
baldwin the merciful |

Rd4 - update
Initiative Order:
True Bad Guy - drops, Grimm missed AoO, He hit Grimm
Grimm - Grimm missed AoO, Missed full round attacks. Failed his will Save
Takes -3 Att, Saves, Skills, ability checks, concentration and 1d6 nonlethal damage for 6 Rds.
Faleyn - hit mist with Magic Missile
Lucrezia -
John -
Fluer -
Good Guy 2* - flopped to the ground...mist
Good Guy 1* - crumples to the ground....mist,
Truk -
Andrea -
Orsin - Rd 3 moved to Q13 inspired courage; Rd 4 blistering invective...I will roll saves at the end of the round.

John Deos |

John will attack the creature.
It should have partial cover so it gets a +2 to ac.
Attack1 with PA: 1d20 + 11 + 1 + 2 ⇒ (20) + 11 + 1 + 2 = 34
Confirm: 1d20 + 11 + 1 + 2 ⇒ (5) + 11 + 1 + 2 = 19
Damage: 1d8 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Attack2: 1d20 + 11 + 1 + 2 ⇒ (17) + 11 + 1 + 2 = 31
Damage: 1d8 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Attack3: 1d20 + 6 + 1 + 2 ⇒ (14) + 6 + 1 + 2 = 23

baldwin the merciful |


Lucrezia Villanova |

Lucrezia is going to wait for John to move in before she goes. Not only is he harder to hit than she is, he also has a light on him.

baldwin the merciful |

RD 4:
Fluer I wanted to post an action to get this moving.
Faeyn has haste in effect so he can effect 7 PC's, he normally excludes Fluer, so that is what I have done here.
Fluer will use her full round action to try to tumble to avoid an AOO and move into Q6.
Acro vs CMD: 1d20 + 16 ⇒ (19) + 16 = 35
She successfully repositions herself without taking a hit.

Grimm Sharpest |

Hadn't seen a map update. Grimm DID have a 5ft step left. GM could you have him step to allow John to move in please? This puts a corner between Grimm and bad dude. 04:40 here. Back to bed.

baldwin the merciful |

Ok - Grimm 5ft stepped to his left moving to Q7, that frees up the square directly in front of the creature.
Two of John's attacks hit, the critical was not confirmed, blade hits.
Lucrezia observes between your companions blocking some of your view in a tight hallway, you don't see much except some shuffling of your warriors and Fluer's deft tumble.

baldwin the merciful |

Rd4 - update
Initiative Order:
True Bad Guy - drops, Grimm missed AoO, He hit Grimm
Grimm - Grimm missed AoO, Missed full round attacks. Failed his will Save
Takes -3 Att, Saves, Skills, ability checks, concentration and 1d6 nonlethal damage for 6 Rds, 5 ft steps to his left Q7.
Faleyn - hit mist with Magic Missile
Lucrezia -
John - 5ft steps to Q8, hits with two attacks.
Fluer - uses full round action to tumble
Good Guy 2* - flopped to the ground...mist dissipates
Good Guy 1* - crumples to the ground....mist dissipates
Truk -
Andrea -
Orsin - Rd 3 moved to Q13 inspired courage; Rd 4 blistering invective...I will roll saves at the end of the round.
Lucrezia, Orsin, and Andrea can see down the hall that the party members have shifted further down the hallway and John and Grimm are swinging at something, but you have tunnel vision.
Truk and Faelyn have no vision of what is happening in the room.

Truk'tosh |

Truk will move into the room if he can.

Truk'tosh |

Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Can Truk not move through John and Grimm's spaces?

Andrea1 |

Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Battle Template
HP 52/52
Current Saves: F8R3W10
AC: 20/T13/FF20
In hands: Wooden shield
Current BaB: +9 melee +9 Ranged
Spells in Effect; Magic Circle against Evil on Orsin(+2 AC/Saves,Protect against mental effects 70 minutes)
Resist Fire (20 points, 70 minutes. on Andrea and Shadow)
Remove Fear (+4 saves vs. fear, 10 minutes) Lucrezia, Orsin
Bless (+1 BaB/Saves vs. Fear 7 minutes)
Magic weapon on shadow's lt.xbow bolts(7 minutes)
Eagle's Splender +4 CHA 7 Minutes
Haste +1 AC/BaB/Reflex +1 Full attack/30'move (4/7 rounds)
Inspire Courage +2 Bab/Damage/Save vs. fear
Death Ward on Faelyn (7 minutes)
Assuming Truk opens the door to the north
Fleur says the door to the north of the stairs opens into the room she is in!
Andrea moves through the door to the north, and with 60' of movement, should end up in L7 of the room where Grimm,John and Flwur are in.
If Truk doesn't open the door
Andrea moves to the door to the north of the stairs, opens it and moves in as far as she can.

Truk'tosh |

Truk moves into the room and sees whatever he can see.

