Round 3 - recap
Then the drunken priest wisely moves to the side and swings at the guard just missed by Tybek. His swing is accurate and leaves a nasty mark, but fails to bring the guard down.
Seeing his companions unable to eliminate this simple minded human, the not-quite-an-elf moves forward and swings his gigantic blade.
Attack by Berashel w/PA @ guard 1: 1d20 + 6 - 1 + 2 ⇒ (4) + 6 - 1 + 2 = 11
Unfortunately as with Tybek, the paladin's swing is well wide of its mark.
Hoping to disorient the guard, Maegge calls upon the forces of nature which respond with a quick flash of light before the guard which leaves the guard blinking its eyes and unable to focus very well.
Fort Save-guard 1:1d20 + 4 ⇒ (3) + 4 = 7
Finally, the miniature wizard once more causes a gap in space to appear from which a fluffy white puppy with nasty teeth and a really annoying yappy bark appears. The puppy lands a bite just above the top of the guards boots which clearly injures the guard, but appears to be more of an annoyance than a serious wound.
The guard that was wounded by the puppy takes a swing at the puppy with his longsword. However, the swing is just as wild as that of Tybek and Berashel moments earlier.
Attack-guard-2-PA@summoned dog: 1d20 + 3 - 1 - 1 ⇒ (7) + 3 - 1 - 1 = 8
The guard then steps back alongside his companion while several more guards are seen moving behind the front two. You see the other two guards move out of sight behind the front two, they appear to be carrying polearms or some type. You also see another guard with what appears to be slightly better equipment come into sight in the room. He appears to be the one barking orders.
You then hear him shout behind him: Victril, wake your men. Get the master.
Finally, the guard in the front once more attacks Tybek apparently unaware, or uncaring, of the fact that he is surrounded.
Attack-guard-0-PA@Tybek: 1d20 + 3 - 1 - 1 ⇒ (5) + 3 - 1 - 1 = 6
As with most the other attacks, his swing completely misses its dwarven target.
Sorry for the delay. Been driving around the west coast and doing in-law/Thanksgiving stuff.
Round 2 - recap
The party continues to move forward. With a quick flick of his dwarven wrist, Tybek dispatches of another guard and then moves forward to engage the next one. Likewise, Arindale moves up to engage the next guard as well.
Arindale, I only moved you to AM/56 as I assume that you do not wish to take AoO unnecessarily.
The rest of the group moves up behind in the not-so-narrow passage.
The last to move are the unerringly absentminded bard and the apparently apprehensive to engage anyone druid. Both continue to wisely hide behind the fighters while tossing a variety of magic at the guards.
Guard 2-Will Save vs sleep: 1d20 ⇒ 13
Guard 1-Will Save vs Flare: 1d20 ⇒ 3
Two guards farther up the passage are seen collapsing to the ground while the one facing Arindale and Tybek blinks its eyes unable to focus as well as he would like. Nonetheless, the guard swings and attempts to hit the wily dwarf.
Attack-sword: 1d20 + 3 - 1 ⇒ (13) + 3 - 1 = 15
It is a valiant swing, but is well wide of its mark and causing no harm to the dwarf.
Farther down the passage, you suddenly a voice shout out:
Two guards are performing Aid Another to wake the sleeping guards.
I will move Ranim and start Inspire Courage since she has not posted.
Round 1 - recap
First, with a roar like an attacking dragon, the not-quite-an-elf springs forward landing a vicious blow that practically disembowels the first guard leaving him bleeding out on the ground.
Then the judgment of the miniature wizard is brought into question as he charges forward, only to stop just before the first crossbowman, magically fly off his ponydog and then attempt to distract the second crossbowman. Despite attempting to shake off the distraction, the guard appears to simply stand confused and not doing anything.
Guard 1 - Will Save: 1d20 ⇒ 12
Next the easily distracted bard move up and sees what is going on down the hall at which point she begins to sing a light comedy song which seems to relate to a love that was never to have been between a red dragon and a butterfly.
