DM Alexander Kilcoyne's Slumbering Tsar (Inactive)

Game Master Alexander Kilcoyne

"Not only old dead guard Black Gates, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death."

The Midnight Peddler | PC Kill Count- 0 | Promises of Revenge- 1

Group Site | Campaign Wiki | SRD Reference | The Camp | The Desolation | Ashen Waste | Dead Fields | Boiling Lands | Chaos Rift


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Your Humble Narrator

Durin's first hammer blow crashed into the Mohrg, adding to its significant wounds. The second barely made it through the large amount of mud in its swing, failing to damage the creature further.

Marcus and Zanzu left to act before I start botting. The latter finally has a flank + full attack opportunity...


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Round 2
With an ally distracting the undead creature, Zanzu tries to accurately rake his claws and bite deep into the undead's life.

Bite attack 1d20 + 10 + 1 + 1 + 2 ⇒ (15) + 10 + 1 + 1 + 2 = 29 inspire courage, prayer and flanking Damage 1d3 + 4 + 4d6 ⇒ (1) + 4 + (3, 2, 6, 2) = 18 sneak
Claw attack 1d20 + 10 + 1 + 1 + 2 ⇒ (11) + 10 + 1 + 1 + 2 = 25 inspire courage, prayer and flanking Damage 1d3 + 4 + 4d6 ⇒ (2) + 4 + (1, 6, 5, 5) = 23 sneak
Claw attack 1d20 + 10 + 1 + 1 + 2 ⇒ (11) + 10 + 1 + 1 + 2 = 25 inspire courage, prayer and flanking Damage 1d3 + 4 + 4d6 ⇒ (1) + 4 + (4, 2, 2, 4) = 17 sneak

If they all hit its 58 damage


Your Humble Narrator

You didn't add IC, Prayer or Good Hope to damage or Good Hope to attack rolls so that makes the first attack a hit with a 31 and 23 points of damage. Nothing else hit but between you three that is over 91 points of damage soooo....

As the Mohrg reeled from the blows Arachiel and Durin struck upon it, Zanzu savagely bit into the Undead with his cruel beak, managing to finally sever what was left of the upper spinal cord of the Mohrg. With a CAWWWWW! of victory, Zanzu followed through with the motion to knock the skeletal head from the body. The Mohrg sank into the mud, entrails and all.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Combat over? Think thats all the mudmen.

After the stinking cloud, there is nothing left in Marcus' stomach to retch out but the wizard gives it a good try as he clears his mouth of the fetid mud.

I am reminded again how fortunate I am to be surrounded by so many fine warriors. That could have gone much worse.

Sloshing through the thick mud he moves over to inspect the undead creature.

First we have the mudmen co-operating with the mephits and now this thing. Odd. It could have been created spontaneously or created as well.

A mohrg can create zombies from humanoids it slays. So the good news seems to be that there are none around or we'd have faced them as well.


F Lyrakien, Azata, Outsider 7HD (familiar)

Unless theres more than one! the lyrakien adds cheerfully as she delivers some healing to Zanzu.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7 I'm down 1 pt con but I think thats everyone healed.

Lets move on and try and get out of this mud before we run into any reinforcements. That mephit could certainly have made the tower by now.


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Zanzu nods and clucks in appreciation from the power of Kirilarien to heal his wounds, "My thanks, feeling much better now."

He looks for anything interesting on the undead, despite its slimy and revolting state.

Zanzu:

Full HP again.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Durin shakes the mud and gore from his hammer and continues his march towards the tower...


Your Humble Narrator

A hasty search through the thick mud revealed no treasure or keepsakes in the Mohrg's home. Marcus found himself wondering if perhaps the Mohrg was as old as the Army of Light itself; certainly the ranks of the forces of Orcus included mass murderers and other hedonistic serial killer types.

The group passed underneath part of the structure as they waded through the deepest part of the mud. Thankfully, the mud became less think as they cleared through to the other side. To the north, a shattered palisade wall stood- once blocking off another section of the trenches but shattered in an attack long ago; only the broken stubs of the logs that were once barricades now remained.

The trench widened to the right just after the tunnel, to encompass part of the tower's base. Rounding the corner, the group found the door that led into this fallen bastion of the Army of Light.

This corner of the tower is undercut to form a covered patio before the tower’s entrance. A heavy wooden column seems to strain and bow slightly as it continues to support the tower’s weight after all these years. The doorway leading into the tower’s darkened interior is only partially obscured by the shattered remains of a heavy ironbound door hanging on twisted hinges.

