
Marcus Claudius Marcellus |

Some more healing for Durin then after the hydra fight thought his count above was pre-channel and he was on full.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 3 more charges for today
As the group pauses, Kiri eases Khun-Duhn, Zanzu and Lord Vincent's fatigue with a soft song about a faerie and gnome playing practical jokes on each other. That takes a minute.
Yes, I agree we should look for a campsite. I'm not sure if we'll manage it back to the road before dark especially given the state of the horses.
Keep going a bit I guess and look for something somewhat sheltered that isn't boggy? I have rope trick for camping so its more about finding some limited cover for the animals.

Durin Stonehammer |

HP = 76 of 79 (sorry for the confusion)
Durin wipes his brow after the last bit of hard march, but doesn't seem to be overly suffering at this point. I am sure anywhere is as good as anywhere else out here. He looks over the horses again when Marcus mentions them before giving a quiet harumph. Beasts of burden all right...

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"I find myself agreeing with Durin. I truly doubt if there is much difference where we camp out here in terms of danger, though I would appreciate find some sort of cover for our horses."

Marcus Claudius Marcellus |

Marcus shrugs, Fair enough. At least we know where we are. The only cover looks like the rift itself though.
Could we actually get the horses down into the rift from here DM? And does it look get your boots muddy deep or possibly lose the horses in the bog deep? Maybe have a rope out and ready and go one at a time if in doubt.

DM Alexander Kilcoyne |

This is essentially the beginning of the rift (think of it as the start of the decline into a chasm) so yes.
1d20 + 10 + 8 + 6 ⇒ (5) + 10 + 8 + 6 = 29
Arachiel: 1d20 + 2 ⇒ (14) + 2 = 16
Durin: 1d20 + 11 ⇒ (8) + 11 = 19
Khun-Duhn: 1d20 + 12 ⇒ (13) + 12 = 25
Kirilarien: 1d20 + 13 ⇒ (9) + 13 = 22
Lord Vincent: 1d20 - 1 ⇒ (9) - 1 = 8
Marcus: 1d20 + 10 ⇒ (14) + 10 = 24
Zanzu: 1d20 + 14 ⇒ (5) + 14 = 19 (Special- Trap Spotter)
Barak: 1d20 + 12 ⇒ (14) + 12 = 26 +2 in Desert (Favoured Terrain)
With Barak, Marcus and Arachiel leading horses and the rest of the group acting as a rearguard, the group descended into the rift, aiming to get just a little inside so that the north and south sides of the scar in the land provided shelter and concealment of sorts from the dangers of the Desolation.
The ground here is mucky and muddy, but a little firmer on average than outside the rift. Barak's eyes widened as he spotted something stalking the group from the deeper muck and mud on the north side; although most of the creature was submerged in a small pool of mud and the muck partially obscured it. The Dwarf's keen eyes took in its two eyes, each shining with a colour akin to pale fire. Some kind of squat reptile, the creature had bony ridges akin to a hedgehog and tough-looking skin; and its open, salivating mouth revealed razor sharp teeth, each only a little shorter than a dagger.
Even as the Dwarf began to shout a warning and react, Khun-Duhn's uncanny ability to foresee a battle before it began had him moving as well, almost unconsciously...
Monster in the Muck
Round 0 (Surprise)-
Ordered Initiative-
Barak- 15
Monster- 15
Khun-Duhn- 8
1d20 - 2 ⇒ (17) - 2 = 15
Khun-Duhn (Roll 1): 1d20 + 1 ⇒ (7) + 1 = 8Khun-Duhn (Roll 2): 1d20 + 1 ⇒ (4) + 1 = 5 Special- Warsight (Takes better of two rolls, always act in surprise round)
Barak: 1d20 + 5 ⇒ (10) + 5 = 15 (Favoured Terrain Desert +2)
Active Effects-
The monster has Concealment; 20% miss chance. Roll 1d100 for each attack, 1-20 misses.
Map-
No map for this encounter.
Notes-
The creature is 30 feet from the front of the party (Barak, Arachiel, Marcus), and 35 feet from the rest of the party (Khun-Duhn, Lord Vincent, Zanzu and Durin). I have Kirilarien close to Marcus, accompanying him. Everywhere is difficult terrain for everyone.
Knowledge (Arcana) is the relevant roll.
Action-
Barak is up in the surprise round... Happy to assume people generally walk with weapons drawn now. Crossbow can be in one hand while the other was on the horse's reins. Don't forget Point Blank Shot.