Once the song has begun, Arindale charges forward leaping across anything in his path as though it is nothing but dust. When he reaches the next crossbowman, he swings his heavy morningstar landing a massive blow on the head of the guard. Although a solid shot, the guard remains standing.
Not to be outdone by his Drunken Hero worshipping companion, Tybek moves forward and manages to leave a nasty slash across the midsection of the guard. Although still standing, the man does not appear to have much left in him.
Finally, the slightly wiser than the rest of the party druid, carefully moves over and causes a burst of light to appear before the guard being attacked by Arindale and Tybek. This leaves the guard blinking his eyes.
Guard 0 - Fort Save: 1d20 + 4 ⇒ (1) + 4 = 5
Once the party has finished its initial assault, the second guard remains standing dazed and confused. The first guard, despite the wounds taken, drops his crossbow and draws his sword in one smooth motion after which he swings at the surely dwarf.
Attack-Guard 0-longsword@Tybek: 1d20 + 3 - 1 ⇒ (19) + 3 - 1 = 21
Crit confirm-Guard 0@Tybek: 1d20 + 3 - 1 ⇒ (4) + 3 - 1 = 6
Scoring a solid hit, he continues his swing attempting to connect with the drunken cleric as well. Unfortunately this second attack fails to find its target.
Cleave Attack-Guard 0-longsword@Arindale: 1d20 + 3 - 1 ⇒ (5) + 3 - 1 = 7
At the same time, another guard stands up from behind two more barrels further up the hallway and fires at Arindale. However, his shot is far from its mark striking instead the barrels behind Tybek.
Attack-Guard 2-crossbow@Arindale: 1d20 + 3 - 1 ⇒ (8) + 3 - 1 = 10
First guard goes down. Still alive, but unconscious and bleeding badly.
Please note, the barrels are effectively 4' walls. If you attack over them, the bandits will have partial cover. If you move directly across them, it is difficult terrain. You cannot charge across them unless you have Free Action or something else that negates difficult terrain. (Which I think that pesky cleric probably has.)
Suddenly, while the (n)ever alert dwarf attempts to stealthily move down the hallway, which he does quite adeptly and would undoubtedly have succeeded at if it were not for the guard hiding behind the door he opened to get into the hallway, a guard charges out from behind the door with a guttural scream in a horrid tongue. At the same time, two more guards suddenly stand from behind the barrels and fire crossbows at the surly dwarf. Unlike the other creatures the party has met in the moathouse dungeon, these definitely appear to be humans and all are garbed in black cloaks and wearing a black tunic over their armor. Each tunic is emblazoned with a golden eye.
You believe this to be a really bad attempt at Abyssal.
The eye appears to be frozen, yet from the top are what appears to be flames. A lightning bolt pierces the middle of the eye and the eye appears to be resting in a pool of some type.
Guard 0-light crossbow @ Tybek: 1d20 + 2 ⇒ (10) + 2 = 12
Guard 1-light crossbow @ Tybek: 1d20 + 2 ⇒ (5) + 2 = 7
Guard 3-longsword @ Tybek: 1d20 + 3 ⇒ (15) + 3 = 18 **HIT**
Both crossbow bolts fly wide, one sticking into the partially opened door near Berashel and the other skittering harmlessly along the wall before falling to the floor. However, the guard with the sword lands a light blow to the unsuspecting dwarf.
Arindale: 1d20 + 1 ⇒ (11) + 1 = 12
Berashel: 1d20 + 1 ⇒ (3) + 1 = 4
Braden: 1d20 + 3 ⇒ (11) + 3 = 14
Maegge: 1d20 + 3 ⇒ (8) + 3 = 11
Ranim: 1d20 + 1 ⇒ (13) + 1 = 14
Tybek: 1d20 + 4 ⇒ (7) + 4 = 11
Guards: 1d20 + 1 ⇒ (1) + 1 = 2
Despite their sudden attack, these guards do not appear to have the quickest responses allowing everyone in the party to join the fray.