Marcus (Knowledge (Engineering)): 1d20 + 9 ⇒ (6) + 9 = 15

Marcus:

Despite the rather grim appearance, the majority of the door is actually fairly functional, the hinges salvageable. With the proper tools and a couple of hours work, the door could be fixed to its former strong condition.

6 minutes elapsed on Enlarge Person.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Marcus shares his thoughts as the group clumps toward the tower entrance, Kiri flying up momentarily to check nothing lurks above the patio or existing structure.

The door looks salvageable even assuming we can clear the tower. Zanzu would you mind taking a quick look before we risk triggerering some long forgotten trap?

Realising the enchantment on Durin is about to expire the wizard renews it, using pearl of power, before starting a summoning.

Monster Summon IV for lantern archons.

1d3 ⇒ 3

Unless something happens of course...


Three globes of light answer the wizards call, the celestial outsiders spinning around the conjurer as he instructs them in celestial.

The three spin off to briefly bathe Durin, Arachiel and Zanzu in their light before flying ahead of the dwarf into the tower interior. They have 60' of move so idea is to scout the way.

Was hoping for at least 2 so very happy with that. The three will spend 1 standard action to cast aid on the three before moving in. 10 rounds total duration on the summoning. Thats three rounds free for anyone elses's prep. If anyone wants more I will delay the summoning as needed to maximise its duration.

Aid is +1 morale bonus to hit and saves to fear, 1d8 + 3 temp hp, 3 minutes duration.


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Traps, hmmm....now let me see clucks the tengu. "I mean I can have a look, but I'm probably better at trapped pockets.." his voice trails off in thought as he studies the door.

Perception takes a 10 for 10 + 14 = 24


Your Humble Narrator

Durin Temporary HP: 1d8 + 3 ⇒ (2) + 3 = 5
Arachiel Temporary HP: 1d8 + 3 ⇒ (5) + 3 = 8
Zanzu Temporary HP: 1d8 + 3 ⇒ (6) + 3 = 9

DM Only:

???: 1d20 + 11 + 8 ⇒ (11) + 11 + 8 = 30
Arachiel: 1d20 + 2 ⇒ (17) + 2 = 19
Durin: 1d20 + 11 ⇒ (17) + 11 = 28
Khun-Duhn: 1d20 + 12 ⇒ (2) + 12 = 14
Kirilarien: 1d20 + 13 ⇒ (16) + 13 = 29
Lord Vincent: 1d20 - 1 ⇒ (12) - 1 = 11
Marcus: 1d20 + 10 ⇒ (14) + 10 = 24
Zanzu: 1d20 + 14 ⇒ (1) + 14 = 15 (Special- Trap Spotter)
Barak: 1d20 + 12 ⇒ (5) + 12 = 17 +2 in Desert (Favoured Terrain)

The celestial archons moved into the room ahead, providing light via their Continual Flame spell-like ability. From just outside, Zanzu poked his head around the corner-

This cavernous, large rectangular room carries the smell of death and the silence of the tomb. Heavy squared columns support the ceiling in the darkness overhead. Not even the squeak of a rat disturbs the stillness. On the east wall about halfway down, a sturdy wooden door seemed to be the most obvious exit.

Durin will have to squeeze (each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a 4 penalty to AC) while enlarged.

Maptools is on the fritz at the moment but otherwise we're good to go!


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Durin has to duck to peer into the room, but waits for Zanzu and K to do their thing before he squeezes through the doorway...


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Assume I don't yet have LOS and archons can't go through doors so up to GM how they interpret "scout ahead" in this instance. Assume we enter in marching order if Zanzu gives the all clear?


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

With a cluck and a wave of his arm, Zanzu beckons you to follow, into the room.


Your Humble Narrator

Only moments after Zanzu beckoned the others into the room and they began to enter, the humanoids lurking upon the columns of the room lost their patience. Licking their lips with rotting tongues, they leapt from the heavy wooden columns they had clung to and surged to the attack with their long teeth and claws. Not truly recognising the balls of light but realising they had little meat on them, the attacking Ghouls rushed Zanzu, Arachiel and Durin, just as Khun-Duhn began to react with lightning fast reflexes born of divination.

The group had been adventuring long enough to recognise the dangerous Undead, but these Ghouls seemed different somehow. It was almost as if the foul vapours and noxious fumes in the Boiling Lands had left their mark upon them; toxic-looking pustules on their skin seemed to fester aggressively and each of the five Undead had a sickly green tint to their foul flesh...

