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Knowledge (Religion): 1d20 + 5 ⇒ (3) + 5 = 8
We should still have the effects of my Battle Cry for another two rounds, if my math is right.
Among most groups, Ezekiel would hardly wish to be first in line before a creature such as this, but he knows he's the most likely to be able to fend off its strikes. Affixing it with his hypnotic stare (-2 will/-2 attack rolls), he steps forward and raises his blade with a smirk. "En garde, you slimy piece of unliving filth!"
Attack: 1d20 + 15 ⇒ (8) + 15 = 23 Damage: 1d6 + 7 ⇒ (4) + 7 = 11

GM Zed |

The skeleton, slippery entrails moving around within the open ribcage, moves to attack Ezekiel...but, stupid in its undeath, it allows the swashbuckler the opportunity for an early attack as it stumbles into position...
Taking Ezekiel's first dice roll as an Attack of Opportinity as the Mohrg moves through threatened squares
Perhaps distracted, fascinated or appalled by the mobile entrails, Ezekiel misses with his first stab...but has enough time to attack a second time before the creature reaches for him...
Ezekiel, you may have a second attack roll
...and then, with only Ezekiel to attack, the creature slams against him...
Mohrg, Slam vs Ezekiel: 1d20 + 17 ⇒ (11) + 17 = 28, hitting for 2d8 + 7 ⇒ (4, 8) + 7 = 19 and starting a Grab
Mohrg Grapple Attempt 1d20 + 21 ⇒ (3) + 21 = 24, Ezekiel is Grappled
Everyone may take their turn now

GM Zed |

GMPC - Akadi delays
Whatever it is that Sir Alfred Stone attempts to amuse the creature with…falls upon deaf ears.
Mohrg, Will Save vs Hideous Laughter (+4 for different creature type to caster): 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25, Will Save Made
Meanwhile Ezekiel, perhaps distracted by the blast from Camel, narrowly misses the creature.
Ezekiel misses / Camel hits for 20 damage
Slamming forwards again, the skeletal creature grabs at Ezekiel…it’s tongue, purple and slathering, extends towards the beleaguered man…
Mohrg, Slam vs Ezekiel (-2 to hit), 1d20 + 17 - 2 ⇒ (17) + 17 - 2 = 32, hitting for 2d8 + 7 ⇒ (7, 3) + 7 = 17 and starting a Grab
Mohrg, Grapple Attempt vs Ezekiel (-2 to hit): 1d20 + 21 - 2 ⇒ (4) + 21 - 2 = 23, Ezekiel is Grappled
Mohrg, Tongue vs Ezekiel (-2 to hit): 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16, hit for potential Paralysis
Ezekiel, you need to make a Fort 23 Save against Paralysis
Everyone may take their turn now

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Forgot about the mirror image last round.
Mirror Image, I get hit on a 1: 1d4 ⇒ 4 Slam misses! RIP, mirror Ezekiel.
Mirror Image, I get hit on a 1: 1d3 ⇒ 1 Tongue aimed for the right Ezekiel, at least.
Parry the Tongue: 1d20 + 15 ⇒ (10) + 15 = 25 Parried!
Attack #1: 1d20 + 15 ⇒ (20) + 15 = 35 Damage: 1d6 + 7 ⇒ (6) + 7 = 13
Confirmation: 1d20 + 15 ⇒ (17) + 15 = 32 Damage: 1d6 + 7 ⇒ (2) + 7 = 9 If that confirms, 22 damage.
Attack #2: 1d20 + 10 ⇒ (9) + 10 = 19 Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Gonna save my +2 bonus for in case I have to make a saving throw in a second...
For reference: Currently at 3 out of 6 panache.

Sir Alfred Stone |

Finding the Mohrg's mind stronger than expected, sir Alfred fixes his stare on the abomination before firing his crossbow.
Heavy Crossbow: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15 for 1d10 + 3d6 ⇒ (3) + (3, 4, 5) = 15

GM Zed |

Ezekiel, in a blur of elegant stabs and slashes, cuts the undead creature along the entrails...putrescent material oozes through the freshly cut wounds...
...and then freezes in chunks as a blast of cold snakes around the swashbuckler...and onto the animated skeleton...
Sir Alfred Stone's crossbow bolt however, thuds into the wall behind the slavering horror...the horror which is, relentlessly, grabbing after Ezekiel.
Mohrg, Slam vs Ezekiel (-2 to hit), 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18, missing
Mohrg, Slam vs Ezekiel (-2 to hit), 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24, hitting for 2d8 + 7 ⇒ (6, 2) + 7 = 15 and starting a Grab
Mohrg, Grapple Attempt vs Ezekiel (-2 to hit): 1d20 + 21 - 2 ⇒ (12) + 21 - 2 = 31, Ezekiel is Grappled
Mohrg, Tongue vs Ezekiel (-2 to hit): 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 19, hit for potential Paralysis
Everyone may take their turn now

Sir Alfred Stone |

With the morgh latching onto Ezekiel, Sir Alfred attempts to evoke the undead creatures sense of endless hopelessness.
Overwhelming Grief, DC 21
Did you remember the morgh has a -2 penalty to all attacks while my stare is fixed on him?