Tybek attempts to open the door silently and then quietly move into the room. There is a slight squeak as he opens the door and glances down the hall. The hall is dark and eerily silent. As Tybek looks down the long hallway, he sees two barrels on the left side about 30' down, and another pair of barrels a little bit further down on the right side.
While grumbling at his companions behind him, Tybek quietly opens the door and peeks beyond. What he sees is a long straight passage with another door immediately to his left (north).
The passage to the east appears to gently slope upward.
You sense a gentle scent of fresh, or at least swampy, air. It seems to be coming from the passage. After the time beneath the ground, the less stagnant air is refreshing.
After recovering their beloved animals, the party decides it is finally time to explore down the angled passage which they have been passionately avoiding thus far. After checking for traps, secret doors, falling oozes, undead, bugbears and gnolls, the party finally makes it to the end of the passage where they find a doorway unapologetically blocking their passage.
You come to the end of the angled passage which ends in a doorway facing to the east.
For this one I am not concerned, but for future reference, I do not usually allow Take-20 on Perception. It just seems that nobody ever finds everything, even the most astute will miss something. Take-10 is similar, but I do not mind this. Just remember, if you take-10, there is no redo if the check was higher. I know that RAW allows this, but with perception being such an important skill, negating the chance of missing something sort of takes away from the mystery of whether players missed something.
Maegge carefully examines the blank wall and finds a poorly hidden doorway. Upon opening it, it becomes apparent that the door is really designed to be hidden from the other side. On the other side of the wall is a 10'x10' room with a stairway leading up. Following the stairs, the party finds the backside of another door, which upon opening they find leads to the room on the main floor of the Moathouse where the bandits first attacked the party. On the other side of the 10'x10' room is the backside of another hidden door, this leads into the room formerly containing the ogre jailor. Apparently the party managed to miss both of these doors when searching the rooms earlier.
You also find Gimpy and the puppy hanging out here unharmed just outside of the ogre's room.
While the winch is completely silent, the portcullis itself does make some screeching noises as it is slowly raised. After a few minutes, it finally reaches the top where it locks into place with a loud click.
Moving down the passage, the passage makes a slight turn to the west before ending in a bare stone wall.
Not trusting the grumpy dwarf, Maegge adds his sharp hobbit eyes to the search and finds nothing to raise the portcullis. It looks as though it could be lifted, but the gate is iron and would weigh a ton.
As he moves back to follow the drunken cleric to the southern passage, he suddenly notes a rather unnatural crack in the wall. A minute or two more searching and he finds a carefully hidden latch behind a tiny rock outcropping. Lifting the latch, a well hidden door pops open to reveal a narrow passage which leads about 15' north before turning west and ending at a large winch. The winch appears to be in good repair and frequently used. There is even some grease of some sort in a small pottery container next to the winch, apparently to keep it lubricated.
The party stealthily makes its way back toward the bugbear warren, or as stealthily as the Arindale tank can move. Arriving at the passage that angles to the NW, Tybek carefully moves up the passage only to find the way blocked by a heavy portcullis.
Tybek, please give me a d20 roll.
Maegge Weissam wrote:
Chaos, if I cast Reduce Animal on Gimpy, would he be able to come with us through the narrow passage?
You would have to make a Handle Animal check at the very least. The passage entrance is essentially a 1-2 foot opening at the bottom of a brick/stone pillar and then leads straight down about 8 feet. There are rough stone handholds. Reduce animal would make Gimpy small, so he would fit in, but trying to get hoofed animals into narrow dark vertical shafts is always going to take a little convincing.
After hearing the movement outside the storeroom, the party settles back down and finishes sleeping for the night.
All spells and overnight HP recovered.
With dawn, or what you are guessing is dawn as you are beneath the ground in an area that generally has the smell of rot and decay that one would expect in a dungeon inhabited by ogres and zombies, Tybek moves out and scouts the area.
The first thing he sees is that the tripwire and trap have been reset and once more there is a bolt with a nasty black substance on it waiting to impale anyone coming down the stairs.