Barak Varr |

Attack: Deadly aim vital strike.
1d20 + 13 ⇒ (17) + 13 = 30
2d10 + 9 ⇒ (4, 3) + 9 = 16
concealment:1d100 ⇒ 23 groovy!
Taken by surprise Barak acts more out of instinct than by design. Shooting from the hip he sends a bolt skimming the surface of the mud finally connecting with the creature with a wet 'thwack!'
ALERT! TO ARMS FRIENDS!

Durin Stonehammer |

If the front 3 are leading horses... can the rest of us be 5' behind them? ;)

DM Alexander Kilcoyne |

The monster hissed in pain as the crossbow bolt punctured deep into its hide; the sound coming from both the visible head as well as, somehow, from inside the mud pool the rest of its body was submerged in.
The source of the secondary moan was soon revealed- the other half of the reptile revealed itself as the creature reared up fully from the mud, now fully visible in all of its twisted, conjoined glory; revealing that instead of hind legs, the beast had two more front paws and another head!
Both pairs of heads seemed to move independently; the initial head gazing at Barak and the second at Arachiel. The red eyes of both heads flared with intensity as they focused their gaze upon the two adventurers, each feeling distinctly fearful as their skin began to harden...
Need fortitude saves from both Barak and Arachiel! Khun-Duhn you are free to take your action but some special rules apply as well as things happening to Barak and Arachiel so its probably better to wait...

DM Alexander Kilcoyne |

Wow Talomyr, your dice luck has followed across to Arachiel I see...
Horrifyingly, the Aasimar that so courageously stood toe-to-toe with a Hydra succumbed to the powerful gaze of the reptile; his flesh calcifying and turning into stone. In mere seconds, a statue of a man marching into the rift with sword drawn, eyes wide in alarm, stood where Arachiel once had! The reptile's snarling grin seemed to mock the adventurers while displaying its pointed teeth...
For the remainder of combat, anyone within 30 feet of the reptile is subject to its gaze attacks. Details are explained below- EVERYONE PLEASE READ and no skim-reading!
Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one's back on the creature or shutting one's eyes). The creature with the gaze attack gains total concealment against the opponent.
A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.
The above applies from the start of Khun-Duhn's initiative, so Khun-Duhn must make the save (depending on a D100 roll or not at all if he closes his eyes for the round). 01-50 on a D100 means you were not successful in completely averting your gaze and you will have to save anyway. In general, a LOW roll on a D% is bad, whether its miss chance etc. Its important for that to be consistently applied so people don't abuse the preview feature.

Durin Stonehammer |
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A little early on the kill board no? He isn't completely dead... just mostly dead. There is a big difference you know. Just ask Wesley/Max. ;)

Marcus Claudius Marcellus |

A little early on the kill board no? He isn't completely dead... just mostly dead. There is a big difference you know. Just ask Wesley/Max. ;)
Read this last night and wasn't sure what you meant til I saw the ruddy kill count at the top! Evil DM. Maybe some hope depending on what this thing actually is..
Marcus is fortunate to only catch a brief glimpse of the creature before his attention is fully taken up by the horrible sight of his brave companion and friend rapidly ossifying.
While one part of his brain starts gibbering, another fortunately continues processing information.
Knowledge Arcane: 1d20 + 15 ⇒ (14) + 15 = 29 Bet that was my succesful fort save! Not sure if there is a penalty to the roll but I want to confirm I am not going to try and get a better look :)

DM Alexander Kilcoyne |

You know what this foul creature is; a magical beast (you may see all magical beast traits) known as a Basilisk. The beast has potent senses including Darkvision, Low-Light Vision and All-Around Vision.
The two headedness is a rare mutation known as Amphisbaena. Each head is independent of the other and in fact, if cut in half the two bodies can act separately for a time before eventually reattaching.
Most fortuitous of all the information Marcus managed to recall, however, is that the Basilisk's fresh blood acts as a cure to its own Gaze attack; if a victim is fully coated in the blood of one of these beasts, shortly after its death, the stone will once again turn to flesh.
I've PM'd Khun-Duhn. Will bot if 24 hours rolls around.

