GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

GM:
I thought the three doors were the cells, and so I was approaching those two hallways to east and west -- are there doors 5' in that I'm not seeing well? If so, Kilthan will listen at each and then open them a crack, if it's safe, to get a look -- I thought there was no door there so I was going to peek down the 'hallways'


Kilthan:
I have been marking your path on the map. The three doors are the cells, but north of those. Both of the hallways north of the cells end in a regular door that is shut.

To the east, you peek in and no one is inside. This storage room contains a half-dozen stirrup vases and scores of stoppered clay flasks. The distinct odor of tar hangs heavily in the air.

To the door to the west you peek in and no one is there This small cellar contains several barrels and hundreds of glass bottles on shelving to the south. The air is thick with the smell of vinegar.

Let me know if you want to check out either or both of the rooms more in depth or keep moving along. probably 3+ minutes so far plua whatever extra time you decide to check out the rooms, if any.

The two rooms have been revealed on the map.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

GM:
Kilthan nods to himself, Aye, there might be something fun to find, but I don't have the time to search these rooms right now -- maybe on the way back....

He heads north, into the large room and looks around for anything that seems out of place, starting to work his way around toward the northern passage (though stopping to look down the western hall).


Kilthan:
The opaque dome in the center reveals nothing of what is below, but seems to be some sort of solid, thick glass. moving around the central dome you come to the eastern side of the armory, which has a couple men working on repairs.

Moving the the north side of the dome reveals six identical cells each closed by a metal gate. The growl of a large feline breaks the silence, followed by several porcine grunts.

These cells are filled with animals that detect your presence, however it doesn't seem to be attracting any attention. There are 2 lions, a leopard, and 3 boars.

Past the cells appears to be an open hall that serves as a junction to other areas (much like the western hall that took you up to the arena.

Probably another 2 minutes or so checking out the various cells and peeking into the forge area. Lets say about 6 minutes have passed since you left the Coenoby.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

GM:
Kilthan thinks to himself, Outer ring again. More traffic out here, best go back part the animals to the center and work my way out... Worst case, I'll have mapped out the area and can figure out a better search system from there...

He rushes past the animals, knowing they can sense him anyway, slowing at the hub back to a reasonable, quiet speed, then heads east.. Don't want to let the forge distract me yet... And I don't know what's in the northeast area yet.


Kilthan:
Rounding the sphere in the middle you peek into the room to the east and see what looks to be a guard's barrack where they sleep at night. Currently there is a couple attendants taking a break at a small table. Add about a minute of time. The room before going into the barracks is a lavatory.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Sneakery:
Kilthan sneaks past the attendants and tries to get a look through the door to the north.


Kilthan:
You sneak past and open the door. The attendants don't see you, but one just happens to catch the door opening while you do it. Getting a quick glance in you see that it appears to be a pantry supplying the barracks here. you press up against the wall as the attendant comes over to close the door. He returns back to the table and resumes their break.

Attendant #1 Perception door: 1d20 - 4 ⇒ (18) - 4 = 14
Attendant #2 Perception door: 1d20 - 4 ⇒ (3) - 4 = -1
Attendant #3 Perception door: 1d20 - 4 ⇒ (15) - 4 = 11

Checking the other door to the east you see that it is the dormintory where the guards sleep. There are a couple in the now snoring.

Attendant #1 Perception door: 1d20 - 4 ⇒ (5) - 4 = 1
Attendant #2 Perception door: 1d20 - 4 ⇒ (16) - 4 = 12
Attendant #3 Perception door: 1d20 - 4 ⇒ (16) - 4 = 12

An attendant see that door open and begins to walk over to close it grumbling about how crappy it is to work in this place and they need to fix all the broken things they report and not to continually ignore it.

You are probably at somewhere between 8 and 9 minutes since you got the invisibility.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

More Sneakery:

Kilthan heads back across the centre chamber and into the forge-area, thinking he'd best investigate the passageway north from there... and then the door to the south. You know, it'd be nice if there was just a sign somewhere that said, "This way to the sinister stuff."


Kilthan:

The room to the north contains a secondary lift to the arena floor that is currently disabled. It would allow them to transport larger creatures up or back down.

The other room off of the workshop is where they keep a stock of various weapons for training and fighting in the arena. They are all pretty common in quality and unremarkable.

2 more minutes spent. between 10 and 11 minutes since you left.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Last hurrah:

Kilthan makes sure not to sigh frustratedly as the workshop doesn't seem to lead anywhere, and knowing that the magic of his invisibility is starting to run short. I don't have time to try to figure out where I may have missed a path.... But I should still have enough time to explore those two initial storerooms by the cells on the way out...

