
_JJ Surabar |
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When he hears of the skeleton, JJ carefully sheathes his cold iron sword, draws his silvered mace and finally swaps his silver sword to his off hand.
"Whoever the necromancer is down here, looks like he went shopping at the Dead Ogre buy-one-get-one-free sale." he scowls.
"Seem to remember hearing once that you can cut the flesh, but you have to shatter the bones."

Ryan Taskerhill |
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As the second creature falls, Ryan smiles, Kikinni's grousing unnecessary as a single swipe was all that he still needed. Yet Ryan was unconcerned for as long as the paladin was grousing he was still doing well. He worried when he stopped.
After Juraan heals the others, and JJ and Maxim combine to defeat the Ebon Triad's trap on the treasure chest, Ryan moves with Kikinnin to start checking the northern caverns.
Sorry all Family's been sick and haven't been on much

Marigold Montajay |
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"H-here, I've g-got you," Marigold says to Maxim as she pats the dwarf on the shoulder, willing his wounds to close.
Cure Light Wounds (Maxim): 1d8 + 5 ⇒ (2) + 5 = 7
Once everyone is ready and the found coin is collected she falls back into her usual spot in the party formation, morningstar in hand. When Kikinnin calls for a halt only a few moments later, her grip tightens on her weapon and she reaches for the vial of holy water she'd only just put away moments earlier.

Kikinnin Rouradont |

Kikinnin starts making a grabby gesture this time, pantomiming a stick, attached to a chain, attached to a spiky ball. He sheathes his axe first. If that +1 Flail is still lingering about, looks like a good time to bring it out.

GM Rutseg |

Observing the skeleton in the far corner of the cavern, Kikinnin readies a flail while the rest of the party starts approaching.
By when JJ arrives and draws his mace, his ioun torch lights the cavern, and suddenly the skeleton starts moving.
JJ: 1d20 + 2 ⇒ (5) + 2 = 7
Kikinnin: 1d20 + 1 ⇒ (16) + 1 = 17
Marigold: 1d20 + 2 ⇒ (18) + 2 = 20
Maxim: 1d20 + 3 ⇒ (20) + 3 = 23
Juraan: 1d20 + 2 ⇒ (3) + 2 = 5
Ryan: 1d20 + 1 ⇒ (11) + 1 = 12
Foes: 1d20 + 6 ⇒ (7) + 6 = 13
Maxim, Marigold and Kikinnin are the first ones to react to the skeleton move!
This is a skeleton: DR 5/bludgeoning, affected by positive energy, and usual undead traits, including cold immunity.
The skeleton belongs to a former Tyranosaurus, a kind of dinosaur huge enough to have 15' reach.
Party buffs: None
Juraan: 27/29 hp
JJ: 44/44 hp
Ryan: 37/40 hp
Kikinnin: 43/44 hp
Marigold: 45/46 hp
Maxim: 28/28 hp
Round 1: Maxim, Marigold, Kikinnin, Skeleton, Ryan, JJ, Juraan

Maxim Snaphånce |

Round 1
As the skeleton shifts, Maxim moves forward (Move Action) and raises his pistol at the prehistoric undead.
"God's be damned! That's a hellishly huge pile o' bones!"
Instead of a bullet he conjures the last of his offensive magicks;
"Zuur Pijl!"
Acid Arrow!
(Casts Acid Arrow as a Standard Action - provokes AoO)
As he utters the words an arrow of fizzing arrow flies forth toward the huge skeleton;
Ranged Touch - Acid Arrow: 1d20 + 5 ⇒ (7) + 5 = 12
Spell Damage: 2d4 ⇒ (4, 1) = 5 Damage continues be inflicted next round

Kikinnin Rouradont |

Round 1
AC = 22
HP = 54/54
Weapon Equipped = +1 Flail
Condition(s) = None
Kikinnin bolts forward, hoping to catch the creature off-guard. He winds up the flail, hoping that he can time its spin.
+1 Flail: 1d20 + 9 ⇒ (8) + 9 = 17 for 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11 bludgeoning damage
"What monstrosity was that thing, before it turned to bone?!"