Marcus Claudius Marcellus |

OK super presuming I can't relay til my initative comes up. I wasn't sure (a) it was actually a basilisk given the two heads (b) if Marcus knew of restorative effect without a roll. You've obviously clarified both. One more thing: am I aware of the 30' limit on the gaze? You say ooc above so wasn't sure. Probably going to try something a bit unorthodox when it comes round to my action so I might run it by you first.

Zanzu Kakrak |

Zanzu stops in his tracks as the creature rises from the mud, with horror and a gasp he watches as the one of the heads looks at Aracheil and he starts the process of becoming another statue victim. The little tengu has no option, but to protect himself from the thing, dropping his backpack and finding some cloth to make a blindfold, protecting his eyes.
Please work your magic on this AK, to sort into rounds if needs be, I think it would take a round to be blindfolded, but will take whatever you judge.
Zanzu has taken the blindfight feat
After lunchtime tomorrow, I will be at the festival until Monday, so DM AK, please bot Zanzu, who will try to flank and fight this creature, unless his companions call him back.
Zanzu Feats Blind-Fight, Improved Initiative, Improved Steal, Improved Unarmed Strike (Claw Attack), Scavenger's Eye, Weapon Finesse
Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Khun-duhn |

Surprise Round:
Khun-duhn's eyes widen in surprise as he sees the creature's gaze turn Arachiel to stone. The battle oracle tries to avert his eyes as the creature's gaze swings toward him.
Avert Gaze? (1-50 unsuccessful): 1d100 ⇒ 42
The creature's eyes bore into Khun-duhn's, and the wolfish half-orc feels his limbs begin to stiffen. Silently calling to Muir, he wills himself to resist the beast's power.
Fortitude save: 1d20 + 7 ⇒ (20) + 7 = 27
Shaking off the numbing effect, Khun-duhn staggers back from the creature. Move action 30 ft back from creature.

DM Alexander Kilcoyne |

Monster in the Muck
Round 1-
Ordered Initiative-
Durin: 1d20 + 2 ⇒ (4) + 2 = 6
Kirilarien: 1d20 + 8 ⇒ (10) + 8 = 18
Lord Vincent: 1d20 + 3 ⇒ (8) + 3 = 11
Marcus: 1d20 + 10 ⇒ (8) + 10 = 18
Zanzu: 1d20 + 11 ⇒ (11) + 11 = 22
Horses: 1d20 + 4 ⇒ (10) + 4 = 14
Zanzu- 22
Kirilarien- 18
Marcus- 18
Two-Headed Basilisk- 15
Horses- 14
Lord Vincent- 11
Khun-Duhn- 8
Durin- 6
Active Effects-
The monster has Concealment; 20% miss chance. Roll 1d100 for each attack, 1-20 misses.
Map-
Notes-
The creature is 30 feet from the front of the party (Marcus), and 35 feet from the rest of the party (Lord Vincent, Zanzu and Durin), Khun-Duhn is at 45 feet. Everywhere is difficult terrain for everyone.
Knowledge (Arcana) is the relevant roll.
Action-
Zanzu quickly turned his back on the dangerous monster and busied himself with his backpack, using some cloth as a crude blindfold. Turning back to the Basilisk, he prepared himself to fight blind...
Marcus/Kiri are up.

Marcus Claudius Marcellus |

Round 1
Before he can speak, Marcus sees another of his companions petrify before he squeezes his eyes tightly shut.
Barak! Dammit, somehow thats worse than Arachiel .. you came from friendship...
Amph.. basilisk! It stones at thirty feet. Try not to cut it unless you must! It can divide! We can save them if we win through!
Taking what cover he can behind his magical and possibly soon to be stone mount, Marcus rushes out another summoning spell. Monster Summoning IV. SA
Amaleal! I call on your aspect. Aid us!
AG fatigue: 1d20 + 7 ⇒ (19) + 7 = 26 vs DC 19
Turning to place his back to the basilisk the wizard opens his eyes just long enough to reach for the reins of Arachiel's war horse and try to turn its head away from the creature. MA with step as needed. Not 100% sure how his war trained mount might react to that but I assume it knows and trusts me well enough. If this is an issue, I'm out of reach with a step or I risk stoning then forget it, I move back 15' instead.

