It's a Long Way to the Top - Hell's Vengeance (Inactive)

Game Master Leedwashere

The Glorious Reclamation is going down!


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Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope will buy two lengths of rope and a grappling hook, smiling brightly at the shopkeeper, not caring one little bit of what that woman thinks of her. Being raised in the whore house she got plenty of unhappy looks from "good" people.

The fear of her though, that's new, and quite intoxicating.

Laying down 3 gold she sways those whore daughter hips of hers right out the door.

Getting back if she does without a hitch, she'll give Muziel one rope, Can you fix it? then work at throwing the other with the grapple to get up the tower.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Hey, the creature that did this was a fey! Maybe a pixie? I'm not sure. But definitely a mischievous one. Careful, there might be more traps around here!"

Muziel will consider whether he can reasonably get the rope system fixed. Profession (engineer): 1d20 + 6 ⇒ (11) + 6 = 17. If so, he'll give it a go.


Question of clarification before I update: Where is Penelope throwing the the grappling hook? Up the outside of the stone wall or up through the trap door?


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

I'll go ahead and slot my action in the downtime while Penelope gets the grappling hook.

Sister Ismene looks at the top of the ladder, looking for the source of Muziel's concern. "Pssh. That's no problem, I'll just skip that rung."

Reflex save vs DC 15: 1d20 + 4 ⇒ (17) + 4 = 21

"What the- OW!" One box to the face later, Ismene must to question her fundamental belief in the safety of ladders. Rubbing forehead, she calls down to Muziel. "I think I found your creature!" She descends back down the ladder, not willing to risk further mischief.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

I wasn't thinking the trap door was open, if it is, then trying that makes the most sense, if it got anything to catch on. Otherwise outside.

When she arrives back, she asks what happened to Ismene's face? And What creature?


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel gets Penelope to come closer to the group so they can all conspire in private. "Seems like the little creature that ate through the ropes is still up there. Dropped a box on Wrath that smacked her right on her head! Maybe you can tap her with that healy-stick of yours, Penelope."

Muziel looks back up the trap door to assess the situation, then back to the group again. "I think we should try to flank it. Maybe the strong climbers can use the rope from outside the tower while the rest of us try this ladder? It's mostly safe, except for that last 5 feet. I can stay down here to zap the creature if it tries to get the "drop" on us again. Get it? Drop?" Muziel grins at his silly pun.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Sure. Penelope the healer at your service she'll tap the stick to Wrath May you feel better

I'll head outside and attempting to climb. Can she take 10?


Muziel:
You're pretty sure that given about two hours you could replace the ropes and repair the mechanism.

Rolled Initiatives:

Kolaiah Init: 1d20 + 1 ⇒ (9) + 1 = 10
Muziel Init: 1d20 + 4 ⇒ (17) + 4 = 21
Penelope Init: 1d20 + 2 ⇒ (3) + 2 = 5
Ismene Init: 1d20 + 3 ⇒ (9) + 3 = 12

Foe Init: 1d20 + 3 ⇒ (8) + 3 = 11

After tapping Sister Ismene with the wand and waiting for the magic to run its course, Penelope heads back outside to toss the end of the rope attached to the grappling hook up to the top, where it catches firmly on the edge of the structure. Using an average amount of effort is plenty with the assistance of the rope, and soon she's up to the flat roof. Immediately noticing her arrival to the top is the creature that pushed the box down on Sister Ismene, plainly visible up here with nothing left to hide behind on this level. It's a tiny, vaguely feline humanoid covered in sleek black fur and holding flickering flames in its clawed hands.

Knowledge (Nature) DC 12 (Once you can see it):
It's a type of fey called an Ovinnik

I'm Considering this to be the start of Initiative, and I think we can probably run this one mapless. The roof is also a 20' x 20' space, with a 5' hole off to the north side through the open trap door. At the Start of Combat, Penelope and the creature are on the roof, and those below can either climb up the rope outside (DC 5 Climb for quarter speed, DC 10 for accelerated climbing) or the ladder inside using acrobatics to jump over the weakened section (DC 20 to completely clear, DC 15 allows a DC 20 reflex save to catch the top and then be able to pull yourself up, DC 10 leaves you at the stable portion of the ladder, and <10 results in falling 20' to the floor).Based on the small size of the creature, it can't be seen from ground level unless it get right up to the edge of the trap door.