Marigold Montajay |

Marigold's Round 1
Marigold hustles forward as the bones tremble and begin to form into a shape, but she's not entirely prepared for just what they form into...or how large they really are.
"ನಕ್ಷತ್ರಗಳು ನನ್ನ...ಆ ದೊಡ್ಡ ಇಲ್ಲಿದೆ! ಆದರೆ ಒತ್ತಡದ ಬಿರುಕುಗಳು ಕೇವಲ ಮಾನವ ಅಸ್ಥಿಪಂಜರದ ಎಂದು ಇಷ್ಟ! 'ವೇರ್ ಆದರೂ ಶೀತ ಮಾಯಾ ಬಳಸಿ, ಇದು ಕೆಲಸ ಮಾಡುವುದಿಲ್ಲ!" Marigold gasps at the sight of the enormous skeleton. Not wanting to block already-narrow corridors, she flattens herself against the cavern wall and calls upon what she's now convinced is Sarenrae's blessing for herself and her friends.
"My stars...that's huge! But it cracks under pressure just like a human skeleton would! 'Ware using cold magic though, it won't work!"
___________
Marigold moves to her current position and casts Bless. Go get 'em, guys!

Ryan Taskerhill |

Round 1 - tenative
As the huge skeleton turns toward the companions Ryan utters a swift condemnation.
"Creature, your flesh has failed you and the necromantic powers supporting your bones shall as well. Prepare to return to the grave from wence you came."
cast divine favor

GM Rutseg |

Maxim quickly reacts by casting a spell. An acid arrow erupts from his hands and crashes on the large pile of bones, an easy target, so large it is.
Kikinnin catches the bones off-guard and moves just next to it breaking a couple of bones with his flail.
Marigold calls for a prayer to Serenrae, and in response the group can feel some light force guiding their weapons.
The large skeleton attempts to eat Kikinnin.
Bite: 1d20 + 16 ⇒ (4) + 16 = 20
S/B/P damage: 2d6 + 13 ⇒ (2, 5) + 13 = 20
The bite is powerful, but lands on the dwarven armor that resist under the pressure of the jaws without letting Kikinnin suffer any damage.
Ryan calls for Abadar's favor. The cleric feels his mind focusing, his weapon becoming more powerful on his hand.
Skeleton: 16 damage, acid arrow
Party buffs: Bless 5 min
Juraan: 27/29 hp
JJ: 44/44 hp
Ryan: 37/40 hp
Kikinnin: 43/44 hp
Marigold: 45/46 hp
Maxim: 28/28 hp
Round 2: Skeleton, Ryan, JJ, Juraan, Maxim, Marigold, Kikinnin

_JJ Surabar |

JJ rushes in to help Kikinnin.
And probably gives out an AOO, but he should have cover from Kikinnin, which might help a little.
When close he brings the silver mace be purchased for use against the vampire to bear on the horrible collection of bones.
attack,bless: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
damage (blunt, silver): 1d6 + 4 ⇒ (5) + 4 = 9

Juraan |

Round 1
Juraan moves up where he can see the big skeleton and chants quickly
« ჩაშლას არ მკვდარი » draconic: "disrupt undead"
Casting Disrupt Undead at the big skeleton
disrupt undead: 1d20 + 5 + 1 + 1 ⇒ (9) + 5 + 1 + 1 = 16
damage: 1d6 + 1 ⇒ (5) + 1 = 6
(bless and point-blank shot)

GM Rutseg |

The oversized skeleton throw his head over Kikinnin into the tunnel while JJ approaches!
Bite: 1d20 + 16 ⇒ (8) + 16 = 24
S/B/P damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19
In this case I can draw a line from top-left corner to all corners of both the square where Juraan is and it's square immediately below (there is a tiny bit of wall in the below case, but marginal). Thus, JJ would not have cover on his approach.
The large undead clasps its jaws on JJ's shoulders. The creature has a terrible strength. Bones crackle and large wounds are open by when the head retreats.
The young boy crashes his mace on the skeleton, bone splinters flying on all directions.
Juraan follows up with a black ray that emerges from his right hand and impacts the head of the creature, way up over Kikinnin and JJ. The ray seems to consume part of its energy.
Skeleton: 31 damage, acid arrow, barely damaged
Party buffs: Bless 5 min
Juraan: 27/29 hp
JJ: 25/44 hp
Ryan: 37/40 hp
Kikinnin: 43/44 hp
Marigold: 45/46 hp
Maxim: 28/28 hp
Round 2: Skeleton, Ryan, JJ, Juraan, Maxim, Marigold, Kikinnin
Maxim, Marigold and Kikinnin have round 2 now!