1d20 ⇒ 16
The next thing that Tybek notices when he gets to the tunnel that leads to the crypt is that, despite the voices heard the prior night, there does not appear to be any tracks newer than those left by the party the prior day when they retreated back to rest in the storeroom.
Ok, so you are all rested. Do you want to return to the bugbears, check out one of the other doors in the bugbear room? Check out the angular passage that goes SE from just below the gnoll room? Or check out the passage that leads NW from between the bugbear and gnoll area, or do something else?
1d10 ⇒ 6
After taking a beating at the hands of the bugbears, but feeling that the beating was returned twofold, the party again retreats back past the angled passage with the lowered portcullis, around the twisty passages and into where they met the first gnoll guards. After listening at the door from the gnoll area, the party quickly shuffles past the long angled passage that has not been searched, into the eerie tiled entrance to the crypt, through the splinter covered floor of the despoiled crypt where you almost feel the malevolence of those who had been buried here. Finally, the party reaches the naturally carved out tunnel which leads to the base of the pillar in the torture room where Gimpy and Dworkin are patiently waiting.
Once back, the party retreats to the southern storeroom where they securely fasten the door and settle in to get some rest. About an hour after getting to the room, the party hears a loud creaking from above. Everyone hopes this is simply the wind moving the ancient rotted timbers in the moathouse above.
Perception DC25 (Berashel or Tybek):
About an hour into your watch, you hear a distant creaking as though metal were being scraped on metal.
If you made this perception check, time wise, the next perception check is about two minutes later.
Know(engineering) DC15 - if you made the DC25 Perception:
This sounds more like a chain on some type of pulley.
Perception DC18 (Berashel or Tybek):
You suddenly hear voices in the room outside. You cannot hear exactly what is being said.
. . . worthless bugbears . . . master angry . . . new recruit . . .
You then hear footsteps on what sounds like stairs before the voices go silent. A few minutes later, the voices return, but you cannot hear what they are saying.
About three minutes later you hear a loud clang as though metal were striking stone.
Please let me know if you do anything during this time. The casters have not had enough time to recover their spells.
Dren of the Dark Tapestry wrote:
Pillar passage. It was also a hidden entrance right?
Hmm Dren - wrong campaign. Go back to your evil ways and leave these nice confused do-gooders alone.
You can easily rest in the pillar passage, but the animals cannot be gotten in there. The riding dog you may be able to coax down, the stag will not fit.
Just as a note - safety vs. comfort. Unless you want to camp in a hallway/central room, here are the likely options.
You have the ghoul warrens. Unlikely anyone will search for you there, although you cannot get your mounts there.
You have the ogre room - a little stinky, but only has one exit that needs to be secured. You can bring the mounts there.
You have the two storerooms. Not as smelly as the ogre room, also only with one door. The wall between the two storerooms is wood, but the rooms appear otherwise to be secure. You can easily get the mounts there.
You have the gnoll and bugbear dens. No doors to secure and you cannot get the animals there.
You have the crayfish room. Can't bring the animals, but has a source of clean water.
You have the crypt - big open area with lots of broken caskets and several dead and rotting ghouls.
You also have the upstairs - harder to secure and will leak if it rains, which it has not done in months other than an occasional massive storm. Finally, as mentioned, you have the outside which is mostly semi-dried swamp.
As a note:
You have not explored the three doors leading east out of the chamber where the first bugbear guards were. Also, there are effectively no doors into either the bugbear or the gnoll chambers. The closest door that you have explored is the one that goes south toward the crayfish, crypt and unsearched diagonal passage.
To speed things up:
Bluish potions - CMW (CL3)
Chieftain's Red Gems - 50 Sails each
Shaman Necklace - One nasty and gruesome piece of jewelry. He was an Oracle of Bones and used this as his focus. The red gemstones he was using for eyes are big, but only semi-precious, 50 Sails each.
The armor is not sized for humans, but is medium. Someone with Profession(Leatherworker or Blacksmith) or Craft(Armor) should be able to modify it to fit any medium creature fairly easily.
