 HP
| R!Kktik |
Reflex save: 1d20 + 10 ⇒ (17) + 10 = 27
The ratfolk quickly ducks behind cover, avoiding much of the breath weapon damage. Then he scuttles forward to the edge of the smoke, draws a prepared bomb and hurls it at the dwarf in one smooth motion, and retreats.
Moderate frost vial attack, including courageous anthem and item bonus: 1d20 + 8 + 1 + 1 ⇒ (20) + 8 + 1 + 1 = 30
Cold damage, including courageous anthem and splash: 2d6 + 1 + 2 ⇒ (5, 1) + 1 + 2 = 9
The dwarf also takes a-10' penalty to his movement rate until my next turn.
| Marguerite Ruysch |
Reflex: 1d20 + 8 ⇒ (12) + 8 = 20
Hero Point Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Sling at the Dwarf: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Attempt to Daze the Dwarf: 1d6 + 1 ⇒ (3) + 1 = 4 Will save DC 19
| Drake Stormrider |
Reflex: 1d20 + 7 ⇒ (4) + 7 = 11
Hero Point Reflex: 1d20 + 7 ⇒ (19) + 7 = 26
Avoiding the worst of the blast, Drake casts a spell of protection on Djala, knowing that she will be in the front line. He then moves out of the dwarves breath zone.
◆◆Resist Energy Djala will have resistance 5 against fire for 10 minutes.
◆Stride
GM Glyn
|
Squall tries heroically to resist the Forge Breath, but fails, taking a face full of burning blinding soot.
Djala manages to resist the burning soot taking only partial damage. She makes a retributive Strike against the dwarf that misses. (Applied Retributive resistance to Margerite )
Tik ducks taking only partial damage from the burning soot.
Marguerite heroically resists the forge breath taking only partial damage.
Drake also musters his heroic energy and resists the blast of soot.
Blind for now, Squall moves out of the room and stows his hatchet.
Coughing Djala slashes wildly at the dwarf and just hits him with a heroic effort on her first strike. The dwarf grunts in pain, but is still standing. She uses lay-on-hands to heal her wounds. (Only apply the Forge Breath at start of turn or when moved into it.)
The ratfolk scuttles forward to throw a frost bomb at the dwarf critically hitting him then retreats back. The cold is particularly effective on the dwarf as you can see him begin to frost spread across his body from the point of impact smothering his internal fire until the dwarf is frozen solid.
Marguerite Marguerite and Drake hold their actions seensing the dwarf is defeated.
The Forge Breath quickly dissipates lasting only a single round.
**** Combat is Over ****
Over the next minute Squall’s able to clear his eyes and can see once again. A quick search of the frozen dwarf finds only a Warhammer and a long black chain.
Status: (~8:10am)
Round 5 A
R!Kktik AC19 (30-12= 18/30hp)
Djalamora AC19 (42-12+12= 42/42hp) (light)
Marguerite AC18 (29-12+5 = 22/29hp) (light)
Drake AC18(19) (29-12 = 15/29hp) (light. Mystic Armor)
Galesong AC18 (20/36hp)
Squall AC20 (33-24= 9/42hp) (light)
Forge Dwarf (-36-12-2-12-18-5= -85hp)
| Drake Stormrider |
"Give me a moment look them over R!Kktik." Drake takes a few seconds to focus on the items, trying to discern if they are magical.
Since you said I held my action are we saying I didn't cast the Resist Energy spell on Djala?
| Marguerite Ruysch |
Marguerite hovers over her allies like a mother hen. "I hope you all feel better."
She is casting a three action second-level Heal
Everyone heals up: 2d8 + 4 ⇒ (7, 4) + 4 = 15
GM Glyn
|
"Give me a moment look them over R!Kktik." Drake takes a few seconds to focus on the items, trying to discern if they are magical.
Since you said I held my action are we saying I didn't cast the Resist Energy spell on Djala?
Drake can discern that the chain weapon is magical. (Make a Id magic roll to Identify DC20.)
(Resist Energy Spell: You have the choice to cast or not cast it.)
| Drake Stormrider |
I'll choose to have not cast it.