He starts back, taking the detour and burning a few minutes searching the rooms he'd barely glanced into.... then rushing back to his companions with less than a minute to spare.


Kilthan:

Perception: 1d20 + 16 ⇒ (9) + 16 = 25
Perception: 1d20 + 16 ⇒ (15) + 16 = 31

Kilthan, you go back to the first room with the clay vases and the smell of tar in it. Those clay vases have oil and alchemist's fire in them. However, spending a minute to search the room otherwise reveals nothing.

You go to the other room on the opposite side of this room, the one with the wine and the heavy smell of vinegar. You also do a quick search in this room, and this time you do find something. There is a carefully hidden swiveling wall section behind one of the barrels.

That puts you at about 14 minutes, so you head back

Everyone anxiously waits for Kilthan to return safely and with information. The last 15 minutes seems like over 2 weeks! Finally he has come back and with less than a minute to spare on his invisibility. He tells you what he has seen and the layout.

You can read his spoilers and look at the map here.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan says, "Didn't so much have time to do thorough searches -- it's pretty big up there -- but I did map out the area.. or most of it anyhow. Nothing special... Except I found a shifting wall just at the end -- something worth searching more thoroughly, but I figured better to leave it for a later search than risk disqualification."


So you have the other side of the plug in the Titan's House and the secret door behind the casks of wine in the Arena's Understructure. You also have a fight tomorrow that by the end of the scheduled fights will leave only 2 other teams remaining.

This is pretty open on your decision on whether to investigate now, wait until their are fewer teams, or stick with your scheduled fights for now.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan says, "Since that bit of the search was fruitless and we've still got time to kill, I say we check the plug. Besides, if we wait too long, it'll be obvious who did it."


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin nods.

"Kilthan, is it possible to look for a secret door to get access to the rooms you couldn't find? I mean you got far back and found a secret door, can we look around and find access to the area from the other side? I am the last to know about looking for anything, but there has to be a back or side door to that complex doesn't there?"

Just wondering if we can find a back door with Kilthan's knowledge of the internal layout.


There are spiral staircases from your level up to the understructure at each "clock number position" So you could approach on your level at 3 O'clock and move to 6 O'clock before going up the stairs, then it would be going north through the prison area to the wine room where the secret door is. Without having some bad luck, it should allow you to get there without having to avoid too many guards.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin struggles with thoughts of breaking rules."We can do the plug. I think we don't risk disqualification and see what is in the pool."


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

"I can quiet things down and wreck that plug in no time with Pappy's Door-knocker, if that is what we're wantin' to do."


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan shrugs, "I might be able to sneak to the secret door if we use a different stairwell... but it'll be a risk, to sat the least."


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

"We can also have our benefactor purchase a few items that we might need, should we put off exploration a short time. Potions of invisibility for all might come in handy." Rohara suggests.

She continues her thoughts, "We get caught now it's over. No trying to find the artifact or the girl. And yes if we wait that gives whomever is doing whatever more time as well, but we can be better prepared to do some exploring with the right resources."


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Aarakess shakes her head:
Not sure that would be such a good idea. Unless he ponies up a lot of gold, potions only last a few minutes. The spell together with my rod last 15 to 20. With just the potion, we would only have a short time to run past the guards, only to have the invisibility end. We would then need more potions if we ran into anyone, and even more to get back in.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan shrugs, then smirks, "Don't imagine anyone knows where we could find a partially depleted wand?"


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

"I dinnae think we're gettin' inta the palace without riskin' losin' the games. This plug is somethin' I can help with though. Unless someone objects..."

The dwarf mutters some words with gestures and the area surrounding the plug becomes eerily silent. He then sets about pounding with his adamantite ball and chain, quickly breaking through the rock.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin has no problem splashing around in the pool to cover up the actions of the dwarf.

"If the material is worth something, maybe we salvage it?"


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan shakes his head, and chuckles at Justin's attempts to splash and talk. He waves his hand with a smile and mouths the word, "Silence."