Don't forget, the studded leather has some rather horrifying images of demons and bugbears cavorting in unholy rights etched into it.
After catching their breaths, the party takes stock of what is left. The bugbears do not appear to be connoisseurs of fine arts, or much of anything that is not broken. However, among the shredded pelts and broken furniture, the party does find some items that appear to be of value.
The Chieftain has a morningstar that appears magical and is wearing a suit of chainmail. He is also carrying a vial containing a bluish liquid that radiates magic. He has a pouch with 37 Sails, 112 Wolves and 2 red gems.
The shaman has a fine morningstar. He is wearing a necklace made of skulls. There are at least 10 skulls including human, halfling, gnome and even an elven skull in addition to several animal. The human skull appears to be the centerpiece and has two gemstones inserted into its eye sockets. He is wearing a well made (masterwork) suit of studded leather armor inscribed with horrific pictures of a demonic nature. He is carrying two potions, one bluish and one red. In his pouch are 30 Sails, 83 Wolves and three small green gems.
The other guards have 34 Sails and 173 Wolves among them. Interestingly, several of the coins appear to not be of Taldan minting and have what appears to be orcish warlords imprinted on them.
There are also 4 regular morningstars and 4 suits of studded leather on the guards.
Well - remember, the enemy also suffers the same penalty when he rolls a 1. The real difference being that with you all, I give you a second d20 to see if you suffered a mishap. Usually, expect perhaps for bosses and BBEGs, I don't even roll a recheck when normal enemies roll natural 1s. They just trip or drop their weapons, or look very foolish doing something. You all have a 25% chance when you roll a natural 1, giving you about a 1 in 80 chance of suffering a mishap. Probably not bad odds all things considered.
If it is no fail consequence to the result, I really have no problem. I guess my view is that if you have to have a 20 to make the check, then I would like to see whether you roll a 1 first. Yeh, I know that 1 is not auto-fail and 20 is not auto-make with skill checks, but like the modifiers I have in place, there should be consequences. After all, how many times have we all been looking for our glasses, only to realize they were on our forehead.
Even the smartest and most skilled sometimes miss something that is right in front of their noses.
Some pointless venting.
Have I ever said how much I dislike Take-10 and Take-20. I understand the need and understand if the skill can easily be repeated and had no real risk of failure (swim on a slow river, climb with a rope, etc). However, I am amazed how often I see a character who has decided to just completely jack one or more skills - frequently perception, stealth, sense motive, etc. - and then the player just keeps taking 10 all the time. (I think that Berashel knows at least one player who does this a ton.)
I am not saying to never take-10. But, people should use some common sense in doing this and not take-10 in unrealistic situations and then point to the rules when the DM questions them.
Round 7 - recap
The room is suddenly eerily quiet other than the gasping breaths of the party members, Tybek's quiet mumbles about his drum, and the whine of the puppy before it too suddenly disappears with a pop.
Despite the death of the chieftain, Tybek decides that this is a prime time to show his displeasure with Ranim's intelligent refusal to allow Tybek to play his drum anywhere within 500 paces of a sentient being. He turns and using certain words that dwarves usually reserve for deep underground when they have just accidentally placed their thumb between a hammer and a stone, berates Ranim following which he swings his battleaxe in a wide ark at her. However, the bizarre action and swing is so mistimed that the axe instead strikes the wall next to Ranim and falls to the ground.
Deciding that this is a good time to remove herself from the rather confused dwarf, Ranim moves up next to the lone guard and deftly slides her sword under its arm and into its heart. She is pretty sure that with a little more force she could have actually shish-kabobbed the bugbear. However, the sudden darkening of its eyes, accentuated by its sudden unmoving collapse to the ground indicate that more force was likely unnecessary.
Having seen the rather crazed dwarf attack the bard, Maegge takes the opportunity while Tybek attempts to dislodge his axe from the wall, to move into the middle of the room and launch a small pebble infused with natural steroids at the shaman. The shot is just wide of its mark, but the hole the stone leaves in the wall behind makes it clear that the magically enhanced stones work.