Kikinnin Rouradont |

Round 2
AC = 22
HP = 54/54
Weapon Equipped = MW Dwarven Greataxe
Condition(s) = Bless
Kikinnin watches as JJ gets thoroughly smashed, so waves his flail, first for effect, to get the monstrous skeleton's attention, second to build up enough momentum to smash its head back into the skelly's leg, hoping to bring it down.
"Careful, JJ! This thing'll strike us no matter what we do! My armor's got a dent hitting my rib already!"
+1 Flail, Bless, Beast Hunter: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 for 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 damage
Confirm Critical?: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 for 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 damage

Maxim Snaphånce |

Round 2 - Buffs: Bless (+1 to hit, +1 to fear saves)
As the battle rages Maxim realises his pistol may be of little use in this fight, and he belays pulling the trigger on his hand-gunne.
Spending a Hero Point to recall a spell previously used (Acid Arrow)
Pausing, the gun-mage recalls the words he just spoke, once again casting an offensive spell;
"Zuur Pijl!"
(Casts Acid Arrow as a Standard Action - provokes AoO)
As he utters the incantation another arrow of fizzing arrow flies forth toward the huge skeleton;
Ranged Touch - Acid Arrow: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Spell Damage: 2d4 ⇒ (3, 1) = 4 (Damage continues be inflicted next round)
GM-R: Just to confirm that is 2d4 additional acid damage on the T-Rex in Round 3 from the 1st arrow, and 2d4 additional in Round 4 from the 2nd

GM Rutseg |

Kikinnin delivers a blow with all his strength on the skelly dinosaur's right foot destroying some of the bones.
Maxim looks for some heroics to go beyond his arcane energies and succeeds to reformulate the previously cast acid arrow. Another one springs from his hand!
The huge enemy results in an easy target, Maxim's companions bothering little as they are far too below the target's head.
The acid of the arrow disolves a bit more of the bones.
No AoO because JJ took that one.
Acid arrow it is my understanding the damage stacks, so you can apply both the damage of the first and the second arrow on the same round.
The bony head turns towards the dwarf that just broke its foot and attacks with tremendous strength.
Bite: 1d20 + 16 ⇒ (8) + 16 = 24
S/B/P damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19
The blow is so heavily strong it does not matter it lands on Kikinnin's armor, the dwarf feels his chest bursting below the weight of the huge skeleton.
Skeleton: 49 damage, acid arrow, somehow damaged
Party buffs: Bless 5 min
Juraan: 27/29 hp
JJ: 25/44 hp
Ryan: 37/40 hp
Kikinnin: 24/44 hp
Marigold: 45/46 hp
Maxim: 28/28 hp
Round 3: Skeleton, Ryan, JJ, Juraan, Maxim, Marigold (x2), Kikinnin

Maxim Snaphånce |

GM-R: Aye you're right... I've also got my math wrong... R1 arrow, R2 arrow (+previous arrow additional damage), R3 additional damage.
Round 2
Stacked Acid Arrow damage: 2d4 ⇒ (1, 2) = 3

_JJ Surabar |

JJ cries out in pain as the horribly huge pile of animate bones cuts into his poorly protected flesh.
"AAARrrrrrghhhhhhh"
He swings his weapons, at the few parts of the creature he can actually see.
Realising his sword is unlikely to do anything to such a creature, JJ doesn't bother attacking with his enchanted sword, concentrating on using the silver mace instead.
attack, mace,bless: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
damage (blunt, silver): 1d6 + 4 ⇒ (5) + 4 = 9

Ryan Taskerhill |

Round 2
Ryan moves behind JJ and Kikinnin trying to move into a place to help attack the creature. Figuring he will get caught in an AoO, but using agile step to slip past the point just below Kikinnin
Ryan adopts total defense AC23 while moving into position.
free action - agile feet - ignore difficult terrain
move action - 30'
standard action - total defense