Initiative Order (Round 1):

Muziel (Ground Floor)
Sister Ismene (Ground Floor)
Foe (Roof)
Kolaiah (Ground Floor)
Penelope (Roof)


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

"I am a terrible climber, and will be making no effort to get up there, so you more lithe folks had better get up there and help her."


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Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel decides to try the ladder so he can move more quickly. He attempts a daring leap to clear the weakened section. Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17

Finding himself close, he attempts to grab on for dear life with his little arms! Reflex: 1d20 + 5 ⇒ (15) + 5 = 20. And is stunned to find himself successfully through, on the roof. "Haha, I did it!"

He then examines the fey creature. Knowledge (nature): 1d20 + 9 ⇒ (1) + 9 = 10 And has no idea what it is. "Um, what are you? And why are you tearing up a perfectly good gate pulley?"


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Climb: 1d20 + 7 ⇒ (9) + 7 = 16

Sister Ismene follows Penelope up the rope, pulling herself up over the edge. "What is that thing?"


1. Muziel, 2. Penelope, 3. Ismene: 1d3 ⇒ 3

"This is my gate, and you're trespassing!" hisses the tiny creature, more or less in response to Muziel's and Ismene's questions. It darts forward into Ismene's square, trying to acrobatically avoid provoking the AOO for doing so, but not really taking into account just how much reach such big people can have.

Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9

Ismene and Penelope may both take an AOO a it moves into Ismene's space. I'm considering that first climb check to essentially be the surprise round, and thus Penelope's acted already and eligible for it.

After running the gauntlet of reflexive attacks to get there, the creature claws at Sister Ismene with one of its tiny, paw-like hands, though it finds the Asmodean Monk more agile than expected, and she deflects the attack with a defensive martial arts move.

Claw Attack Ismene: 1d20 + 7 ⇒ (5) + 7 = 12

Current Initiative Order (Round 1, into 2):

Penelope (roof)
Muziel (roof)
Sister Ismene (roof)
Foe (roof; in Sister Ismene's space)
Kolaiah (ground floor; skipping unless there's something you'd like to try to help from down below)


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

I will yell encouragement from below.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"I like fey and their practical jokes as much as the--HEY!" Muziel's speech is cut off as the creature charges Ismene. "You're attacking the Sinister Seven? Big mistake, little guy. Er...girl. Er...whatever." Muziel decides he was better off just frying the pesky creature.

Electric Blast, Point Blank vs Touch: 1d20 + 5 - 4 ⇒ (14) + 5 - 4 = 15; Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Ugh... You are an ugly little thing No sword out means she'd have to punch the thing, so instead just drawing and attacking with the sword on her normal turn.

draw, helfire fun, hack away

attack: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 2 ⇒ (6) + 2 = 81d6 ⇒ 2 not sure about flanking, +2 attack,+1 damage(thug) if so... and that doesn't matter with that role.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

I'm tempted to just throw the thing off the roof. Thoughts on how to proceed? I'm assuming a Grapple check to start, but not sure after that. Or maybe kick it off as a Bull Rush?


Bull Rush would probably make the most sense for kicking it off, specifically. For picking it up and tossing it off I'd go with Grapple first, then grapple check to move it plus free action to drop. Either that or the reposition maneuver, which although it specifically states you can't use it to place a creature into a square that's intrinsically harmful, considering that it's a combat maneuver, I think its silly that you can't use it in a harmful way and would allow it in spite of that caveat. Since that's a considerably shorter option, here's how I'll make the difference between grapple and reposition. Reposition would allow you to quickly move it and drop it over the edge, causing it to take falling damage, but with the acrobatics check available for a softer landing. Grapple would instead allow you to throw it over the edge, negating the chance to use acrobatics to recover from the fall and furthermore dealing an extra d6 of falling damage per 5 by which you beat its CMD on the grapple check to move.