GM Blood:

Stealth=DC 19
Perception Kilthan Hammerstone: 1d20 + 15 ⇒ (12) + 15 = 27
Perception Aarakess Halcorn: 1d20 + 11 ⇒ (1) + 11 = 12
Perception Skorhald Warsong: 1d20 + 10 ⇒ (18) + 10 = 28
Perception Justin D'Rite: 1d20 - 1 ⇒ (5) - 1 = 4
Perception Rohara Acharya: 1d20 + 9 ⇒ (6) + 9 = 15

Initiative Kilthan Hammerstone - Below Ground: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Aarakess Halcorn: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Skorhald Warsong: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative Justin D'Rite: 1d20 + 0 ⇒ (4) + 0 = 4
Initiative Rohara Acharya: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative Monster: 1d20 + 4 ⇒ (11) + 4 = 15

Perception Jagdbach: 1d20 + 6 ⇒ (20) + 6 = 26

Using a silence spell, Skorhald breaks apart the plug. Looking beyond you see a tunnel leading south. Getting to the other side of the plug, you follow the tunnel until it leads to a larger room. Rubble and old bones of humans and animals litter the floor of this fifteen foot high cave. A terrible stench of decay hangs here. From out of the darkness a group of ghouls attack, but only Skorhald, Kilthan, and Jagdbach react in time.


Surprise Round wrote:

Surprise Round

Surprise Round - Kilthan, Jagdbach, Ghast, Skorhald

Quote:

Round 1

Initiative Order - Kilthan, Aarakess, Ghast, Rohara, Skorhald, Justin

Ghast AC 18 T 14 FF 14 CMD 18


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan wills his skin to harden and rushes the ghast to the east, building up momentum in his charge and then slamming his shield into the creature.

Activate Adaptation, charge ghoul 20' east of me

Charge: 1d20 + 14 + 2 + 4 ⇒ (20) + 14 + 2 + 4 = 40 (+2 Charge, +4 FE) Threat
Confirm: 1d20 + 14 + 2 + 4 ⇒ (2) + 14 + 2 + 4 = 22 Wow. I hit on 2. Neat.

Critical damage: 2d6 + 6 + 4 ⇒ (1, 6) + 6 + 4 = 17 Sadly, FE damage is precision and not doubled.... however, I'm thinking that 40 on the attack is more than enough for shield slam to bounce him off the wall and prone.

Jagbach snarls at the undead, and following his two-foot's lead, he races at the one to the southeast, frothing at the mouth as he does so.

Charge: 1d20 + 12 + 2 + 4 ⇒ (16) + 12 + 2 + 4 = 34 (+2 Charge, +4 FE) for 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16


Favored Enemy is not precision damage, so it will double!

Kilthan charges a ghast killing it is one blow and knocking it off the wall like a rag doll. Jag bites into a ghast wounding it.

More ghasts come from behind a rock pillar or around the corner and close it. (only 1 ghast each are able to attack in the surprise round, the rest moved.) Kilthan is hit by a claw, but his elven blood protects him from the paralysis it can induce.

Anyone who is 10' from a Ghast needs to make a Fort Save DC 15 or be sickened for each ghast from it

Ghast claw vs Kilthan: 1d20 + 6 ⇒ (19) + 6 = 25 *Hit*
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Ghast claw vs Kilthan: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Kilthan needs to make 4 Fort saves vs sickened and Jag needs to make 4 as well


Skorhald up in the surprise round then Kilthan, Jag and Aarakess at the top of round 1

Surprise Round wrote:

Surprise Round

Surprise Round - Skorhald

Quote:

Round 1

Initiative Order - Kilthan, Aarakess, Ghast, Rohara, Skorhald, Justin

Ghast AC 18 T 14 FF 14 CMD 18


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

Skorhald begins a dwarvish battlechant, bringing courage to his allies.

Inspire Courage +2


Round 1 start with inspire courage active!

Quote:

Round 1

Initiative Order - Kilthan, Aarakess, Ghast, Rohara, Skorhald, Justin

Ghast AC 18 T 14 FF 14 CMD 18


Kilthan, a save vs paralysis is also needed after the stench saves for sickened. Fort DC 15, before Inspire Courage (as well as the Fort Saves for sickened is before IC)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Round 1
Suddenly seeing a chance to use a spell she has not had a chance to use before, Aarakess moves forward and then raises her hands. Calling on her patron, she unleashes a bolt of lightning which zaps through three of the ghasts.

Move two rows south and then SE so that she is in the same row as Kilthan, and one column west of Jagbach. The lightning bolt should catch all three ghasts who politely lined up in a straight line.