Arcana: 1d20 + 11 ⇒ (10) + 11 = 21
| "Squall" Blacktail |
Once he is reassured that the dwarf is dead, and that he and his companions are out of immediate danger, Squall sits down with his back against a wall to rest. He curses softly to himself until his vision clears, but soon resumes once he can see how bad his burns are--and how many feathers he's missing because of it.
Squall is still badly hurt after Marguerite's spell, at just above half his max HP. This encounter has left him in a fowl mood...
GM Glyn
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Drake spends ten minutes studying the dwarf’s chain weapon magic aura he learns that in the dwarf’s hands it did an additional 1d6 fire damage, but for any user it is just +1 striking spiked chain.
Squall kicks the frozen dwarf just to make sure it's dead as he assesses his singed plumage.
Galesong spends 20 minutes treating wounds first which he critically fails causing more harm than good ” Ouch, that’s not supposed to hurt more! Drat.”
Galesong Treat wounds DC15: 1d20 + 8 ⇒ (1) + 8 = 9 1d8 ⇒ 1
When treating Squall he just fails ” Hold still, stop fidgeting I’m an expert I know what I’m doing! Well that didn’t work!”
Galesong Treat wounds DC15: 1d20 + 8 ⇒ (5) + 8 = 13
Over the 20 minutes you notice the smoke is starting to clear enough to breath while exploring the tunnel and check out the Forge room where you find that the Forge fire has gone out.
The once blistering hot massive forge is starting to cool since its strange orange light has gone out, it was responsible for the hellish atmosphere in the room. The forge takes up the entire far wall of the cavern. Between the forge and the entrance stands a massive anvil, and nearby rest hammers, tongs, and other blacksmithing tools. A partially reforged shortsword is resting on the anvil not usable in its current condition. A fissure in the back of the cave drops some 30 feet into an opening below providing a possible alternative way down to the lower level for a skillful climber. You also discover a magic lifting belt in the dwarf’s belongs.
Status: (~8:30am)
R!Kktik AC19 (30hp)
Djalamora AC19 (42hp) (light)
Marguerite AC18 (29hp) (light)
Drake AC18(19) (29hp) (light. Mystic Armor)
Galesong AC18 (20+12-1= 31/36hp)
Squall AC20 (9+12= 21/42hp) (light)
Djalamora Vestrilavia
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Djala helps heal up Squall. She casts Lay on Hands as much as is needed. 12 HP/casting, 2 focus points
Assurance Medicine: 2d8 ⇒ (8, 5) = 13
Upon hearing about the chain, she perks up a bit. "Would anyone be willing or able to transfer that rune to my glaive? Or one of friend Squall's weapons?"
Looks like it's a day to transfer and would be 6.5 gp to get striking (3.5 gp for the +1).
"Do you wish to rest again before descending? I am adept at climbing and have additional rope and pitons to aid others, should we wish to descend in that manner, rather than the lift."
GM Glyn
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Tik suggested using a rope to climb down the rock fissure instead of taking the lift contraption down to the Kobold Warrens.
Djala uses her lay on Hands ability and Medicine Assurance to heal everyone to full.
She asks if anyone would be willing or able to transfer the striking rune to her glave. Unfortunately it takes someone skilled in magic crafting to transfer the runes. The service is available at the High Market in Falcon’s Hollow which you can access due to slaying the Darkmoon Beast.
Galesong pipes up ”In a pinch I can enchant your weapon for a short time. But I lack the skill to transfer the magical runes.”
(Options: Continue into the lower level via the lift or the rock fissure, Return to town to have a rune transferred, or other )
Status: (~8:50am)
R!Kktik AC19 (30hp)
Djalamora AC19 (42hp) (light)
Marguerite AC18 (29hp) (light)
Drake AC18(19) (29hp) (light. Mystic Armor)
Galesong AC18 (36hp)
Squall AC20 (42hp) (light)
| Drake Stormrider |
"I think climbing down this way, we are less likely to immediately run into trouble. The lift is more likely to be guarded, or at least watched."