Rolled 12, 17, 16, 11, 8, 1, 20, 19, 13, 5, 10 = 132 (11d20)
>>5371065>>5371146>>5371161>>5371178>>5371189>>5371195>>5371361>>5371394>>5371440>>5371461>>5371474The situation is desperate. You are impaled with a crossbow bolt, amply lacerated, your magic is fading. Though your two opponents ARE merely dwarves, one is no MERE dwarf—you can sense that much. Be it superior experience and training, or the magic of his axe, he remains decidedly deadly.
Luckily, you have been holding a secret weapon, attuned but mostly unused, on your right hand this whole time.
You sink to one knee, as if succumbing to blood-loss, or surrendering, and drop your swords with a clang and clatter. The dwarves are startled, wary… As they should be. When the lesser of the two moves to kick your weapons away, he catches a blast of firebreath for his troubles.
“Treacherous gecko!” the superior dwarf shouts.
To your displeasure, it seems both dwarves—the more dangerous one in particular—are somewhat shielded against the heat and smoke by their attire. Worse, the puncture through your back burns in response to your volcanic exhalation, implying some sort of damage to your fire-lung. The firebreath sputters to sooty smoke-breath in mere moments, as you choke and cough… But it buys you distance, as designed.
You reach across your body, taking hold of the ring on your right hand using the claws on your left. You feel a reckless, manic malice seize you, and you focus the last of your mana into the red gem—one of three—on your Ring of Elemental Command. It isn’t enough to cast a spell, but it’s enough to activate the ring’s secondary function—an emergency release for one of the three elementals trapped thereupon.
So your firebreath was insufficient for these persistent pests? Then how about a LIVING INFERNO?!
You release the fire elemental from its ruby-hued prison, and it explodes forth into renewed being in a wave of desert-like heat that forces even you—mostly heat-immune—to squint and turn away from its solar magnificence.
[5d20 for the Elemental's attack, DC 10/12/15; 3d20 Spellcraft to exercise some control over it; 3d20 Athleticism to escape the room before it goes supernova (DC depends on results of Spellcraft)]