Fort vs sickness: 1d20 + 7 ⇒ (13) + 7 = 20 <-- +2 more if a poison effect

Damage: 9d6 ⇒ (1, 2, 3, 2, 2, 6, 5, 1, 6) = 28 <-- DC20 Reflex for 1/2 damage


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan:
Fort (Stench) #1: 1d20 + 11 ⇒ (7) + 11 = 18
Fort (Stench) #2: 1d20 + 11 ⇒ (12) + 11 = 23
Fort (Stench) #3: 1d20 + 11 ⇒ (13) + 11 = 24
Fort (Stench) #4: 1d20 + 11 ⇒ (19) + 11 = 30
Fort (Paralysis) #4: 1d20 + 11 ⇒ (15) + 11 = 26

Jagdbach (Raging):
Fort (Stench) #1: 1d20 + 11 ⇒ (14) + 11 = 25
Fort (Stench) #2: 1d20 + 11 ⇒ (9) + 11 = 20
Fort (Stench) #3: 1d20 + 11 ⇒ (14) + 11 = 25
Fort (Stench) #4: 1d20 + 11 ⇒ (17) + 11 = 28

Kilthan's eyes flare up as he allows the holy energies within him to flow through his muscles, filling him with power. He smiles at the strange sensation, then turns his blade and shield on the dead surrounding him.

Waraxe (North,PA): 1d20 + 11 + 4 + 2 ⇒ (10) + 11 + 4 + 2 = 27 for 1d10 + 13 + 4 + 2 ⇒ (4) + 13 + 4 + 2 = 23
Klar (East,PA): 1d20 + 11 + 4 + 2 ⇒ (3) + 11 + 4 + 2 = 20 for 1d6 + 5 + 4 + 2 ⇒ (4) + 5 + 4 + 2 = 15 And bash back into the wall, maybe.

After landing his first attacks, he uses the momentum of his swings to sidestep, bringing himself closer to the two ghasts south of him, swinging axe and klar once again. (5' step due south)

Waraxe (South,PA): 1d20 + 6 + 4 + 2 ⇒ (9) + 6 + 4 + 2 = 21 for 1d10 + 13 + 4 + 2 ⇒ (2) + 13 + 4 + 2 = 21
Klar (SE,PA): 1d20 + 6 + 4 + 2 ⇒ (3) + 6 + 4 + 2 = 15 Crud. Miss.

Jagdbach, already raging, hurls himself at the ghouls, first trying to tear down the one he'd already struck, then shifting to the newcomers.

Bite: 1d20 + 12 + 4 + 2 ⇒ (20) + 12 + 4 + 2 = 38 Threat
Bite (Confirm): 1d20 + 12 + 4 + 2 ⇒ (6) + 12 + 4 + 2 = 24 Yup for 2d6 + 12 + 4 + 4 ⇒ (2, 3) + 12 + 4 + 4 = 25

Claw: 1d20 + 12 + 4 + 2 ⇒ (4) + 12 + 4 + 2 = 22 for 1d6 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17
Claw: 1d20 + 12 + 4 + 2 ⇒ (5) + 12 + 4 + 2 = 23 for 1d6 + 6 + 4 + 2 ⇒ (6) + 6 + 4 + 2 = 18


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

If Jagbach killed 2 of the ghasts in the line Aarakess was targeting, she will try to maneuver to catch at least 2 in the lightning bolt. If she cannot catch at least 2, she will do something else, dependent on how many are left after Kilthan/Jagbach.


Reflex Save #1: 1d20 + 5 ⇒ (14) + 5 = 19
Reflex Save #2: 1d20 + 5 ⇒ (4) + 5 = 9

Jagdbach bites one ghast ripping its throat out, while combining with its claws killing a second. Kilthan waraxe deals a deadly blow and he knocks another ghast back. Aarakess steps foward and lightning shoots out of her fingers striking the lead ghast and frying it, while damaging one behind it.

One ghast moves up to Jag and attacks with a bite

Ghast Bitevs Jagdbach: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Three ghasts remaining on Kilthan, with a pair having flank and one prone. One claw manage to find its way between his defenses DC 15 Fort Save or be paralyzed

Ghast #1 Bite vs Kilthan: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Ghast #1 Claw #1 vs Kilthan: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Ghast #1 Claw #1 vs Kilthan: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Ghast #2 Bite vs Kilthan: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Ghast #2 Claw #1 vs Kilthan: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Ghast #2 Claw #2 vs Kilthan: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Ghast #3 Bite vs Kilthan: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Ghast #3 Claw #1 vs Kilthan: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Ghast #3 Claw #3 vs Kilthan: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


Delayed the rest of round 1 to top of round 2 to make everything go smoother in future rounds

Round 1 start with inspire courage active!

Quote:

Round 2

Initiative Order - Rohara, Skorhald, Justin, Kilthan, Aarakess, Ghast

Ghast AC 18 T 14 FF 14 CMD 18


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Rohara catches the swift actions of the others and undead and makes her way into the fray to stand at Kilthan's side. She touches the warrior, "May the Mistress grant you luck my friend."