Braden, being the ever brave soul, decides that now is a prime time to take out his nemesis the dwarf, the evil backstabbing dwarf. However, he suddenly considers the dwarf's actions and the hand motions of the shaman and realizes that it is likely that the bugbear caused Tybek's most recent madness. Thus, he switches his target and lets a bolt fly across the room in beautiful straight shot that strikes directly in the middle of the hole in the wall just created by Maegge. Although his shot is wide, the puppies he summoned are much more effective. Both move forward into flanking positions and strike at the shaman, each landing a bite to the shaman's legs. While neither attack appears deadly, both do draw blood.
The shaman, knowing that it is not long for this world shouts out in very poor common before attempting to cast another spell.
Cast Defensive: 1d20 + 6 ⇒ (3) + 6 = 9
Unfortunately, whatever he was casting is disrupted by the yapping and snapping of the puppies.
Arindale - I need a Reflex DC13 save from last round or you are on fire. Also, don't forget to deduct the damage from your hp.
Arindale begins by moving over where the pit formerly filled the room and attempting to bother the chieftain while simultaneously calling on the drunk he reveres who causes a sudden cloud of suds to fill the room giving everyone a slightly giddy feeling while making each party member feel better. For some reason, neither the chieftain nor the shaman seem to be in any manner cheered up by the sudden change of smell in their home from fetid hovel to unkempt tavern.
Feeling livened by the alcoholic deity's blessing, Berashel makes a massive swing which takes off several of the few hairs on the chieftain's scraggly head. However, the loss of these hairs does not seem to have affected the chieftain other than to make him even madder, if that is possible. You are unsure whether this is from missing out on the drinking bash, or the fact that you are attempting to kill him and his warriors, although you are pretty sure it is the latter.
After Berashel swings, and the midgets fail to connect, Ranim steps forward and quickly wipes off the smile from the face of the bugbear before her. Perhaps wipes is a poor term as the smile stays on the face, but the head holding the face suddenly becomes detached from the bugbear's body.
Finally, the slow but steady dwarf turns and decides that it is time to end things. He makes a massive swing with his battleaxe which distracts the bugbear and allows him to follow up with a solid strike from this offhand axe.
Sneak Damage: 2d6 ⇒ (6, 2) = 8
The result is a still standing, but very injured bugbear.
The shaman once more grabs hold of his necklace of bones and then speaks more words in the hissing unnatural language he appears to like. When he finishes, he points at Tybek.
-->Tybek - I need a DC13 Will save.
The spell was Murderous Command.
While the shaman continues to call on whatever abyssal power grants its powers, the chieftain and the other bugbear, despite their near fatal wounds, continue to fight with both attacking the surrounded Berashel.
Attack-chieftain@Berashel: 1d20 + 8 ⇒ (18) + 8 = 26 **HIT** <-- with healing, Berashel should be at 3hp I believe.
Attack-bugbear@Berashel: 1d20 + 5 ⇒ (5) + 5 = 10
While the warrior does not much more than distract Berashel with a poorly timed swing, the much larger chieftain lands another solid blow nearly bringing the holy warrior to his knees.
1d2 ⇒ 2
GM Chaos, since I have smite against the chief my AC vs him should be 22 (19 for everyone else) which I forgot to note. So if I need to take the hit I understand
You took the hit as I also forgot to include the flanking for the chief. They are bugbears, they know how to fight dirty and to use every tactical advantage to their benefit. I posted out of order as the grunt bugbear should have moved first.
Round 4 - recap
Deciding that he has had enough being poked by the bugbears, Tybek renews his efforts and manages to land two blows, one taking down the bugbear between himself and Berashel, while the slice from his offhand axe leaves a deep gouge in the second bugbear's side.
As Tybek finishes swinging his axes, Braden completes swinging his hands like a madman and a moment later, a small puppy slightly larger than a chihuahua, but far less annoying, suddenly appears. Although the dog is small, its glowing blue eyes and sharp teeth quickly rip into the bugbear just struck by Tybek.