Penelope finds the creature difficult to hit with her sword while also not hitting her ally. Her sword generates sparks and her Hellfire leaves a small scorch mark on the stone roof, but not much else.

Muziel has similar difficulties, but since he doesn't have to contend with the creature's natural armor he just manages to catch it in his electrical blast, shocking it a little.

Ismene Improved Grapple: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

(Botting Sister Ismene for this round, and going with the assumption of grapple checks since she has improved grapple) Sister Ismene, having had quite enough of the tiny creature already, tries to grab the thing to throw it off the roof, but her fingers only catch the creature's slick hair and can't find enough purchase to get a successful hold on it.

The creature, meanwhile, tries to slash into her legs with its tiny claws, hissing and spitting like a cat. The monk manages to deflect one little paw-hand, but the other sinks into her shin, drawing only a small amount of blood, but leaving a strange burning sensation behind which quickly wears off without any apparent lasting effect.

Claw 1 Ismene: 1d20 + 7 ⇒ (4) + 7 = 11
Claw 2 Ismene: 1d20 + 7 ⇒ (8) + 7 = 15
Claw 2 damage: 1d3 + 1 ⇒ (1) + 1 = 2
Ismene Will: 1d20 + 2 ⇒ (13) + 2 = 15

Current Initiative Order (Round 2 into 3)

Kolaiah (ground floor)
Penelope (roof)
Muziel (roof)
Sister Ismene (roof)
Foe (roof, in Sister Ismene's space, 4 damage)


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope likes the idea of grabbing the little critter, tries her own luck.

improved grapple: 1d20 + 7 ⇒ (5) + 7 = 12


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Apologies, all. Botting is good, carry on.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

@Ismene - You're up again, you can try another grapple.

Muziel tries to zap the creature once more!
Electric Blast, Point Blank: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10; Damage: 1d6 + 3 ⇒ (6) + 3 = 9 Miss.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Go team!


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Diving for the nasty little thing, Ismene trips over Penelope as they both fumble for the critter.


While Kolaiah watches from down below, Penelope tries to grab the creature. Like Sister Ismene before her, however, her fingers only slide out of the tiny menace's slick hair without grabbing. The attempt interferes enough with Muziel's line of attack that his electric blast goes wide, fizzling out somewhere over the Gramels' house. The combined effort of the two thoroughly disrupts Sister Ismene's equilibrium, causing her to less try and grab the creature, and more grab the lip of the building to stop from tripping right off it.

"Just give up and go away, you big clutzes!" it sqeals as it continues to claw at Ismene. "You can't catch me!" It manages to use Ismene's overbalance to sink its tiny claws into her shin again, but the monk recovers her balance in time to deflect the second. As before, the wound isn't particularly deep, but there's still that strange burning sensation. Once again she shrugs it off, though.

Claw Ismene 1: 1d20 + 7 ⇒ (19) + 7 = 26
Claw 1 damage: 1d3 + 1 ⇒ (2) + 1 = 3
Claw Ismene 2: 1d20 + 7 ⇒ (3) + 7 = 10

Ismene Will: 1d20 + 2 ⇒ (15) + 2 = 17

Current Initiative Order (Round 3 into 4):

Kolaiah (ground floor)
Penelope (roof)
Muziel (roof)
Sister Ismene (roof)
Foe (roof, in Ismene's space; 4 damage)


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel just keeps on zapping! Electric Blast: 1d20 + 1 ⇒ (16) + 1 = 17; Damage: 1d6 + 3 ⇒ (1) + 3 = 4


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

"How goes it up there?"


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

BADLY! shouts Penelope back. Annoyed so goes back to hacking.

she'll try and flank, local tough +1 damage for flanking,hellfire again
hackplease: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 3 ⇒ (2) + 3 = 51d6 ⇒ 6 :(


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

"Ow! That hurts, you little creep!" As she recovers from her near-tumble, Muziel's blast of electricity stuns the creature. Seeing her opening, she reaches down and scoops it up in her hands. Grasping it, she holds the little thing up to her face to yell at it. "What's your f--ing problem, you twerp?!"