No one passed perception checks to spot them. They were using the cover of the columns to hide so darkvision also not a factor.

DM Only:

? Perception: 1d20 + 13 ⇒ (12) + 13 = 25

The Last Outpost (Ground Floor)

Round 0 (Surprise Round)-

Ordered Initiative-

Initiative Rolls:

Ghouls Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Arachiel: 1d20 + 1 ⇒ (16) + 1 = 17
Durin: 1d20 + 2 ⇒ (1) + 2 = 3
Khun-Duhn (Roll 1): 1d20 + 1 ⇒ (19) + 1 = 20Khun-Duhn (Roll 2): 1d20 + 1 ⇒ (18) + 1 = 19 Special- Warsight (Takes better of two rolls, always act in surprise round)
Kirilarien: 1d20 + 8 ⇒ (9) + 8 = 17
Lord Vincent: 1d20 + 3 ⇒ (19) + 3 = 22
Marcus: 1d20 + 10 ⇒ (16) + 10 = 26
Zanzu: 1d20 + 11 ⇒ (7) + 11 = 18
Barak: 1d20 + 5 ⇒ (9) + 5 = 14 (Favoured Terrain Desert +2)

Marcus + Lanterns- 26
Lord Vincent- 22
Ghouls- 20a
Khun-Duhn- 20b
Zanzu- 18
Kirilarien- 17a
Arachiel- 17b
Barak- 14
Durin- 3

Active Effects-

Enlarge Person on Durin (3 Rounds remaining)
Durin, Arachiel and Zanzu Temporary HP
Three Summoned Archons

Map-

Link

Notes-

Will roll saves for Aura of Menace next round as the archons are themselves surprised and thus not yet fighting or angry.

The columns provide cover relative to opponents on the other side of them and block line of sight. Durin also gives cover when shooting through him.

In addition to squeezing penalties, Durin is at an additional -2 to attack due to the difficulty of bringing his large weapon to bear in the low ceiling room.

All Ghouls at -2 AC from charging.

Action-

Between the armour of Durin and Arachiel and the swift last-moment duck and weave executed by Zanzu, only a single set of the Ghoul's deadly teeth were brought to bear as Durin's attacker bit into the exposed fles of his enlarged hand. The stout Dwarf fought off both venom and a risk of paralysis as he resisted the sudden urge of his body to go slack from the toxins now coursing through his arm.

Charge #1 VS Durin (Hit): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage (DR Included): 1d8 + 2 - 3 ⇒ (3) + 2 - 3 = 2
Durin Fortitude VS DC15 Paralysis (Pass): 1d20 + 9 ⇒ (14) + 9 = 23
Durin Fortitude VS DC15 Poison (Pass): 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16

Charge #2 VS Durin (Miss): 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Charge #1 VS Zanzu (Miss): 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

Charge #2 VS Zanzu (Miss): 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15

Charge #1 VS Arachiel (Miss): 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

DM Only:

Durin Ghoul Fever DC15 Save: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12

Khun-Duhn to act then onto Marcus in Round One.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Round 1

Unable to see most of the creatures and with the visible ones so close to Durin, Marcus has few good options and opts for a quick cantrip while he studies the ghouls and commands the archons to concentrate their fire on anything attacking Zanzu.

Cast Disrupt Undead on one of the two visible next to Durin.

1d20 + 6 - 4 - 4 ⇒ (7) + 6 - 4 - 4 = 5 (ranged touch, in-combat, cover)
1d6 ⇒ 1

Knowledge (religion): 1d20 + 15 ⇒ (3) + 15 = 18

The celestial creatures respond with a blazing show of light edit which unfortunately does little more. Obv not factoring in anything Kun-Duhn does.

Archon 1: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1 (ranged touch, in-combat)
1d6 ⇒ 1

Archon 1: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4
1d6 ⇒ 3

Archon 2: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
1d6 ⇒ 6

Archon 2: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
1d6 ⇒ 4

Archon 3: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
1d6 ⇒ 4

Archon 3: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10
1d6 ⇒ 5


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

DM note also I refreshed Durin's enlarge person which may not have been the best idea ever thought he would have more room to work with being only double dwarf sized.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

Arachiel calls forth Muir divine wrath into his blade as he takes a heavy swing intent on his blade going into one ghoul and carrying through to the next.