Marigold Montajay |
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Marigold's Round 2
Taking advantage of her small stature, Marigold darts forward and squeezes herself into the corner near JJ and Juraan so that she can better survey the battlefield. Once in position, her hand tightens for a moment on her vial of holy water before she brings her arm back and flings it at the gigantic skeleton!
Holy Water (Ranged Touch; Bless, Into Melee): 1d20 + 4 + 1 - 4 ⇒ (1) + 4 + 1 - 4 = 2
Damage: 2d4 ⇒ (2, 4) = 6
"ಒಂದು succubus ಮಗ!" she swears as she somehow manages to completely miss the colossal, raging skeleton standing 10 feet away from her.
"Son of a succubus!"
At least it'll take 1 point of splash damage!
______________
Marigold's Round 3
Did I really just say that? I've spent too much time around Maxim...
Realizing that her friends on the front lines are taking another beating the halfling falls back a step so she can reach them all (except for Ryan) and calls for Sarenrae's protection against the evils of undeath!
Marigold takes a 5 foot step to her current position and hits everyone but Ryan with Protection from Evil, Communal.

GM Rutseg |

Marigold throws a vial of holy water to the ceiling, but splashes the skeleton burning partially the bones.
No AoO, because JJ took it last round
Maxim's arrow burns more bones with its acid while the dwarf thinks what to do next.
JJ keeps breaking bones, attempting to open a way through the huge creature.
Juraan casts another projectile, taking the attention of the huge skeleton.
Bite AoO: 1d20 + 16 ⇒ (12) + 16 = 28
S/B/P damage: 2d6 + 13 ⇒ (5, 3) + 13 = 21
The hit is brutal, the skelly head bursting the professor against the cave's walls, leaving him without breath for a long second.
Thus, I prefer to wait for confirmation you really want to attempt to overrun him.
Marigold profits Juraan has the attention of the creature and closes up casting a protection spell to most of the group.
Skeleton: 53 damage, acid arrow, somehow damaged
Party buffs: Bless 5 min
Juraan: 6/29 hp, protection from evil
JJ: 25/44 hp, protection from evil
Ryan: 37/40 hp
Kikinnin: 24/44 hp, protection from evil
Marigold: 45/46 hp, protection from evil
Maxim: 28/28 hp, protection from evil
Round 3: Skeleton, Ryan, JJ, Juraan, Maxim, Marigold, Kikinnin
Maxim and Kikinnin still have actions pending for this round, and I would like confirmation from Ryan

Ryan Taskerhill |

Was seeing the grey of the floor in the square below where Kikinnin is currently positioned, so was hopeful to use agile feet to skirt the section of wall and come to a stop just beyond that, if that is not an option, is there enough space in the square to the right of JJ to tuck in and fight from.?
Ryan steps up beside Maxim and spotting the dino beyond his companions, follows the professor's approach. Using the power of positive energy
cast disrupt undead
disrupt undead: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d6 ⇒ 1

Kikinnin Rouradont |

Round 3
AC = 24, PfE
HP = 34/54?
Weapon Equipped = +1 Flail
Condition(s) = Bless
Kikinnin watches as the skeleton has its way with everyone, striking thrice as hard and four times as easily for every moment it can act. He cringes as Juraan takes a massive blow for deigning to cast a spell.
The black-beard does what he can, laying into the skeleton another time.
+1 Flail, Bless, Beast Hunter: 1d20 + 9 + 1 + 1 ⇒ (7) + 9 + 1 + 1 = 18 for 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7 damage
"Chipping away at stone, more like. This can't go on too much longer."

GM Rutseg |

Half the spot is free, thus, you would be able to position yourself there, but squeezing yourself against the wall, which means a -4 penalty to attacks and AC which I am not sure you want to incur.
I will go for now with the disrupt and you can consider the squeezing option. Divine favor should apply to rays also.
Ryan moves until he can properly see the giant skeleton and creates a ray of energy that disrupts the huge undead!
Kikinnin delivers another blow with his flail, bursting the bones as one would do with a wall of a stone.
The undead dinosaur keeps going against the dwarf that so much damage is causing to the creature.
Bite: 1d20 + 16 ⇒ (11) + 16 = 27
S/B/P damage: 2d6 + 13 ⇒ (1, 4) + 13 = 18
And it succeeds to snatch the dwarf once more from an arm and break more bones and flesh.
Skeleton: 62 damage, acid arrow, somehow damaged
Party buffs: Bless 5 min
Juraan: 6/29 hp, protection from evil
JJ: 25/44 hp, protection from evil
Ryan: 37/40 hp, divine favor r13
Kikinnin: 6/44 hp, protection from evil
Marigold: 45/46 hp, protection from evil
Maxim: 28/28 hp, protection from evil
Round 4: Skeleton, Ryan, JJ, Juraan, Maxim, Marigold, Kikinnin