1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20


Penelope once again proves too slow to manage to hit the thing with her sword. Muziel, however, recovers enough to blast it with another glancing blow. It's not near his full damage potential, but it is enough to give Sister Ismene her opening. The creature lets out a surprised yelp as the monk's brawny hands catch it forcefully.

"You're traipsing all over my gate!" hisses the creature back to its captor. "What's your problem? Why don't you lugs just go away!" The creature then starts flailing around until Sister Ismene loses her grip on it. It drops to the floor, then carefully scampers away from the two women and over into Muziel's space instead, since he's the one that's been hurting it the most so far.

-4 to dex applied to both grapplers...
Escape Artist: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26 Vs 16-2

-2 for attempting to avoid 2 people at once
Acrobatics: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18

Because he's been doing ranged attacks only so far, it did not try to avoid an AOO from Muziel, so he may take an AOO as it moves into his space if he has the ability to make one.

Current Initiative Order (Round 4 into 5):

Kolaiah (ground floor)
Penelope (roof)
Muziel (roof)
Sister Ismene (roof)
Foe (roof, in Muziel's space; 8 damage)


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

DIE YOU STUPID LITTLE... Penelope is losing her temper.

she'll add rage to all the other stuff

attack: 1d20 + 9 ⇒ (3) + 9 = 121d8 + 5 ⇒ (5) + 5 = 101d6 ⇒ 5 LOL!!! 1 better.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Sorry, unless you have the property deed, I'm pretty sure this isn't your gate."

As the tiny fey creature charges him, Muziel swipes with a spiked gauntlet!
AOO: 1d20 + 1 ⇒ (4) + 1 = 5; Damage: 1d3 - 1 ⇒ (1) - 1 = 0

He fails to connect, but tries to use the opportunity to get some distance from the creature.
Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17 vs CMD to avoid an AOO.

He then tries to zap it again! For the sake of improved accuracy, I'd like to assume Muziel did this before Penelope re-engages.
Electric Blast: 1d20 + 5 ⇒ (10) + 5 = 15; Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Muziel Moreau wrote:
For the sake of improved accuracy, I'd like to assume Muziel did this before Penelope re-engages.

The initiative order would say otherwise unless Penelope wants to delay her turn until after yours (not a big deal, just would need consent).


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Yep good with that. She'll vent and fume a bit before she hacked at the critter and missed.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

"You're not getting away that easily!" Blood still trickling from her shins, Sister Ismene steps up and punts the tiny fey.

Bull Rush: 1d20 + 5 ⇒ (19) + 5 = 24


Muziel, not used to melee combat, isn't able to properly capitalize on the moment that it left itself open. As Penelope takes a moment to work herself into a frenzy of frustration, he backs away from the thing without leaving it an opening in return, then blasts it with a much more direct hit of electricity, causing the thing to shudder for a moment as the energy courses through it.

Penelope meanwhile has been getting the hang of the way the tiny creature has been deftly side-stepping her every blow, but in her roused fury fails to consider that it probably won't dodge so well as it suffers from Muziel's blast. Her fiery sword slices triumphantly into the void where she expected it to move to, once again leaving scratch and scorch marks on the stone roof of the tower. I'm so sorry for your rolls! :/

Sister Ismene makes full use of the opportunity, however, and with a running start kicks the creature like a football. The force of the blow pushes the tiny creature to the very edge of the tower, and the momentum is enough to push the thing right over. It flails on the way down, trying to right itself on the way down, but there's too much momentum and there isn't time. It still lands hard, and prone, but seems to have lessened the impact of the fall through sheer, dumb luck and a resilient body.

Fall Damage: 2d6 ⇒ (1, 1) = 2 :|

The thing takes a moment to pick itself up off the ground, apparently unscathed from the fall. It sees that the bulk of its enemies are up on its roof, and it's down here below with the one with the large, wicked scythe. It doesn't have much time left to do anything before Kolaiah closes to within attack range, so it uses one of its spell-like abilities to cast daze on the antipaladin to try to buy itself more time to recover, but Kolaiah's unholy resilience pulls him through the spell's magic unaffected.