Smite Evil

Attack: 1d20 + 12 + 4 ⇒ (1) + 12 + 4 = 17 (smite)
Damage: 1d10 + 5 + 1d6 + 14 ⇒ (6) + 5 + (2) + 14 = 27 (fire, smite)

Cleave Attack: 1d20 + 12 + 4 ⇒ (5) + 12 + 4 = 21 (smite)
Damage: 1d10 + 5 + 1d6 + 7 ⇒ (4) + 5 + (4) + 7 = 20 (fire, smite)

And we're back to typical dice roller results...*grumble*


Surprise Round:

Warned of the impending ambush by his preternatural senses, Khun-duhn brings his horsechopper to bear against one of the attacking ghouls.

Standard action to attack Ghoul 5 with horsechopper.

Horsechopper Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Horsechopper Damage: 1d10 + 12 ⇒ (5) + 12 = 17

Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.

Khun-duhn's AC: 21; touch 11, flat-footed 20
Khun-duhn's HP: 50/50


Your Humble Narrator

The difficulty of striking with his reach weapon both through the doorway and with his three allies in the way gave the ghoul time to prepare itself for the strike and it blocked the haft of the polearm with its strong arm.

The Last Outpost (Ground Floor)

Round 1-

Ordered Initiative-
Marcus + Lanterns- 26
Lord Vincent- 22
Ghouls- 20a
Khun-Duhn- 20b
Zanzu- 18
Kirilarien- 17a
Arachiel (action declared)- 17b
Barak- 14
Durin- 3

Active Effects-

Enlarge Person on Durin (67 Rounds remaining)
Durin, Arachiel and Zanzu Temporary HP
Three Summoned Archons

Map-

Link (Init 20b)

Notes-

Will roll saves for Aura of Menace next round as the archons are themselves surprised and thus not yet fighting or angry.

The columns provide cover relative to opponents on the other side of them and block line of sight. Durin also gives cover when shooting through him.

In addition to squeezing penalties, Durin is at an additional -2 to attack due to the difficulty of bringing his large weapon to bear in the low ceiling room.

Aura of Menace'd Ghouls denoted in yellow.

Action-

Marcus:

You are aware of all traits of the Undead type and additionally, you recall that Ghouls have keen senses including Darkvision.

As the lantern archons realised battle was upon them, their golden-white light began to shift into a righteous fiery-white as their menacing aura spread over the room, their divine presence unsettling three of the attacking Ghouls.

Wall of Will Saves:

Ghoul 1 Will LA #1 (Pass): 1d20 + 7 ⇒ (9) + 7 = 16
Ghoul 1 Will LA #2 (Pass): 1d20 + 7 ⇒ (19) + 7 = 26
Ghoul 1 Will LA #3 (Fail): 1d20 + 7 ⇒ (4) + 7 = 11

Ghoul 2 Will LA #1 (Pass): 1d20 + 7 ⇒ (10) + 7 = 17
Ghoul 2 Will LA #2 (Pass): 1d20 + 7 ⇒ (17) + 7 = 24
Ghoul 2 Will LA #3 (Pass): 1d20 + 7 ⇒ (19) + 7 = 26

Ghoul 3 Will LA #1 (Pass): 1d20 + 7 ⇒ (13) + 7 = 20
Ghoul 3 Will LA #2 (Pass): 1d20 + 7 ⇒ (8) + 7 = 15
Ghoul 3 Will LA #3 (Pass): 1d20 + 7 ⇒ (10) + 7 = 17

Ghoul 4 Will LA #1 (Fail): 1d20 + 7 ⇒ (1) + 7 = 8
Ghoul 4 Will LA #2 (Fail): 1d20 + 7 ⇒ (3) + 7 = 10
Ghoul 4 Will LA #3 (Pass): 1d20 + 7 ⇒ (17) + 7 = 24

Ghoul 5 Will LA #1 (Pass): 1d20 + 7 ⇒ (20) + 7 = 27
Ghoul 5 Will LA #2 (Fail): 1d20 + 7 ⇒ (3) + 7 = 10
Ghoul 5 Will LA #3 (Fail): 1d20 + 7 ⇒ (4) + 7 = 11

The archons forms seemed to glow even brighter as they released rays of light at the ghouls before them, although only a single ray stuck its intended target. Marcus himself fired off a ray of positive energy which also went wide.

Behind the group with limited scope to reach the front line, Lord Vincent urged his comrades on, bolstering them with both his potent Haste spell and his inspiring oratory.

Haste for 7 rounds (+1 AC, Reflex Saves, Attack Rolls and extra attack in full-attack action) and Inspire Courage (+2 attack, +2 damage).

