GM Crash |
Round 1 (partial)
Dexter tries to poke the closest creature, but he is unable to land his attack due to the corner being in the way.
Both of the ghouls fail to damage Jean-Pierre.
Marsk figures out the creatures are ghouls.
Pontia shouts past both of the ghouls.
Grimor is unable to land a punch.
Dexter, Ghouls, Burick, Marsk, Pontia, Jean-Pierre, Grimor
Actions are still available to Burick, Dexter, Marsk, and Jean-Pierre.
Marsk |
Marsk moves up behind Grimor and slaps him on the shoulder.
"May Irori empower your fists!"
Then he looks to see if he can figure out what these creatures are.
Using my strength surge domain power. For 1 round, Grimor gains a +1 enhancement bonus to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks.
That's a move up to where I can touch Grimor, and a standard action to use the domain power. I guess from now on I'll separate my Knowledge check into a separate post to avoid confusion.
Marsk replies: "I thought I did, lad, but it didnae work."
Dexter Gladstone |
Let's see how they like this!
Dexter retrieves his last flask of holy water and tries to douse the ghoul directly across from him!
ranged touch holy water, into melee: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
:/
which square I hit(1 being the closest to me and going clockwise from there): 1d8 ⇒ 3
GM Crash |
Sorry, my fault Marsk. I must have overlooked it.
Round 1 (complete)
Dexter tries to poke the closest creature, but he is unable to land his attack due to the corner being in the way.
Both of the ghouls fail to damage Jean-Pierre.
Burick delays.
Marsk figures out the creatures are ghouls and tries to help Grimor.
Pontia shoots past both of the ghouls.
Jean-Pierre goes defensive.
Grimor is unable to land a punch.
Round 2 (partial)
Dexter gets one ghoul with a splash of holy water, even though he hit the corner of the wall.
The ghouls try attacking Jean-Pierre. Bite: 1d20 + 3 ⇒ (1) + 3 = 4 Claw: 1d20 + 3 ⇒ (2) + 3 = 5 Claw: 1d20 + 3 ⇒ (19) + 3 = 22
Bite: 1d20 + 3 ⇒ (8) + 3 = 11 Claw: 1d20 + 3 ⇒ (13) + 3 = 16 Claw: 1d20 + 3 ⇒ (9) + 3 = 12
Dexter, Ghouls, Burick, Marsk, Pontia, Jean-Pierre, Grimor
Marsk |
No problem. I should be careful about putting too many things in one post.
Marsk holds his holy symbol out in front of him as he yells, "Feel Irori's power, foul beasties!"
Channeling positive energy to harm undead.
positive energy damage: 1d6 ⇒ 2
GM Crash |
Round 2 (partial)
Dexter gets one ghoul with a splash of holy water, even though he hit the corner of the wall.
The ghouls try attacking Jean-Pierre but are unable to land a hit.
Marsk channels positive energy into the ghouls, hurting them a little.
Dexter, Ghouls, Burick, Marsk, Pontia, Jean-Pierre, Grimor
Burick |
Burick rushes up, attempting to hit the ghoul who is to the North of JP.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11
Grimor Hazd |
Seeing that this side of combat to too crowded for him, Grimor attempts to jump over the ghoul in the corridor for a better position of combat.
Orryaaaa!
Acrobatics to avoid AoO from upper ghoul: 1d20 + 6 ⇒ (3) + 6 = 9 (fail)
Acrobatics to move through enemy square (DC=CMD+5+2): 1d20 + 6 ⇒ (12) + 6 = 18
After flipping over the ghoul, Grimor spins and kicks at the enemy next to him.
Attk: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Dmg: 1d6 + 4 ⇒ (6) + 4 = 10
Pontia Imperea |
Pontia tries, once more, to hit one of the monsters with an acid splash
Range Touch Attack: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 111d3 + 1 ⇒ (1) + 1 = 2
Dexter Gladstone |
Assuming Grimor's attempt failed...
Seeing the ghouls distracted by Grimor, Dexter also tries to tumble passed the ghoul blocking the hallway...
Acrobatics to move through enemy square (DC=CMD+5: 1d20 + 7 ⇒ (15) + 7 = 22
Hah!
Sneak attack on the now flanked ghoul...
rapier, flanked, sneak attack, combat expertise to increase AC by 1: 1d20 + 2 + 2 - 1 ⇒ (3) + 2 + 2 - 1 = 61d6 + 1d6 + 1 ⇒ (6) + (6) + 1 = 13
GM Crash |
Round 2 (complete)
Dexter gets one ghoul with a splash of holy water, even though he hit the corner of the wall.
The ghouls try attacking Jean-Pierre but are unable to land a hit.
Burick tries attacking a ghoul but ends up striking the corner.
Marsk channels positive energy into the ghouls, hurting them a little.
Pontia tries to hit a ghoul with an orb of acid but she misjudged and it went flying overhead.
Jean-Pierre went on total defensive mode.
Grimor tries to go through Burick's spot Claw: 1d20 + 3 ⇒ (1) + 3 = 4, but he dodged a claw then he tries to jump past the other ghoul Bite: 1d20 + 3 ⇒ (1) + 3 = 4 but he backs off from the ghoul to avoid getting bitten.
Round 2 (partial)
Dexter tumbles past the two ghouls and takes up position behind the ghoul but is unable to connect.
