Move to F9. I'm using power attack and destructive smite. Attack roll 14+8+5(bard)-2(power attack)=AC 25, damage 9+4+6(power attack)+3(destructive smite)+5(bard)=27.
"I don't think there's any great conspiracy afoot. Didn't one of the prisoners say that they were Black Arrows from Fort Rannick escaping from an ogre assault? The guys in the barn were just unlucky and were picked off by the ogrekin as they were trying to make their way back to Turtleback Town."
"Actually, I take some of that back - there is a conspiracy afoot with the Magnimar murder cult and all that, but I do not think the happpenings here are connected to that."
"Keep an eye out of creepy-crawlies hiding underneath the crates. There's gotta be ats on this property, and this is a fine place for lots of the little bastards to hide."
Alwyn picks at Two-face's vestigal twin with his sword, shaking his head. "My mom once told me about two-headed giants. Do you think this one is a lesser specimen, or is he just a result of generations of inbreeding? Not that it really matters."
I'm burning my empty level 3 slot for a Cure serious wounds, and Hudak recovers 18 hp. Are anyone else hurt? If so, I can use a positive energy channeling.
I'll patch you up on my initiative. BTW, for the others - let me know if your characters get a little too tattered for your taste, as I'm not always good at paying attention to your characters' health.
Alwyn steps around the scrum in the middle of the room before hacking at the ogrekin.
Move to H7. Any rats left? If it still stands, the one in I7 gets an AoO on me as I pass. Attack on Two-face, using Power Attack and Destructive Smite: 13+8+4(bard)-2(PA)=AC 23, damage 9+4+4(bard)+6(PA)+3(DS)=26.
Alwyn elbows his way past the other party members and rushes into melee with the oddly proportioned ogrekin.
Move to P3 before attacking Stumpy, using Power Attack and Destructive Smite. Attack roll 14+8+2(flank w/Hudak)-2(PA)=AC 22, damage 8+5+6(PA)+3(smite)=22. Sadly, Stumpers gets an AoO on me as I maneouver past him.
"So. Since nobody would give me my zombies...," Alwyn beaks into a mock pout, "let's put mommy's boys to good use. A well-thrown corpse should trigger the trap."
"Even animating such thugs as those guys? I could see that animating the bodies of good men would be an evil act, but those... See it as a first taste of their miserable afterlife."
"Now, animating the dead is clearly an unnatural act. They must be destroyed before we leave this place." He nods at the chopped-up ex-zombies. "However, that won't be too difficult."
BTW, I helped myself to the STR belt and adjusted my profile accordingly.
"So.... Vethran, with the scroll you just found, can you animate the dead guys out fron? If we had a couple of zombies, we could march them around the house and set off traps."
If I could call dibs on anything, I'd like the STR belt. I'd suggest Elisile takes the CON belt, as she occasionally engages in melee, and that Hudak takes either the ring or the amulet (Illes gets the other one). Vethran and Elisile split the arcane stuff. The rest we sell.
Meanwhile, the ogrekin on the bed sloshes over to the only part of her hideous divan that isn't smothered in magical silence. She casts a spell and her gross form starts to drift upwards, huge rolls of fat pirouetting weightlessly around her like the rings of a giant planet orbiting in the Great Beyond.
Of course, the flying effect was counterspelled by Vethran, but the pre-flight sloshing put her in A5 or A6. How did she get from there to D7 without provoking an AoO from me when I'm in B6?
Regardless of an AoO or not, this is my action this turn:
Alwyn pounces upon the waddling sorceress.
Move to D6 before attacking Mom. Attack roll 12+9-2(Power attack)=AC 19, damage 9+7+6(Power attack)=22.
Throw sword - standard action. Jump in room - move action. Throw pot of alchemists fire - free action? Methinks not. Sorry - have to wait until the next round for the alchemists fire.
That's OK - I thought tossing the blade was a free action. Mommy Graul's not on fire - yet.
Alwyn throws his sword into the room and then dives through the window with surprising grace for such a large, heavily armoured man, rolling to his feet in the corner closest to the window. Once there, he lobs a small pot onto Mammy's bed.
Move from '0'9 to A10 before tossing an alchemist's fire at Mammy. Climb check 13-2=11. Attack roll 12+5=touch AC 17, damage 4. That bed sounds fairly flammable, though. :P The sword's in A9; I'll pick it up next round (it seemed impossible to tumble through a window with a 6' piece of steel strapped to your back).