Lord Vincent's efforts rang out alongside the snarls and bestial, hungry moans of the attacking Ghouls as they brought their claws to bear alongside their teeth with zeal, seeking to slay and eat the intruders. Durin was bitten once again but managed to weather several incoming blows. Arachiel was struck twice by his attackers but stubbornly refused to be paralysed. Zanzu was a blur of motion, managing to agilely escape attacks from two separate Ghouls while deflecting others with his raised claws.

Serious credit to Uncanny Dodge both this round and the surprise. Never seen it stop so many attacks before.

9 damage to Arachiel, 7 damage to Durin (DR included).

Wall of Attack Rolls:

Ghoul 1 Bite on Durin (Hit): 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Damage (DR Included): 1d8 + 2 - 3 ⇒ (8) + 2 - 3 = 7
Durin Fortitude VS Paralysis DC15 (Pass): 1d20 + 9 ⇒ (9) + 9 = 18
Durin Fortitude VS Poison DC15 (Pass): 1d20 + 9 ⇒ (11) + 9 = 20
Ghoul 1 Claw on Durin (Miss): 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Ghoul 1 Claw on Durin (Miss): 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11

Ghoul 2 Bite on Durin (Miss): 1d20 + 6 ⇒ (1) + 6 = 7
Ghoul 2 Claw on Durin (Miss): 1d20 + 6 ⇒ (11) + 6 = 17
Ghoul 2 Claw on Durin (Miss): 1d20 + 6 ⇒ (1) + 6 = 7

Ghoul 3 Bite on Zanzu (Miss): 1d20 + 6 ⇒ (3) + 6 = 9
Ghoul 3 Claw on Zanzu (Miss): 1d20 + 6 ⇒ (3) + 6 = 9
Ghoul 3 Claw on Zanzu (Miss): 1d20 + 6 ⇒ (11) + 6 = 17

Ghoul 4 Bite on Arachiel (Miss): 1d20 + 6 ⇒ (5) + 6 = 11
Ghoul 4 Claw on Arachiel (Hit): 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Arachiel Fortitude VS Paralysis DC15 (Pass): 1d20 + 11 ⇒ (7) + 11 = 18
Ghoul 4 Claw on Arachiel (Hit): 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Arachiel Fortitude VS Paralysis DC15 (Pass): 1d20 + 11 ⇒ (4) + 11 = 15

Ghoul 5 Bite on Zanzu (Miss): 1d20 + 6 ⇒ (7) + 6 = 13
Ghoul 5 Claw on Zanzu (Miss): 1d20 + 6 ⇒ (15) + 6 = 21
Ghoul 5 Claw on Zanzu (Miss): 1d20 + 6 ⇒ (11) + 6 = 17

More Will Saves:

Ghoul 6 Will LA #1 (Pass): 1d20 + 7 ⇒ (10) + 7 = 17
Ghoul 6 Will LA #2 (Pass): 1d20 + 7 ⇒ (15) + 7 = 22
Ghoul 6 Will LA #3 (Fail): 1d20 + 7 ⇒ (17) + 7 = 24

Ghoul 7 Will LA #1 (Pass): 1d20 + 7 ⇒ (5) + 7 = 12
Ghoul 7 Will LA #2 (Pass): 1d20 + 7 ⇒ (13) + 7 = 20
Ghoul 7 Will LA #3 (Pass): 1d20 + 7 ⇒ (15) + 7 = 22

Ghoul 8 Will LA #1 (Pass): 1d20 + 7 ⇒ (16) + 7 = 23
Ghoul 8 Will LA #2 (Pass): 1d20 + 7 ⇒ (17) + 7 = 24
Ghoul 8 Will LA #3 (Pass): 1d20 + 7 ⇒ (11) + 7 = 18

While the five Ghouls attacked the adventurers, the side door burst open as three more Ghouls entered the fray; two of them swiftly taking in the situation and flanking one of the archons, seeking to bite the floating menace. While one of the pair struck true, the powerful defences of the floating ball of celestial light rendered the attack completely ineffective.

Ghoul 7 Bite (Hit): 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Damage (Negated by DR): 1d8 + 2 - 10 ⇒ (1) + 2 - 10 = -7
Ghoul 8 Bite (Miss): 1d20 + 6 ⇒ (3) + 6 = 9

The group is up!


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Feeling surrounded Zanzu flaps his arms, and attempts to use his undoubted skills and flexibility to try and get past the two ghouls ain front and get to a more advantageous position. There he can turn and let all his pent up aggression out on these dead things.

