Round 8, Part 2
Sierra spits out a retort as she stalks across the room. “I saw what you did to Brand. We all did. You’ll pay for that with your lives, then we’ll sell your gear to pay for raising him from the dead, bandit.”
She raises her hands, and a beam of rainbow light coruscates across the room. Heat, cold, the burn of acid, the tingle of electricity, and even a tooth-rattling vibration plays across the party.
Spoiler
Line spells affect both squares on the side of the intersection when traveling down a grid line (I can’t find the prior discussion we had on this, but I know we did). This one is a maximized Rainbow Blast.
10 points each of fire, cold, acid, electrical, and sonic damage. Reflex DC18 half. Note:
AC Reflex (1d20+3)[14] fail, 50 damage
Cendrik (1d20+10)[29] success, 25 damage; has fire resistance so 20
RexThaun (1d20+3)[4] fail, 50 damage
Xaanthios (1d20+2)[17] fail, 50 damage; halved with Share Pain
Melinda (1d20+2)[20] success, 25 damage
Taking advantage of their weakness, the salamander strikes at RexThaun again, landing a single blow on the bleeding dragonborn. The air elementals transform into small whirlwinds, spinning about and throwing up clouds of dust as they move amongst the party, making it hard to see and concentrate.
Spoiler
Spear (1d20+14)[34] for (1d8+6)[10] damage plus (1d6)[3] fire hit for 13 damage
(haste) Spear (1d20+14)[22] for (1d8+6)[14] damage plus (1d6)[5] fire miss
Spear (1d20+9)[15] for (1d8+6)[7] damage plus (1d6)[3] fire miss
Tail slap (1d20+12)[13] for (2d6+2)[8] and (1d6)[3] fire miss
Air elementals:
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
These are too small to do damage, but….
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
Spoiler: Map & Status
Sierra 3 damage, Orange warding, other buffs
S 74 damage, haste
Sae1 haste
Sae2 14 damage, haste
Downstairs Wall of Fire expires on round 10, part 1
AC 61 damage, Ref DC11 or on fire for 1d4 per round
Cendrik 20 damage
Rex 125 damage, Iron Guard’s Glare, Law Devotion (+3 AC)
Melinda 25 damage
Xaanthios +15 temp HP; Share Pain
Psicrystal +15 temp HP
=> Party