Grimm Sharpest |

Buffs: +2 AC Judgement/ +2 shieldwall/+2 Combat Expertise= 29AC
Bless +1 Hit/save vs fear
Haste+1Hit/AC/Reflex/+30ft speed
Divine Favor +2 Hit and Damage, 7rds left
Righteous Vigor: 4rds left
Inspire Courage +2 hit/damage
Grimm reels at the undead things draining touch.
He (if possible moves p7) keeps his shield higher and makes himself as small as possible behind it (Combat Expertise)
Combat Expertise Full Attack
ATTACK 1 1d20 + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 ⇒ (20) + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 = 34
PA Damage 1d8 + 4 + 1 + 2 + 2 + 2 + 2d6 ⇒ (6) + 4 + 1 + 2 + 2 + 2 + (1, 1) = 19
If the Attack 1 HITS Grimm gets cumulative +1 to attack and 1d8 temp hp
1d8 SUCCESS! TEMP HP:1d8 ⇒ 7
ATTACK 2 1d20 + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 ⇒ (2) + 11 + 1 + 1 + 2 + 2 - 2 - 3 + 2 = 16
PA Damage 1d8 + 4 + 1 + 2 + 2 + 4 + 2 + 2d6 ⇒ (6) + 4 + 1 + 2 + 2 + 4 + 2 + (3, 2) = 26
The dwarf rejoices, ANGRADD! As his silver magic hammer strikes home hard (19damage) and his RIGHTEOUS VIGOR restores his vitality somewhat. Maybe if his faith was strong, he would survive.

baldwin the merciful |

Grimm I will use your action for Rd 5 when we get there.
Truk you see Andrea hurry out fo the hallway and towards the other door, as you pass her. You make it to Q9, to John's right, and see the hold-up.

Truk'tosh |

Can I not move through my allies?

baldwin the merciful |

The creature's refelx save vs. blistering invective
reflex: 1d20 + 11 ⇒ (10) + 11 = 21
The creature does not catch of fire but there is burst of sudden flame.
Demoralize
You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.
Success: If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if it is within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Fail: The opponent is not shaken.
Your opponent can not clearly see you. The lack of clear vision with the hallway and the wall has been an issue for this whole scene.

baldwin the merciful |

Can I not move through my allies?
Sure you can continue, I simply placed you to a location where you could finally see. You can continue to P5 and beyond. it will take climb or a difficult acro/jump to get on the stone sarcophagus. Do you want to continue moving?
Obviously, some don't see all that is on the map.

Truk'tosh |

Truk will move past his allies and try to climb up over the sarcophagus.
Climb: 1d20 + 9 ⇒ (13) + 9 = 22
Want to get to O8.
From the flank, Truk reaches out with his hammer to trip the undead creature.
Trip /w Flank vs CMD: 1d20 + 15 + 2 + 3 ⇒ (10) + 15 + 2 + 3 = 30

Orsino 'Orsin' Bessatte |

Perception: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Orsin, upon seeing Andrea open the door at the far end of the hall will use his next turn, to O8 (moving at double speed thanks to Faelyn's haste and maintaining inspire courage as a free action).
Power Attack: 1d20 + 8 + 2 + 2 + 1 ⇒ (4) + 8 + 2 + 2 + 1 = 17
Ugh, curse of the fours.
EDIT: Since Truk goes to O8, Orsin moves to N8 instead if it's free on his count.

baldwin the merciful |

The creature takes his AoO on Truk as he is moving.
slam: 1d20 + 13 ⇒ (16) + 13 = 29;damage: 1d8 + 6 ⇒ (1) + 6 = 7
plus nonlethal damage fore 6 rods: 1d6 ⇒ 2
plus make a Will save DC 17. Failure you take -3 Att., Skills, ability checks, concentration checks. If you save you only take the nonlethal each round.

Truk'tosh |

Will: 1d20 + 9 ⇒ (10) + 9 = 19

baldwin the merciful |

[dice=Will]1d20+9
You do not suffer the circumstance penalties but you do feel the nonlethal damage for the next 6 rounds.
The half-orc lumbers over the stone and manages to trip the creature.
You can make a know religion check if you have it, which i don't think you do if memory serves.

Truk'tosh |

Truk wills himself to ignore the worst of the pain. It wasn't much worse than he was used to. =P
Yeah, Truk is knowledgeless.

baldwin the merciful |

Rd4 - update
Initiative Order:
True Bad Guy - drops, Grimm missed AoO, He hit Grimm
Grimm - Grimm missed AoO, Missed full round attacks. Failed his will Save
Takes -3 Att, Saves, Skills, ability checks, concentration and 1d6 nonlethal damage for 6 Rds, 5 ft steps to his left Q7.
Faleyn - hit mist with Magic Missile
Lucrezia - moves to L8
John - 5ft steps to Q8, hits with two attacks.
Fluer - uses full round action to tumble
Good Guy 2* - flopped to the ground...mist dissipates
Good Guy 1* - crumples to the ground....mist dissipates
Truk - moved to O8 to the AoO, and tripped the creature.
Andrea - Moves to L7, touched poison on door make the save
Orsin - Rd 3 moved to Q13 inspired courage; Rd 4 blistering invective 10 HP of damage.
Rd 5:
Rd4 - update
Initiative Order:
True Bad Guy -
Grimm -
Faleyn -
Lucrezia -
John -
Fluer -
Good Guy 2* - flopped to the ground...mist dissipates
Good Guy 1* - crumples to the ground....mist dissipates
Truk -
Andrea -
Orsin -

baldwin the merciful |

Rd 5: The Creature
The creature turns gaseous, std action, floating toward the 25 foot hallway ceiling moves an addit1onal 30 feet.
Truk and John can each take an attack of opportunity. Grimm I will use your first attack from earlier post as your AoO the second attack for your confirmation of crit. You did not confirm.
Grimm nonlethal, Rd 1: 1d6 ⇒ 5
Truk nonlethal, Rd 1: 1d6 ⇒ 2

Truk'tosh |

Truk swipes at the fleeing gaseous creature.
AoO: 1d20 + 13 + 2 + 3 ⇒ (11) + 13 + 2 + 3 = 29
Damage: 1d8 + 8 + 2 + 2 ⇒ (7) + 8 + 2 + 2 = 19

Truk'tosh |

Iron. Magic.