+2 for [Mind-Affecting]
Kolaiah Will Save: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15

Current Initiative Order (Round 5 into 6):

Kolaiah (ground floor, within a move action of it)
Muziel (roof)
Penelope (roof, raging)
Sister Ismene (roof)
Foe (ground floor; 15 damage)

EDIT: I don't think it has made a difference just yet, but don't forget that when you're at least one size category larger than another creature (or when attacking from above in general) you get to add a +1 to attack rolls for high ground.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Seeing the small creature fall to the ground, Kolaiah charges it...

Charge and Power Attack

Pestilence: 1d20 + 5 + 2 - 2 ⇒ (16) + 5 + 2 - 2 = 21
Pestilence Damage: 2d4 + 3 + 3 ⇒ (3, 2) + 3 + 3 = 11 P/S 20/x4


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Hahaha, this furry creature is the luckiest thing ever! Do medium-sized creatures get higher ground against small size creatures? Small gnomes want to know!

Koliah, if you don't mind delaying also, Muziel wants another clear shot. It seems to keep mattering.

"Nice punt!" cheers Muziel as the cat-like thing is sent flying. But it seemed this cat knew how to land on its feet. Muziel hurries over the edge and sends another bolt at it.

Electric Blast, Point Blank, higher ground: 1d20 + 4 + 1 + 1 ⇒ (9) + 4 + 1 + 1 = 15; Damage: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8


Based on the discussion in the discussion thread, and further revelations about what is and isn't high ground, it's not going to matter whether Kolaiah delays or not for the purposes of Muziel's accuracy.

Kolaiah, finally able to enter the fray that had been going on out of his reach on the roof, makes the most of his first opportunity. As the creature's magic fails to take hold of him, he charges the tiny being and, even though he can feel the unnatural resistance against his blade, swings with enough power to neatly bisect it diagonally from shoulder to hip as its little eyes go wide at the power of his approach.

We can leave initiative order.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

:) Lucks just not with her at the moment, no worries. Penelope though does not see it that way.

Penelope fumes down at the furry little THING. Breathing heavy and very very angry at IT for not getting hit by her even once. She climbs down the rope, giving off an aura of do not talk to me, before stabbing it, kicking it, and giving off a squeal of absolute frustration. Sitting down in a huff, and pushing the loose locks out of her face she asks, What is this thing? And why the hell did it screw with us?


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

"Well, it is dead now, whatever it was."


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel climbs down the rope. He's about to investigate the creature, when he notices that Penelope's pretty angry at it. "Er, yeah, it's definitely dead. You could take it to Teagan and ask him what he thinks; er, at least what's left of it."

Muziel's attention turns to the mechanism for the gate. "I'll get these ropes and pulleys fixed up. One of you shut the gates, and we'll call it a day." He'll use his engineering knowledge to get the gate in good working order again.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope is quite content on sitting on her rump.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

How damaged is she?


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope? She's sulking, not hurt. Ismene got clawed up a bit though.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Nothing I can do for her, or you really, I'm out of ToC for the day.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope has her stick which she'll tap Ismene as she walks by.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Sister Ismene waves off Penelope's healy-stick. "I'm fine, it's just a couple of scratches. Can't let myself get soft just because we're running things now." She wipes the blood on her red robes, grimacing. "That magic fire was definitely weird. I shook it off though, whatever it was."

Climbing back down to the street, she sets about trying to close the gate. "Looks like that thing cut the ropes. Anybody know how to fix something like this?"


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Kolaiah will join Ismene in the task of pushing the gate closed.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Yup, I can fix the gate right up. It might take a couple of hours, though. And we'll need a new ladder, or at least we'll need to fix this one." Which is what Muziel begins to work on. He found the task rather enjoyable.

Leedwashere said Muziel could repair it in response to an earlier Profession (engineering) check.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Schweet.

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