If you'll let Zanzu try to use acrobatic skill to get past/over the ghouls at AT, 15/16 to get to AS,16
Acrobatics 1d20 + 19 ⇒ (16) + 19 = 35 please add any bonus from haste, if there is some.

If Zanzu get an attack from (AS,16) against the ghoul he now flanks.
Claw attack 1d20 + 10 + 2 + 1 + 2 ⇒ (12) + 10 + 2 + 1 + 2 = 27 flanking, haste, courage
Claw damage 1d3 + 4 + 2 ⇒ (3) + 4 + 2 = 9 courage and sneak attack 4d6 ⇒ (4, 1, 6, 4) = 15


Your Humble Narrator

Moving through an opponent's square is indeed covered by the acrobatic skill-

Move through an enemy’s space DC= 5 + Opponent’s Combat Maneuver Defense

Spotting an opening, Zanzu darted underneath a swiping claw and swiftly launched himself into a forward roll. Spinning on his heel, he stabbed the Ghoul assaulting Arachiel with his sharp claw, tearing the flesh at the Ghoul's back.


Round One:

Boosted by Vincent's inspiring oratory but unable to move past his companions, Khun-duhn stabs at one of the ghouls again with his horsechopper.

Full attack on Ghoul 5 with horsechopper.

Horsechopper Attack: 1d20 + 10 + 2 + 1 ⇒ (8) + 10 + 2 + 1 = 21
Horsechopper Damage: 1d10 + 12 + 2 ⇒ (2) + 12 + 2 = 16

Hasted Horsechopper Attack: 1d20 + 10 + 2 + 1 ⇒ (17) + 10 + 2 + 1 = 30
Hasted Horsechopper Damage: 1d10 + 12 + 2 ⇒ (9) + 12 + 2 = 23

Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.

Khun-duhn's AC: 22; touch 12, flat-footed 20
Khun-duhn's HP: 50/50


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Barak attempts to read the flow of battle looking for shots. He takes care with his shots attempting to make them all count. The haste allowing Barak to squeeze an extra shot into the swirling melee.

Full Attack rapid shot deadly aim haste:
Shot 1 to hit:1d20 + 12 ⇒ (19) + 12 = 31 Damage:1d10 + 9 ⇒ (9) + 9 = 18
Shot 2 to hit:1d20 + 12 ⇒ (7) + 12 = 19 Damage:1d10 + 9 ⇒ (8) + 9 = 17
Shot 3 to hit:1d20 + 12 ⇒ (14) + 12 = 26 Damage:1d10 + 9 ⇒ (5) + 9 = 14
Shot 4 to hit:1d20 + 7 ⇒ (11) + 7 = 18 Damage:1d10 + 9 ⇒ (8) + 9 = 17

Shot 1 potential crit:1d20 + 12 ⇒ (4) + 12 = 16 Damage:1d10 + 4 ⇒ (4) + 4 = 8

Note: At this time I cant make the map work so spread my shots equally among 4 random ghouls.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Round 1, Init 3

Durin rages in response to the ghouls clawing and biting him. (FrA rage) As the ghouls press the party into the corner, Durin follows Zanzu's lead and moves to spread things out at bit... albeit in his own manner. Lowering his shoulder he steps into one of the ghouls adjacent to him (#1) and attempts to bull rush it...

SA bull rush +rage +reckless abandon +enlarge +inspire courage +haste: 1d20 + 11 + 2 + 2 + 2 + 2 + 1 ⇒ (13) + 11 + 2 + 2 + 2 + 2 + 1 = 33

...pushing the thing backwards with incredible force. (MA aiming to end Durin's move in -AV/-AW 12/13) Both the ghoul he shoves, and the one beside, it lash out as Durin begins his reckless maneuver...

If the ghouls should hit whith their AoO...
Fort save vs paralysis (ghoul #1): 1d20 + 15 ⇒ (7) + 15 = 22
Fort save vs poison (ghoul #1): 1d20 + 13 ⇒ (20) + 13 = 33

Fort save vs paralysis (ghoul #2): 1d20 + 15 ⇒ (6) + 15 = 21
Fort save vs poison (ghoul #2): 1d20 + 13 ⇒ (4) + 13 = 17