Celestial Summoning |

This time the chimes herald a canine-headed humanoid, its celestial essence plain from every proud line and movement. Putting this as close as I can to the basilisk with my eyes closed.
The noble archon regards the creature before it without fear, looking fully into its eyes, even as it sets down its silvery, polished greatsword at a quick command from its summoner.
It bays as it rushes forward at the creature with fists and teeth, a call to lift the hearts of the righteous.
Relevant effects are magic circle vs evil on it and an aura of menace(as the lantern archon's aura above) at DC 16 will.
Bite: 1d20 + 10 ⇒ (5) + 10 = 15
1d8 + 6 ⇒ (6) + 6 = 12
Miss: 1d100 ⇒ 67
Slam: 1d20 + 10 ⇒ (16) + 10 = 26
1d4 + 2 ⇒ (3) + 2 = 5
Miss: 1d100 ⇒ 69
DM ignore the second it I couldn't put it close enough to full attack.

Kirilarien |

Round 1
Also able to look at the creature fully, Kiri simply stares at the basilisk and a second archon, mirror twin to the first, appears next to it. To the basilisk's front as well. This archon does not bay however it makes no sound at all as it lunges forward, snapping at the basilik and just narrowly missing with its teeth.
Silent Image DC 16
The lyrakien then takes to the air above her master. Not very far while having to concentrate.
Was going to go for an illusionary wall to try and block sight and gaze attacks but that seemed very messy rules wise so went with more distraction hopefully.

DM Alexander Kilcoyne |

To the group's dismay, Barak also succumbed to the powerful gaze of the Basilisk; frozen into a statue in the pose of having just fired his crossbow; contrasted in quite a heroic pose against the stark look of shock on Arachiel's face.
Basilisk Will Save (Aura of Menace): 1d20 + 6 ⇒ (12) + 6 = 18
The dog-headed, celestial humanoid's bite failed to penetrate the spiny hide of the two-headed Basilisk. With two opponents facing it in melee, each head lunged for one of the Archons facing it, both taking a chunk out of the flesh of both celestials, both real and illusionary.
Bite VS Archon: 1d20 + 16 ⇒ (5) + 16 = 21
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Bite VS Illusion: 1d20 + 16 ⇒ (15) + 16 = 31
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
Will Save (Fail): 1d20 + 6 ⇒ (9) + 6 = 15
Marcus managed to turn Arachiel's horse's head aside before the other two horses were affected by the gaze of the Basilisk; Marcus' summoned mount calcifying and turning to stone, adding a third statue to the battlefield.
Marcus' Horse Fortitude: 1d20 + 8 ⇒ (3) + 8 = 11
Barak's Horse Fortitude: 1d20 + 8 ⇒ (19) + 8 = 27
Lord Vincent, Khun-Duhn and Durin are up.

Durin Stonehammer |

Round 1, Init 6
Durin lets out a primal yell as his comrades sucumb to the foul gaze of the basilisk. Heeding Marcus' words, the the enraged dwarven warrior closes his eyes tight and plunges down into the muck to exact some revenge upon the creature as his blood begins to rush! Don't worry, I ain't gonna cut it! Durin seethes as he moves into hammer range and lifts it high into the air... (FrA close eyes, FrA rage, double MA for 25' forward)
Acrobatics (move full speed while blind): 1d20 + 9 ⇒ (19) + 9 = 28 success (now 10' from the basilisk)
Current Status and Effects
AC: 15* HP: 76(+21) of 79(100)
rage round 1 (+4) of 22
*currently blind
I had a little time to kill... and I make these for myself for each fight anyways. Hope you don't mind. :P
Battlemap Round 1 (not including Vincent and Khun-Duhn's actions)

Khun-duhn |

Round One:
Heeding Marcus' warning, Khun-duhn slogs forward a step to get the conjoined basilisks within range of his spell. "Brave Muir! Grant us your blessings against our foe!" he barks out as he attempts to call upon the favor of his deity. Unfortunately, his cursed facial features cause him to garble the words, preventing the successful casting of his spell.
Move action to step 5 ft. forward in difficult terrain; the basilisks are now within 40 ft. Standard action to cast Prayer; 20% chance of spell failure due to curse (1-20 fails): 1d100 ⇒ 19 - failure; action wasted but spell not expended.