Maxim Snaphånce |

Round 3 - Buffs: Bless (+1 to hit, +1 to fear saves)
As the melee crush increases, Maxim realises his chances of getting a clear shot going forward are minimal at best...
"Hell's Teeth... Ain't got much o' a bite left now... Last throw o' the dice I reckon..."
The gun-mage focusses his remaining arcane power onto his pistol, empowering it with the heat of Malachites forges (Swift Action - Mage Bullets ability: use up final 2nd Level Spell - Knock to imbue pistol with Flaming quality)
Maxim's pistol barrel glows hot and he raises his pistol to fire off a round at the gigantic skeleton (Standard Action);
Ranged Touch - MW Pistol (+Bless, less firing into melee penalty): 1d20 + 5 + 1 - 4 ⇒ (3) + 5 + 1 - 4 = 5 Grrr. Be amazed if that hits!
Pistol Bullet (+Flaming Quality): 1d8 + 1d6 ⇒ (7) + (5) = 12
The dwur retrieves an alchemical paper cartridge and reloads his pistol (Move Action - Provokes AoO).

Maxim Snaphånce |

Posting R3 & R4 separe to keep the tracking easier :)
Round 4 - Buffs: Bless (+1 to hit, +1 to fear saves); Mage Bullets (Pistol treated as +1 Weapon w/ Flaming quality for 2 minutes)
Maxim once again raises his glowing pistol and vies for a clear shot. As the beast savages his fellow dwur he rushes the shot (Standard Action);
Ranged Touch - MW Pistol (+Bless, less firing into melee penalty): 1d20 + 5 + 1 + 1 - 4 ⇒ (4) + 5 + 1 + 1 - 4 = 7
Pistol Bullet (+Flaming Quality): 1d8 + 1d6 ⇒ (8) + (2) = 10
Once again he reloads his weapon with an alchemical cartridge, knowing haste is key (Move Action - Provokes AoO)

Juraan |

Round 3 (bless, protection from Evil)
Juraan throws his flask of alchemist's fire at the huge undead
alchemist's fire: 1d20 + 6 ⇒ (17) + 6 = 23
damage, round 1 of 2: 1d6 + 1 ⇒ (1) + 1 = 2
(ranged touch, point-blank, 1 hp splash to adjacent squares, +1d6 next round for direct hit)
Juraan then spends his only Hero Point left so he can …
… throw the last fireball bead at the huge undead
fireball bead, ranged touch: 1d20 + 6 ⇒ (7) + 6 = 13
damage: 3d6 ⇒ (2, 2, 4) = 8 (none left)
Those damage rolls were not inspiring! :P
It's supposed to affect creatures within 5 feet of a direct hit.
So, I think the splash won't spread out from something that big.
I also put a red circle on the map for the fireball blast area.

Marigold Montajay |

Marigold's Round 4
Though she knows it's risky, Marigold can see little else to do but frantically dig out the more powerful healing wand they'd found earlier. She gives Kikinnin a tap, hoping he can keep the skeleton's attention off of JJ and the others.
Cure Serious Wounds (Kikinnin): 3d8 + 6 ⇒ (4, 7, 1) + 6 = 18 Charges remaining (3).