A second later, miniature duo attempts to distract the already outmanned bugbears. Braden causes a flash of light to appear in front of one bugbear while Maegge makes a poof of fire to briefly shine forth in the eyes of the other bugbear.
Bugbear0-fort: 1d20 + 2 ⇒ (2) + 2 = 4
The badly injured bugbear surrounded by the party blinks its eyes as though having trouble seeing, but nonetheless continues fighting. The Bugbear standing next to Berashel, however, simply stands there looking very foolish as though attempting to determine what it is here and where the massive wound to its chieftain came from.
Finally, Arindale and Ranim show that Tybek is not the only member of the party capable of aimlessly waving their weapons around without hitting anything. Immediately after he swings, the pit created by Braden suddenly begins to lift up, completely disappearing within a few seconds.
Attack-Chieftain@Berashel: 1d20 + 8 ⇒ (13) + 8 = 21 **HIT**
Despite the wound he took, the Chieftain manages to land a solid blow with his morningstar drawing blood as Berashel's side is ripped open.
Following their leader's brave retaliation, the other two bugbear continue their assault as well. One continues to swing at the well beaten dwarf.
Attack-Bugbear0@Tybek: 1d20 + 5 ⇒ (12) + 5 = 17
While the other slides sideways to set up a flanking with his chieftain.
Attack-Bugbear3@Berashel: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
However, both miss their intended targets.
Finally, the shaman once more steps back, this time onto firm ground now that the pit no longer impedes him. He then reaches to his side where to grasps and then throws a strange and gruesome looking object which appears to be the skull of a goblin with glowing embers for eyes. He appears to say some unholy prayer to whatever power he reveres, before throwing the object at Arindale.
Attack-shaman@Arindale: 1d20 + 6 ⇒ (7) + 6 = 13 vs touch **HIT**
The skull strikes Arindale and bursts into flame immolating and badly burning the drinking cleric.
Knowledge(arcana or religion) DC16:
This was a Goblin Skull Bomb.
Seeing the appearance of the chieftain, the party appears slightly disheartened, or at least that is what their attacks reflect. Tybek moves back in to rejoin the fray and immediately proceeds to completely miss the bugbear before him. Not wanting to upstage the dwarf, Berashel follows suit moving further into the room and also swinging quite wade of his mark.
Berashel also senses that the chieftain, and the shaman, are not type of good folks one would invite to a party (definitely evil).
Deciding that words are more powerful than swords, Ranim screams some insult at the chieftain. The party is uncertain what this was, but the chieftain grimaces in pain from the silent insult.
Will: 1d20 + 2 ⇒ (17) + 2 = 19
Following the confusing bard's lead, Arindale, Braden and Maegge all follow suit and begin to call upon magic to help them with the result being several glowing stones appearing in Maegge's palm, a transparent wall of what appears to be beer suds appearing between Arindale and the shaman, and another small tear in space beginning to appear near Braden.
Not seeing any of their comrades go down, the bugbears appear to regain some confidence and attack with renewed vigor, or perhaps it is simply fear of the huge and rather insane appearing leader.
Attack-Bugbear0 @ Tybek: 1d20 + 3 ⇒ (19) + 3 = 22 **HIT**
Attack-Bugbear2 @ Tybek: 1d20 + 3 ⇒ (8) + 3 = 11
Attack-Bugbear3 @ Berashel: 1d20 + 3 ⇒ (14) + 3 = 17
Attack-Chieftain @ Berashel: 1d20 + 8 ⇒ (10) + 8 = 18
While one of the bugbears once more manages to land a nasty blow on Tybek, the other two miss while the chieftain launches a massive two handed swing which just brushes by the paladins face, wiping off his smile, but not causing any lasting damage.
Reflex: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Once more a ball of swirling chaos appears in the shaman's hand which it this time throws at Arindale.
Attack: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Amazingly, unlike the pain caused by this attack to Berashel but moments earlier, when the ball hits Arindale, it explodes into a mass of chaotic swirling colors which surround his body and a second later dissipate leaving his completely unharmed.