Durin Stonehammer |
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You are going to fail a lot of those checks if you keep using a d20 my friend. :)

Khun-duhn |

Thanks Alex! I keep forgetting we're in difficult terrain, even though you clearly state it in the Notes section of your post.
EDIT: Thanks Durin! I'm really tired from the move. I'll edit the die roll and see what we get; may have to edit my post depending on the result.
EDIT 2: Looks like I won't have to edit the post much after all...

Durin Stonehammer |

Hope the move is going smoothly! :)
Bummer on the "reroll". :P
And thanks! I have the new improved one all ready to upload. Now with greyscale Arachiel and Barak! ;) And a better token for the basilisk. That one made from the pic Alex posted is too hard to see.

Lord Vincent Darastrix-iejir |

Damn you swtor! You've made me missed people turning to stone! Tough break, but I've had characters die worse ways. I'm sure Alex remembers when my dwarf got a lightningbolt to the face, another torn asunder by trolls, a elf who just kept getting wailed on so much he died whilst sleeping from a fireball attack. Oh, and the one-off with Alex where even though he didn't die, the cleric still got crited by a Kobold and was out cold in a single sling attack.
Lord Vincent, keeping his distance as his other comrades nearby havn't fallen ill to the stone decides to study the beast from afar for a mere moment, attempting to recall what he may know of the creature.
Knowledge Arcana: 1d20 + 5 ⇒ (20) + 5 = 25
Remaining where he is and horrorfied at what happened to the two party members in the group he starts to inspire the courage of all those close enough to him. He also casts haste to help speed up everyone's movement to get a good attack on this creature.
"Comrades! I want this filthy thing dead and mounted to the Tavern wall. Do this not for me, but our fallen friends!" he bellows out, raising his blade as he says this in the hopes to fill everyone with the courage needed to face this thing.
Haste is 40ft so it should reach everyone.

DM Alexander Kilcoyne |

Aron I think your forgetting the Fighter who was cut down by a member of the party.
Lord Vincent Spellcraft (Fail): 1d20 + 10 ⇒ (3) + 10 = 13
Given that he isn't even aware that one of the Archons is an illusion, i'm going to opt for Lord Vincent to exclude both Hound Archons in favour of hasting the party.
You know what this foul creature is; a magical beast (you may see all magical beast traits) known as a Basilisk. The beast has potent senses including Darkvision, Low-Light Vision and All-Around Vision. The two headedness is a rare mutation known as Amphisbaena. Each head is independent of the other and in fact, if cut in half the two bodies can act separately for a time before eventually reattaching.
Most fortuitous of all the information Vincent managed to recall, however, is that the Basilisk's fresh blood acts as a cure to its own Gaze attack; if a victim is fully coated in the blood of one of these beasts, shortly after its death, the stone will once again turn to flesh.
Monster in the Muck
Round 2-
Ordered Initiative-
Zanzu- 22
Kirilarien- 18
Marcus- 18
Two-Headed Basilisk- 15
Horses- 14
Lord Vincent- 11
Khun-Duhn- 8
Durin- 6
Active Effects-
The monster has Concealment; 20% miss chance. Roll 1d100 for each attack, 1-20 misses.
Party is Hasted and Inspire Couraged!
Map-
Durin to provide.
Notes-
Entire battleground is difficult terrain.
Action-
Navigating using his keen hearing, Zanzu moved forward in a straight line.
Double move to O24.

Marcus Claudius Marcellus |

Round 2
With his eyes still shut and one hand holding the horses reins, Marcus runs through his limited options while humming something that hopefully sounds vaguely reassuring to the animal.
Fireball, black tentacles.. Not that desperate.
Groping for the reins of Barak's horse he tries to pull it away as well.
Move back slowly with any available movement.

Celestial Summoning |

Round 2
The actual hound archon continues its assault on the basilisk, bolstered by Vincent's incredible magical inspiration if not his spell.
Bite: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 (ic)
1d8 + 6 + 2 ⇒ (4) + 6 + 2 = 12
miss: 1d100 ⇒ 31
Slam: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
miss: 1d100 ⇒ 29
Hopefully that maintains its attention. Would have been a greatsword crit if I had of kept that in hand. Not sure what it takes to split it.