If a ghoul should provoke an AoO from Durin...
attack w/hammer +rage -power attack +reckless abandon +enlarge +haste -low ceiling: 1d20 + 12 + 4 - 2 + 2 + 2 + 1 - 2 ⇒ (10) + 12 + 4 - 2 + 2 + 2 + 1 - 2 = 27
damage w/hammer (two handed) +rage +power attack +enlarge +inspire courage: 3d6 + 7 + 5 + 6 + 1 + 2 ⇒ (2, 3, 4) + 7 + 5 + 6 + 1 + 2 = 30

Current Status and Effects
AC: 18 HP: 70(+21) of 79(100)
rage round 1 (+6) of 22
enlarge person expires round 67
inspire courage (Vincent)
haste (Vincent) expires round 8


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Sorry, but I forgot to add the archon's casting of aid to my post. Durin's CMB and AoO attack should therefore be +1 for totals of 34 and 28 respectively. Also he would have lost his temp HP first (5) meaning his current HP line should read 75(+21).


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

this reminds me I have not added the +2 to attack and DMG to my rolls


Your Humble Narrator

Striking around his allies proved difficult but Khun-Duhn slashed one of the Ghouls across its pustular flesh as it was fighting the nimble Zanzu.

Arachiel raised his sword high to smite one of the Ghouls, but the blade caught on the ceiling and he wasted precious seconds extricating it while claws raked off his armour.

Just as Durin lowered his shoulder and began to bodily rush into one of the Ghouls, four crossbow bolts were fired in rapid succession into the room, limited to those Ghouls that Barak could see. The Ghouls to the south with Arachiel and Zanzu took a bolt to the chest each but the negative energy animating them was not yet spent.

Ghoul 1 AOO Durin (Hit): 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Damage (Applied as penalty to CMB Attempt, DR Included): 1d8 + 2 - 3 ⇒ (3) + 2 - 3 = 2
Ghoul 2 AOO Durin (Hit): 1d20 + 6 - 2 ⇒ (14) + 6 - 2 = 18
Damage (Applied as penalty to CMB Attempt, DR Included): 1d8 + 2 - 3 ⇒ (3) + 2 - 3 = 2

Even though both Ghouls beside him managed to bite him for his efforts, neither their paralysing attack or the venom they subjected him to stopped him from forcing his way further into the room and clearing space for the others.

The Last Outpost (Ground Floor)

Round 2-

Ordered Initiative-
Marcus + Lanterns- 26
Lord Vincent- 22
Ghouls- 20a
Khun-Duhn- 20b
Zanzu- 18
Kirilarien- 17a
Arachiel- 17b
Barak- 14
Durin- 3

Active Effects-

Enlarge Person on Durin (66 Rounds remaining)
Durin, Arachiel and Zanzu Temporary HP
Three Summoned Archons

Map-

Link (Init 26)

Notes-

The columns provide cover relative to opponents on the other side of them and block line of sight. Durin also gives cover when shooting through him.

In addition to squeezing penalties, Durin is at an additional -2 to attack due to the difficulty of bringing his large weapon to bear in the low ceiling room.

Action-

Marcus et al. are up.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Realizing that the fortress is much more cramped than it appears from the outside, Durin calls for Marcus to dismiss the enlarging spell upon him. It is doing more harm than help in here! (FrA speech)

Are ghouls #4 & 5 the only ones to have taken damage so far? Did Khun-Duhn hit ghoul #4 along with Zanzu? Barak hit them both?


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Assume the chopper got 5 or we're in trouble :) Presumably I got one hit with the archons on touch AC 15.

Round 2

Still unable to see much but gathering from the noise that the ghouls are far more than normal undead, Marcus responds quickly to Durin's call, rushing through a sequence of dispelling. Standard action to dispel and I'm still in range.

Realising the intelligent archons are better off acting independantly in the confused melee, the wizard switches their orders, commanding them to focus fire on open targets, shifting up if needed.

Archon 1: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 (ranged touch, ic)
1d6 + 2 ⇒ (4) + 2 = 6

Archon 1: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
1d6 + 2 ⇒ (5) + 2 = 7

Archon 2: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
1d6 + 2 ⇒ (4) + 2 = 6

Archon 2: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
1d6 + 2 ⇒ (3) + 2 = 5

Archon 3: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
1d6 + 2 ⇒ (5) + 2 = 7

Archon 3: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
1d6 + 2 ⇒ (3) + 2 = 5

Realised I forgot Kiri last round(not that she can do a lot).