Ryan Taskerhill |

The dino had taken a bite out of most of his team, that had been able to get close to it, the dino needed to go away.
Channel: 2d6 ⇒ (2, 4) = 6 hp damage to dino DC14 Will save for 1/2

_JJ Surabar |

JJ redoubles his efforts, glad he had such a doughty companion as Kikinnin at his side.
"Damnit! It's just a pile of bones. We have to be able to take it."
attack, bless: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
damage(silver, blunt): 1d6 + 4 ⇒ (1) + 4 = 5

GM Rutseg |

Maxim fails a shot but a while later his second one hits the skeleton, the burst breaking some of the bones.
2nd Acid arrow final round: 2d4 ⇒ (2, 1) = 3
The last acid arrow finishes its effect.
In a heroic display, Juraan nukes the skeleton with fire, from flask and bead, all the fire combining in a grand explosion behind the dinosaur skeleton!
Ref: 1d20 + 8 ⇒ (18) + 8 = 26
The bones flash in flames, some consuming, some breaking.
Marigold approaches the group using the wand to avoid the attacks from the dinosaur while considerably healing Kikinnin.
Will DC 14: 1d20 + 6 ⇒ (10) + 6 = 16
Ryan raises his holy symbol and sends a wave of positive energy against the skeleton, that slightly rears back under the punishment.
JJ follows on with a swing of his mace, breaking more bones.
The dinosaur kneels under the accumulated damage, but keeps attacking absentmindedly.
1d2 ⇒ 1
Bite: 1d20 + 16 ⇒ (13) + 16 = 29
S/B/P damage: 2d6 + 13 ⇒ (6, 6) + 13 = 25
The skeleton head punishes once more the stout dwarf with terrible strength!
I don't know how many of the 5/day lay of hands have Kikinnin remaining, but that might result on him still being up or down
Skeleton: 85 damage, alchemist fire, considerably damaged
Party buffs: Bless 5 min
Juraan: 6/29 hp, protection from evil
JJ: 25/44 hp, protection from evil
Ryan: 37/40 hp, divine favor r13
Kikinnin: -1/44 hp, protection from evil
Marigold: 45/46 hp, protection from evil
Maxim: 28/28 hp, protection from evil
Round 5: Skeleton, Ryan, JJ, Juraan, Maxim, Marigold, Kikinnin (x2)

_JJ Surabar |

"Nooooo" shouts JJ pummeling the giant skeleton with his slightly too puny mace.
attack,bless: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
damage: 1d6 + 4 ⇒ (4) + 4 = 8
"I think we are going to need to withdraw. Even if we finish off this pile of bones, we are in no condition to go up against its master."

Juraan |

Round 5 (bless, protection from Evil)
damage, alchemical fire, round 1 of 2: 1d6 ⇒ 1
Juraan tries to use his wand of CLW on JJ, since he can't reach Kikinnin:
use magic device: 1d20 + 11 ⇒ (1) + 11 = 12
Oh … Bugger! I can't use it for 24 hours now, with that natural one.
The dice really don't like me at all today! :P
"Damnit! Magigold, take this wand, we don't have time for errors. Use it on Kikinnin."
And he reaches to Marigold with his wand of CLW for her to make use of it.

Kikinnin Rouradont |

Round 4
AC = 24, PfE
HP = 9/54
Weapon Equipped = +1 Flail
Condition(s) = Bless, PfE
Lay On Hands = 1/5
Kikinnin pushes through the skeleton's savaging, healing first, swinging second. Swift Action- Lay on Hands
LoH: 2d6 ⇒ (4, 1) = 5
+1 Flail, Bless, Beast Hunter: 1d20 + 9 + 1 + 1 ⇒ (1) + 9 + 1 + 1 = 12 for 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 damage
Round 5
LoH: 2d6 ⇒ (1, 4) = 5 All 5 Lay on Hands expended
+1 Flail, Bless, Beast Hunter: 1d20 + 9 + 1 + 1 ⇒ (2) + 9 + 1 + 1 = 13 for 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11 damage
Kikinnin vision blurs as the pain causes his eyes to water profusely.
"Can't... seem to... hit it... anymore..."
19/54 hp
Sorry- been slacking in updating Kikinnin's Herolab, until it became important. Kikinnin is up to 54 hp, allowing him to skirt the neg hp.