One of the ghouls tries attacking Jean-Pierre again Bite: 1d20 + 3 ⇒ (11) + 3 = 14 Claw: 1d20 + 3 ⇒ (12) + 3 = 15 Claw: 1d20 + 3 ⇒ (15) + 3 = 18
While the other ghoul turns to Dexter and tries attacking him Bite: 1d20 + 3 ⇒ (3) + 3 = 6 Claw: 1d20 + 3 ⇒ (9) + 3 = 12 Claw: 1d20 + 3 ⇒ (9) + 3 = 12 but neither able to land a hit.
Dexter, Ghouls, Burick, Marsk, Pontia, Jean-Pierre, Grimor
Jean-Pierre de Suis |
Casting a worried glance in Dexter's direction, Jean-Pierre decides to throw caution to the wind, and attacks the ghoul directly in front of him, hoping to take it down before it eats Dexter.
Earthbreaker: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23, for 2d6 + 6 ⇒ (6, 4) + 6 = 16.
If that drops it, I will 5' forward into its square, to allow someone else to have an unobstructed shot at the remaining one.
Pontia Imperea |
If I'm not mistaken, I cannot see the other ghoul, right? I will just get ready in case it moves to a place I can see it
Burick |
Burick tries again attacking the corner ghoul, deciding to use more power instead this time.
Power Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10
Jean-Pierre de Suis |
"Well, that was disappointing - the risk/benefit ratio of that particular chamber was decidedly weighted in favor of risk!"
Sighing, Jean-Pierre moves on to the next door.
Pontia Imperea |
Knowledge Arcana: 1d20 + 7 ⇒ (17) + 7 = 24
I still thinking we could use the help of the Tengu... one extra pair of hands might come handy
Jean-Pierre de Suis |
Jean-Pierre shrugs.
"Maybe when we finish with these small areas... at present, an extra pair of hands would be more of a hindrance, than a help. Moreover, didn't it want a share of the loot? Good business sense acknowledges that splitting profits when unnecessary, is a terrible idea..."
When he spots the lump of melted fat, Jean-Pierre wrinkles his nose.
"Charming."
He then cautiously moves forward to explore the crypt.
GM Crash |
Grimor: 1d20 ⇒ 16
Burick: 1d20 + 2 ⇒ (13) + 2 = 15
Dexter: 1d20 + 6 ⇒ (12) + 6 = 18
Jean-Pierre: 1d20 + 1 ⇒ (12) + 1 = 13
Pontia: 1d20 + 2 ⇒ (8) + 2 = 10
Marsk: 1d20 + 2 ⇒ (4) + 2 = 6
Melted Fat: 1d20 ⇒ 12
As soon as Jean-Pierre steps into the crypt, the lump of fat starts moving towards him.
Round 1 (begins)
Dexter, Grimor, Burick, Jean-Pierre, Melted Fat, Pontia, Marsk
Knowledge(planes) to try and identify the fat.
Jean-Pierre de Suis |
Shrugging in bemusement at the rolling ball of fat, Jean-Pierre steps forward, and takes a swing at it, hoping to bat it aside.
Earthbreaker: 1d20 + 4 ⇒ (13) + 4 = 17, for 2d6 + 6 ⇒ (3, 5) + 6 = 14 damage.
Dexter Gladstone |
Wrinkling his nose in distaste, Dexter fires his crossbow at the "fat," wondering what effect it'll have...
Xbow, sneak attack: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 1d8 ⇒ (1) + (5) = 6
crit confirmation: 1d20 + 4 ⇒ (3) + 4 = 71d8 ⇒ 5
Grimor Hazd |
Ahhh! I forgot my sack of salt at home!
Grimor drops into dragon stance and charges at the blob.
"Be gone!"
Attk: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Dmg: 1d6 + 4 ⇒ (1) + 4 = 5
Burick |
Seeing that JP and Grimor have the melee covered for the moment, and so not to crowd the melee fighting in such a tight space, he casts detect evil on the creature.
GM Crash |
Since Grimor goes before you in initiative, would you like to be placed in one of the alcoves above or below the blob, Jean-Pierre? This would also require you to give me an acrobatics check to move through its space though to be able to pull off your attack...unless Grimor would rather try to pull off the move.
Jean-Pierre de Suis |
Given that I *can't* tumble through its square (since its CMD+5 will undoubtedly be greater than 16, which is the maximum that I can get), I will leave Grimor to solo it.
Marsk |
Marsk steps up behind Jean-Pierre, taps him on the shoulder, and then says: "Good hit, laddie! Let's make the next one even better! If'n ye'd care to step around inta the alcove, I'll be joinin' ye."
Using my strength surge domain power.
Grimor Hazd |
Hmmm... Nothing else in these chambers?
Confident that he can catch up even if the others move ahead, Grimor carefully looks around room, looking for loot or hidden panels.
Take 20 on Perception, for 22
GM Crash |
Jean-Pierre and Grimor find nothing other than the dead bodies they would normally find in a crypt. Above the door though, Grimor finds another rune.
The statue in front of the next crypt looks like a handsome, bearded man in extravagant clothes, wielding a lucerne hammer.
Opening the door, the party sees A plush red carpet runs down this narrow corridor between wood-paneled walls polished to a high sheen. Floating lanterns cast a gentle glow into each alcove flanking the corridor, where bodies wrapped in pristine linen are laid to rest in niches. Rather than the clammy chill of most underground rooms, this chamber is pleasantly warm, and the soothing sound of chimes tinkles softly in the distance.