Durin Stonehammer |

I moved Marcus back 15' of his available 30' (60' if he wishes to make an acrobatics check). Good?
I was thinking last night that splitting the thing may not have been so bad (assuming each part gets half the total HP). We could then have killed one half quicker, thereby reducing its offensive capabilities. One less bite and directed gaze per round. :)
EDIT: Yes Durin would have been able to attack in round 1 with haste applied.
SA attack w/hammer +rage -power attack +reckless abandon +haste + inspire courage: 1d20 + 12 + 4 - 2 + 2 + 2 + 1 ⇒ (1) + 12 + 4 - 2 + 2 + 2 + 1 = 20
miss chance (50%): 1d100 ⇒ 47 miss
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (3, 5) + 7 + 5 + 6 + 2 = 28
Oh well, easy come easy go. :)

Durin Stonehammer |

Yeesh. Didn't even notice the 1... was too focused on the percentile roll. :P
Off to a job. I'll check back later today. :)

DM Alexander Kilcoyne |

The two-headed Basilisk seemed content to stand its ground against the two lesser foes facing it, snapping and biting at the two archons facing it. One of the two celestials was now struggling, fighting on bravely despite his wounds.
Bite VS Archon: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 1d8 + 7 ⇒ (5) + 7 = 12
26 damage on Archon thus far.
Bite VS Illusion: 1d20 + 16 ⇒ (2) + 16 = 18
Will Save (Success): 1d20 + 6 ⇒ (11) + 6 = 17
Having felt the effects of the Basilisk's gaze upon it once and having seen its summoned comrade's fate, Barak's horse nervously shied away from the combat.
Lord Vincent, Khun-Duhn and Durin are up.

Durin Stonehammer |

Round 2, Init 6
Tell me if, and where to, the damned thing moves!! Durin bellows out above the din of mortal combat.
After presumably...
Being assured the basilisk has not moved from its last known position, and relying on non-visual clues and pure instinct, Durin's hammer blows come fast and furious. Aided by Vincent's magic and encouragement, the stalwart dwarf tries to bludgeon the offending creature from this world...
Full attack #1 w/hammer +rage -power attack +reckless abandon +haste + inspire courage: 1d20 + 12 + 4 - 2 + 2 + 2 + 1 ⇒ (17) + 12 + 4 - 2 + 2 + 2 + 1 = 36
miss chance (50%): 1d100 ⇒ 57 hit
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (1, 2) + 7 + 5 + 6 + 2 = 23
Full attack #2 (haste) w/hammer +rage -power attack +reckless abandon +haste + inspire courage: 1d20 + 12 + 4 - 2 + 2 + 2 + 1 ⇒ (15) + 12 + 4 - 2 + 2 + 2 + 1 = 34
miss chance (50%): 1d100 ⇒ 98 hit
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (2, 5) + 7 + 5 + 6 + 2 = 27
Full attack #3 w/hammer +rage -power attack +reckless abandon +haste + inspire courage: 1d20 + 7 + 4 - 2 + 2 + 2 + 1 ⇒ (14) + 7 + 4 - 2 + 2 + 2 + 1 = 28
miss chance (50%): 1d100 ⇒ 93 hit
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (1, 6) + 7 + 5 + 6 + 2 = 27
... and despite his eyes being tightly shut, he lands three solid blows upon the beast. The sound of flesh and bones being crushed beneath his hammer brings him some measure of satisfaction. (77 total damage)
Current Status and Effects
AC: 15* HP: 76(+21) of 79(100)
rage round 2 (+4) of 22
haste
inspire courage
*currently blind

DM Alexander Kilcoyne |

Skipping to Durin's turn to avoid redundancy (no point waiting longer for people's actions if I know Durin finishes it).
Durin's hammer strikes may well have been guided by Muir herself; with his eyes shut and swinging with wild abandon, Durin systematically (and somewhat coincidentally) smashed the conjoined ribs of the two-headed basilisk before slaying each head separately with a hefty swing and backswing. The pale red light in the broken body's two heads slowly fades; the beast is slain but its legacy is apparent; if any of the group had hoped that its death would dispel the petrification of Barak and Arachiel, they were sorely mistaken...
XP Earned- 460.