Maxim Snaphånce |

Round 5 - Buffs: Bless (+1 to hit, +1 to fear saves); Mage Bullets (Pistol treated as +1 Weapon w/ Flaming quality for 2 minutes)
Pistol glowing with arcane heat, Maxim once again draws a bead on the lumbering pile of bones and fires off a round (Standard Action), bellowing encouragement to his battered fellow dwur as he does;
"Sons o' Malachite don't break! Fight on Rouradont! Gods be damned fight on!"
Ranged Touch - MW Pistol (+Bless, less firing into melee penalty): 1d20 + 5 + 1 + 1 - 4 ⇒ (2) + 5 + 1 + 1 - 4 = 5
Pistol Bullet (+Flaming Quality): 1d8 + 1d6 ⇒ (8) + (2) = 10
Cursing the (likely) wayward shot, Maxim stoically reloads his weapon with an alchemical cartridge (Move Action - Provokes AoO)

Ryan Taskerhill |

Round 5
"Kikinnin stand firm, you shall overcome"
Inspiring Word (Kikinnin] 2/7 used, +2 to attack, skill/ability checks and saves for 2 round.

GM Rutseg |

Kikinnin's is surrounded by celestial magic that heals him on the worst but the painful injuries
JJ chips some more bones with his silvered mace!
Juraan's fire keeps burning but he fails to heal Kikinnin with his wand, offering to Marigold instead.
I think she has a Serious one at hand though
Kikinnin's celestial aura keeps healing his wounds but the pain keeps the dwarf failing his attacks.
Unable to surmount the tension, Maxim also keeps up with the chain of fails and his shot hits the ceiling of the cave.
Worried about the way things are going, Ryan tries to keep Kikinnin's morale up with an inspiring word.
Marigold pokes once more Kikinnin with the wand in a desperate attempt to make him hold against the huge monster undead.
Cure Serious Wounds (Kikinnin): 3d8 + 6 ⇒ (1, 4, 4) + 6 = 15 2 charges left
Despite large sections of the skeleton are broken, the once dinosaur keeps attacking with lifeless fury.
Bite: 1d20 + 16 ⇒ (13) + 16 = 29
S/B/P damage: 2d6 + 13 ⇒ (4, 5) + 13 = 22
And pushing Kikinnin against the cavern wall, bones break, lungs pressed without air, blood splashing everywhere, while the dwarf tries to hold the powerful jaws with his shield.
Skeleton: 94 damage, alchemist fire, terribly damaged
Party buffs: Bless 5 min
Juraan: 6/29 hp, protection from evil
JJ: 25/44 hp, protection from evil
Ryan: 37/40 hp, divine favor r13
Kikinnin: 12/54 hp, protection from evil, inspiring word r8
Marigold: 45/46 hp, protection from evil
Maxim: 28/28 hp, protection from evil
Round 6: Skeleton, Ryan, JJ, Juraan, Maxim, Marigold, Kikinnin

Ryan Taskerhill |

Ryan channels once more trying to bring the creature down, unable to get close enough for melee.
channel: 2d6 ⇒ (1, 3) = 4 DC14 will save for half. <sigh>

_JJ Surabar |

JJ cries out in horror as Kikkinnin almost goes down. But the dwarf is Tough As Nails.
No wonder he did so well in the drinking contest. He has the constitution of an ox
He keeps swinging his small mace, knowing this is a battle of attrition.
mace,bless: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
damage(blunt, silver): 1d6 + 4 ⇒ (1) + 4 = 5

Marigold Montajay |

Not really sure of anything else to do, Marigold keeps jabbing Kikinnin in the ribs with the more powerful healing wand. Unable to hold the lesser wand that Juraan shoves at her at the same time as her weapon, she's forced to drop the latter so she can take it off his hands.
Cure Serious Wounds (Kikinnin): 3d8 + 6 ⇒ (4, 7, 8) + 6 = 25
_____________
Hot dang, now that's more like it! 1 charge remaining. Also if MG needs to move, please speak up...so Ryan or JJ can translate accordingly :3

Maxim Snaphånce |

Round 6 - Buffs: Bless (+1 to hit, +1 to fear saves); Mage Bullets (Pistol treated as +1 Weapon w/ Flaming quality for 2 minutes)
Maxim grimaces as another shot goes wayward. Spitting once, the squints and once again levels the glowing barrel of his pistol.
Seeing a gap in the action, the gun-mage squeezes the trigger and fires off a round (Standard Action)
Eat this ye o'ergrown bag o' bones!
Ranged Touch - MW Pistol (+Bless, less firing into melee penalty): 1d20 + 5 + 1 + 1 - 4 ⇒ (15) + 5 + 1 + 1 - 4 = 18
Damage - Pistol Bullet (+Flaming Quality): 1d8 + 1d6 ⇒ (4) + (4) = 8 (treated as Magic and Flame damage)
The dwur then reloads his weapon methodically with another alchemical cartridge (Move Action - Provokes AoO)

