The Forge of Fury

"C'mon Ears, time to do your thing. Check this gate over and lets get it open. Gerlari, Lusk - get ready for anything that might be on the otherside waiting for us." Sabern whispers to the others as he takes a step back to allow room for Ears to work.

[sblock=OOC]

Let's get this gate open and hunt down some more stuff! ;)

[/sblock]
 

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Gerlari raises his great axe in a solid double handed grip, prepared to do battle.

[sblock=OOC]Yes, let's! Ready Action to attack anything that comes through the door.[/sblock]
 

Cautiously he approached the odd straw-filled gate, wondering if the orcs enjoyed stuffing random things with straw. Musing to himself, “I suppose that makes for a fun time, stuffing things. Mushrooms preferably, but gates if you insist…”

Examining the straw, the gate and how it was done he wonders, “What in the Nine Hells…”

Testing the gate for traps, then whether is locked the half elf sets about opening it.

[sblock=OOC]

Not sure what dice are needed here, so in the effort to get us moving here are a bunch:
Forge of Fury - Myth-Weavers

[/sblock]
 

Auris

Auris stands ready to splash anything that may come through this door.

[sblock=OOC]

Ready action: acid splash.

active spell: Mage Armor

---

Auris D'Leroy
AC 18 (T17, FF13), HP 40/40, F +5,R+7,W+6

Spells: 5/7 , 3/4
Electric Ray: 5/6 (+6, 1d6+2)

Sorcerer Spells Known:
DC = 10 + spell level + 3
Cantrips- 6, 1st- 3, 2nd- 1, + 1 bloodline spell
0: Acid Splash, Detect Magic, Read Magic, Dancing Lights, Disrupt Undead, Mage Hand
1: Mage Armor, Magic Missle, Sleep - Burning Hands (electric)
2: Glitterdust

Wand: 49/50

Effects: -

XP: 6,000


[/sblock]
 

The ceiling soars 30 feet high in the center of this impressive chamber, and the walls are carved in images of dwarves at their forges. Two large stone doors exit to the north and south. Several old skeletons lie scattered near the northern door. A gate of wrought iron stands in the western wall.

In the center of the floor, a natural rift descends sharply. Dozens of stone steps lead down into darkness. From far below you can hear the distant sound of running water, and a curious buzzing noise.

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KEY:
l l = mountain
lxl = crates and barrels
lxl = dead bodies
lDl = door
l l = stairs down


L = Lusk
G = Gerlari
S = Sabern
A = Auris
E = Ears
s = stirges

[sblock=Combat]

Code:
[U]Character         HP    AC    In hand/Condition[/U]
Ears              [COLOR=#00ff00]35[/COLOR]    18    [COLOR=white]s.sword[/COLOR]/none
Auris             [COLOR=lime]38    [/COLOR][COLOR=royalblue]21[/COLOR]    wand/mage armor
Gerlari           [COLOR=lime]55    [/COLOR][COLOR=white]18[/COLOR]    g.axe/none
Lusk              [COLOR=lime]56    [/COLOR][COLOR=white]21   [/COLOR]axe&shield/none
Sabern            40    [COLOR=orange]18    [/COLOR]c.bow/none
[/sblock]
 
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The buzzing grows louder, and then four large flying things - birds, insects, bats, it's hard to say - emerge from the stair well and arrow towards you!

[sblock=Edit] Edited in there postion on above map [/sblock]

[sblock=Ears] Trapspotter = area to the north near the door is trapped. [/sblock]
 

Attachments

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Gerlari homes in on the buzzing from the chasm and reacts with his usual decisiveness. He drops his axe and quickly unlimbers his bow, knocking an arrow and letting fly in one smooth motion.

[sblock=Actions]Free: Drop Axe
Move: Ready Bow
Standard: Attack farthest Stirge[/sblock]

[sblock=Stat Block]
Code:
   HP: 55/58       AC: 18      AC(T): 13  AC(FF): 15   Init: +03
  BAB: 04     CMB/CMD: 08/21     ACP: 00     ASF: 00   Perc: +04

RAGE (8/9 Rnds per Day):
   HP: 55/58       AC: 16      AC(T): 11  AC(FF): 13   CMB/CMD: 10/21

Saving Throw   Total  Base   Mod  Misc   Special
Fort:            09     6     +3         +2 when Raging 
Ref:             03     0     +3          
Will:            00     0     +0         +2 when Raging, +1 vs. Fear

Weapon                     Attack    Damage      Critical     Special
+1 Great Axe               +9        1d12+07        20/x3     +1 to Confirm Crits
+1 Great Axe (PA)          +7        1d12+13        20/x3     +3 Critical Damage
Comp Longbow (MW, STR +4)  +8        1d08+04        20/x3        (All Attacks)
[/sblock]
 
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Sabern hastily levels his crossbow towards one of the flying stirges. Taking but a moment to track one of the stirges flight, he squeezes the lever on the crossbow letting a bolt fly as he exhales calmly. The bolt arcs harmlessly through the air as it clatters somewhere down the stone steps ahead.

[sblock=OOC]

Init -- 1d20+1=18

Attack -- 1d20+4=6

[/sblock]
 
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Ears calls softly, “Trap near the northern door, beware!” Settling his shoulders with a roll, he prepares his sword for action.

[sblock=Combat dice]

Hold until the striges close for combat, then move/attack as needed/necessary! If none close within melee, sheath my sword and wait/see what presents itself.

Dice here: Forge of Fury - Myth-Weavers

[/sblock]
 

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