Move to H-29 (I think it is right beside Kilthan) and use Bit of Luck on him.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Fort: 1d20 + 11 ⇒ (7) + 11 = 18


Male CG Male Dwarf Bard (Arcane Duelist) 10 HP 41/92; AC 19, T 12, FF 16; F+6, R+9, W+7(+2 v. Charm); Perc +12; Init +1

Skorhald steps forward, ending up between the Justin and Aarkess, then casts a spell at the undead - Continuing his chant all the while.

Casts Slow on the undead


Will Save DC 16: 1d20 + 7 ⇒ (2) + 7 = 9
Will Save DC 16: 1d20 + 7 ⇒ (6) + 7 = 13
Will Save DC 16: 1d20 + 7 ⇒ (12) + 7 = 19
Will Save DC 16: 1d20 + 7 ⇒ (5) + 7 = 12

Skorhald's spell goes off and all but the prone one is affected!


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Round 2 Justin
Justin moves to attack the northernmost undead.
Move to diagonally left of Kilthan

attack-damage: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 371d12 + 18 + 2 ⇒ (8) + 18 + 2 = 28
cold: 1d6 ⇒ 2


Justin mightly blow kills one outright leaving one on Jagbach (slowed) and two on Kithan (one slowed and one prone)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

With the numbers reduced, Aarakess will delay assuming that her companions should be able to eliminate those that are left.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan chuckles as the strange power flows through him and he lashes out at the two ghasts near him, striking each with both the axeblade and his bladed shield.

Unless the first strike with the waraxe kills the first one, in which case he'll send three attacks against the other..

Waraxe (First Roll): 1d20 + 11 + 4 + 2 ⇒ (18) + 11 + 4 + 2 = 35 I'll take this one...
Waraxe (Bit of Luck): 1d20 + 11 + 4 + 2 ⇒ (14) + 11 + 4 + 2 = 31
Waraxe (First Attack) Damage: 1d10 + 13 + 4 + 2 ⇒ (3) + 13 + 4 + 2 = 22

Klar (First Roll): 1d20 + 11 + 4 + 2 ⇒ (16) + 11 + 4 + 2 = 33 I'll take this one...
Klar (Bit of Luck): 1d20 + 11 + 4 + 2 ⇒ (3) + 11 + 4 + 2 = 20
Klar (First Attack) Damage: 1d6 + 6 + 4 + 2 ⇒ (1) + 6 + 4 + 2 = 13

Waraxe (Iterative, First Roll): 1d20 + 6 + 4 + 2 ⇒ (17) + 6 + 4 + 2 = 29
Waraxe (Iterative, Bit of Luck): 1d20 + 6 + 4 + 2 ⇒ (18) + 6 + 4 + 2 = 30 I'll take this one...
Waraxe (Iterative) Damage: 1d10 + 13 + 4 + 2 ⇒ (2) + 13 + 4 + 2 = 21

Klar (Iterative, First Roll): 1d20 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14
Klar (Iterative, Bit of Luck): 1d20 + 6 + 4 + 2 ⇒ (6) + 6 + 4 + 2 = 18 I'll take this one...
Klar (Iterative) Damage: 1d6 + 6 + 4 + 2 ⇒ (3) + 6 + 4 + 2 = 15

Jagdbach snarls again and launches himself at the foul-smelling beast, hoping to tear it apart before any of the filth he can smell can infect him, or his two-foot.

Bite: 1d20 + 12 + 4 + 2 ⇒ (4) + 12 + 4 + 2 = 22 for 1d6 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17
Claw: 1d20 + 12 + 4 + 2 ⇒ (1) + 12 + 4 + 2 = 19 for 1d6 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14
Claw: 1d20 + 12 + 4 + 2 ⇒ (6) + 12 + 4 + 2 = 24 for 1d6 + 6 + 4 + 2 ⇒ (3) + 6 + 4 + 2 = 15


Kilthan and Jagdbach kill off the remaining ghasts, killing them before having a chance to lash out once again.

Combat Over!

Doing a search of the area doesn't reveal anything of value or interest.

The tunnel leads tot he southeast which quickly narrows to unpassable, but another larger passage heads to the west and looks like it may lead somewhere.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Kilthan releases his rage with a smile, the fatigue a welcome feeling as the power leaves his body, "That was a fun little workout," he says, then turns to the others, "Should I sneak ahead westard, or do we want to stay together?"


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

"You can go a little ahead, but we will be close."

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