Kikinnin Rouradont |
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Round 6
AC = 23, PfE, shield dropped
HP = 37/54
Weapon Equipped = +1 Flail
Condition(s) = Bless, Inspiring Word, PfE
Kikinnin feels the wand at his back, twice, and grits his teeth in determination. His bodily frame has become a scale on which good and evil are being weighed. So long as his eyes remain wide, he'll continue to hope that the undead horror keeps striking at only him. He drops his shield, and takes a swing with the flail with two hands.
+1 Flail, Bless, Beast Hunter, Inspiring word, Power Attack: 1d20 + 9 + 1 + 1 + 2 - 2 ⇒ (20) + 9 + 1 + 1 + 2 - 2 = 31 for 1d8 + 3 + 1 + 6 ⇒ (1) + 3 + 1 + 6 = 11 damage
Confirm Critical?: 1d20 + 9 + 1 + 1 + 2 - 2 ⇒ (9) + 9 + 1 + 1 + 2 - 2 = 20 for 1d8 + 3 + 1 + 6 ⇒ (1) + 3 + 1 + 6 = 11 damage

GM Rutseg |
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Will DC 14: 1d20 + 6 ⇒ (4) + 6 = 10
The skeleton kneels under the power of Ryan's positive energy wave.
JJ hits the bones on a specially hard place where the mace is deflected.
Marigold casts another healing from the wand on Kikinnin while he fights for his life between jaws and wall.
Just out of the reach of the skeleton's head, Maxim triggers his weapon, a burst of fire destroying the left superior limb of the skeleton with ease!
Visibly reinvigorated by Marigold, and understanding the shield is not helping him, Kikinnin delivers a powerful blow with both hands on his flail, striking on the head that is holding him against the wall. The head burst in hundred bone splinters under the power of the dwarf!
The huge skeleton finally falls to the ground of the cavern with a loud noise and a noticeable tremor.
Skeleton: 128 damage, destroyed! That beast had 117 hp!
Party buffs: Bless 5 min
Juraan: 6/29 hp, protection from evil
JJ: 25/44 hp, protection from evil
Ryan: 37/40 hp, divine favor r13
Kikinnin: 37/54 hp, protection from evil, inspiring word r8
Marigold: 45/46 hp, protection from evil
Maxim: 28/28 hp, protection from evil
Combat is over!
From this large section of the cavern three different tunnels leave, in addition to the one the party used as access. The closest one leaves to the southeast.
K49.
The passage leading to this chamber is fairly narrow, but it ends in a cul-de-sac.
Another two tunnels leave in northeast and southeast directions.

Juraan |

"That was a very near thing!"
"But we're all in pretty sorry shape."
"Maybe we should hole up on Triel's Chamber."
"Long enough to recoup before going past this point."
"Should be relatively safe. There's only one way in or out."
"And we won't be losing time going to town and back again."

Maxim Snaphånce |

Maxim flashes a hard grin and claps his fellow dwur's shoulder;
"Shipped some lumps there Rouradont... Sure you ain't got Fulcrumforge blood in them veins? Har!"
At Juraan's suggestion they halt and rest up, he nods - his face more grim set;
"Drakblood's got a point. Accordin' to that spider-lover Skaven's book we still got one o' his associates by the name o' Tarkilar who became so kind o' risen dead... Bet's that it ain't like that lizard or them ogres neither..."
The gun-mage grimaces;
"Course we backtrack we risk it creepin' up on us... Floatin' in like some phantom or some such..."

Kikinnin Rouradont |

"Sure you ain't got Fulcrumforge blood in them veins? Har!"
Kikinnin taps the side of his nose, smiling painfully. "Yeah, not with this nose. Got my Far written all over it."
"As for holing up, I only want to make sure we've got them noosed in. I can bring Abadar's Strength to my blade, uh, maybe two more times. Can't seal my bleeds by myself, though." He looks on the halfling. "Can't thank you enough, miss Marigold. Straightened my spine enough times to outlast the lummox." He pats the halfling on the shoulder, reflecting his bror's gesture to him.
"What do we say? Press on, or hold up?"