GM Zed |

RAW, The Mohrg is immune to Mind-Affecting effects however that is no fun so will ignore that…
Mohrg, Will Save vs Overwhelming Grief DC21: 1d20 + 9 ⇒ (10) + 9 = 19, Save Failed
Something stops the undead creature... It doubles over and, using the wall to support itself, starts shuddering.
The Mohrg can take no actions, takes a –2 penalty to Armor Class, and loses its Dexterity bonus (if any). It can attempt a new save each round to break the spell's effect.
Awaiting actions from Camel and Ezekiel

Sir Alfred Stone |

Nothing is immune to a Mesmerist with Psychic Inception, as long as it is subject to Bold Stare. Normally immune creatures get a +2 to saves, which counters the -2 penalty imposed by bold stare, and have a 50% ignore chance each round.

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Mirror Image: 1d3 ⇒ 1 Right one...
Ezekiel doesn't know the creature's going to miss him, so he parries the 18 anyway.
Parry: 1d20 + 15 ⇒ (18) + 15 = 33
Riposte: 1d20 + 15 ⇒ (18) + 15 = 33 Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Riposte Confirmation: 1d20 + 15 ⇒ (4) + 15 = 19 Damage: 1d6 + 7 ⇒ (2) + 7 = 9 If a 19 confirms, 18 damage total.
If that confirmed, still at 3/6 panache.
Mirror Image: 1d3 ⇒ 1 Man! He is just spot-ON with these!
Parry: 1d20 + 15 ⇒ (7) + 15 = 22 Uh-oh... I sure hope the riposte killed him, because I'm grabbed now.
2/6 panache.
Parry While Grappled: 1d20 + 15 - 2 - 2 ⇒ (11) + 15 - 2 - 2 = 22
1/6 panache (or zero, if the riposte didn't confirm), but I'm not tongued!
--
Grappled, but seeing that the creature is unable to react due to Sir Alfred's mental assault, Ezekiel attacks the creature!
Attack 1: 1d20 + 11 ⇒ (16) + 11 = 27 Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Attack 2: 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Attack 1 Confirmation: 1d20 + 11 ⇒ (6) + 11 = 17 Damage: 1d6 + 5 ⇒ (2) + 5 = 7
I sure hope that confirms. If it did, the first hit deals 18 damage total.

GM Zed |

Ezekiel ducks and swerves but is eventually grabbed by the skeleton...but, at the last moment, fends the tongue attack away. As Sir Alfred Stone renders the wretched creature helpless, Camel slams it with a cold attack and then...slipping from the skeleton's grasp, Ezekiel impales the creature's tongue...and it collapses in a pile of bones and viscera...
GMPC for Camel's Critical...as Mohrg is close to death
Confirming Critical: 1d20 + 8 ⇒ (3) + 8 = 11, not confirmed
Mohrg starts on 28, reduced to 13 by Camel
Ezekiel's first riposte does NOT confirm, Mohrg at 4HP
Ezekiel is grabbed but parries the Tongue attack
Ezekiel's attack kills Mohrg

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"Such an expenditure of effort..." The youth's grin is gone, his face slack and emotionless now. "I am afraid my combat prowess will be significantly impeded for a time. I must... draw more deeply on the thrill of battle or I will falter."
I'm out of panache.
Ezekiel imprints the Mesmeric Mirror on himself once again.

GM Zed |

Stepping over the shattered corpse of the undead, you find little of note in the chamber beyond...the walls are adorned with roughly scratched pictures of murder scenes ad the sarcophagus that your assailant previously occupied atone time is a simple wooden affair. A door leads to the east and, looking through, you see that it opens into a large empty chamber with a corridor leading north... A hissing noise comes from somewhere in the darkness beyond.

Sir Alfred Stone |

Quickly examining the room, sir Alfred reloads his crossbow.
I am growing weary of this game. Why don't we try something a little different. Gather close and stay within 10 feet of me as we move.
Invisibility Shpere

GM Zed |

Moving into the chamber, Sir Alfred's invisibility helps to keep you shrouded from the vision of the 'thing' in the antechamber to the north. Scraping bone against the stone walls of the tomb, a huge humanoid figure stands in your way, mass of bones and skulls tied together with slick ropes of sinew...
The only way through this chamber is past this creature...although it does not appear to be aware of your presence, you would need to move within 5 feet of it to get past...
Camel, you don't detect any traps within this part of the tomb.

GM Zed |