F Lyrakien, Azata, Outsider 7HD (familiar)

Round 2 (init 17a)

With more room to play with, Kirilarien flies to the top of the room above Barak, firing down with her tiny crossbow at a free target. AT,14 unless something changes

Tiny Light Crossbow: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
1d4 + 2 ⇒ (3) + 2 = 5


Your Humble Narrator

Sorry got swamped in moving. Move now done and fully settled in new place.

The lantern archons continued to fire, Marcus barking commands in Celestial to focus fire on those not in melee with the adventuring party. Seeking to allow the group passage, the archons focused their light rays upon the Ghoul opposite the doorway itself, a couple of them striking their target and causing the Undead menace to hiss in fury as his flesh boiled under the sun-like rays. The Ghouls themselves lashed out at the Archons as they let their guard down to attack but their attacks were entirely impotent against the angelic foes.

AOO on LA1 (Miss): 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
AOO on LA2 (Miss): 1d20 + 6 ⇒ (2) + 6 = 8
AOO on LA3 (Hit): 1d20 + 6 ⇒ (11) + 6 = 17
Damage (Negated): 1d8 + 2 - 10 ⇒ (1) + 2 - 10 = -7

Lord Vincent reached out and placed a powerful spell of emotion and inspiration upon Barak, having noted the impressive amount of bolts Barak was firing from his heavily modified repeating crossbow. Barak felt his resolve strengthen and his courage, resiliency and will bolster from the magic; along with a level of focus that further added accuracy to his aim. Lord Vincent continued his oratory, inspiring the group on to further deeds; but he did not seem inclined to enter the fray himself. The group recalled a rather nasty incident with Ghouls had once almost led to Lord Vincent's demise...

The melee continued, and the suddenly much smaller Durin found himself flanked by two Ghouls. He was bit and clawed brutally by one just as the other struck him simultaneously, also inflicting two fresh wounds on him. Slowly weakened by the many wounds he was taking, the Dwarf's indomitable body refused to give to either poison or paralysis. His long weapon seemed to worry the Undead, who took careful steps to avoid lowering their guard to it.

11 points of damage to Durin, DR taken into account already.

Arachiel found himself similarly flanked by two of the Ghouls, but his heavy armour coped better with the assault than Durin's. He was struck by one claw and would have been struck by another were it not for the divine grace of Muir flowing through him. His single wound did not induce paralysis, much to the disappointment of the Ghoul before him.

6 points of damage to Arachiel. Target of your Smite is Ghoul 4.

Duelling with a single Ghoul, Zanzu's confident defence prevented the Ghoul from ever striking him in an unarmoured location and his claws matched the Ghoul's own for sharpness.

Wall of Full Attack Rolls:

VS Durin-
Ghoul 1 Bite (Hit): 1d20 + 6 + 2 - 2 ⇒ (17) + 6 + 2 - 2 = 23
Damage (Inc. DR): 1d8 + 2 - 3 ⇒ (4) + 2 - 3 = 3
Durin Fortitude VS Paralysis (Pass): 1d20 + 12 ⇒ (19) + 12 = 31
Durin Fortitude VS Poison (Pass): 1d20 + 14 ⇒ (10) + 14 = 24
Ghoul 1 Claw (Critical Threat): 1d20 + 6 + 2 - 2 ⇒ (20) + 6 + 2 - 2 = 26
Ghoul 1 Claw (Critical Hit): 1d20 + 6 + 2 - 2 ⇒ (16) + 6 + 2 - 2 = 22
Damage (Inc. DR): 2d4 + 4 - 3 ⇒ (1, 2) + 4 - 3 = 4
Durin Fortitude VS Paralysis (Pass): 1d20 + 12 ⇒ (19) + 12 = 31
Ghoul 1 Claw (Miss): 1d20 + 6 + 2 - 2 ⇒ (13) + 6 + 2 - 2 = 19

VS Durin-
Ghoul 2 Bite (Hit): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage (Inc. DR): 1d8 + 2 - 3 ⇒ (3) + 2 - 3 = 2
Durin Fortitude VS Paralysis (Pass): 1d20 + 12 ⇒ (12) + 12 = 24
Durin Fortitude VS Poison (Pass): 1d20 + 14 ⇒ (6) + 14 = 20
Ghoul 2 Claw (Miss): 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Ghoul 2 Claw (Hit): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Damage (Inc. DR): 1d4 + 2 - 3 ⇒ (3) + 2 - 3 = 2
Durin Fortitude VS Paralysis (Pass): 1d20 + 12 ⇒ (13) + 12 = 25

VS Arachiel-
Ghoul 3 Bite (Miss): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Ghoul 3 Claw (Miss): 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Ghoul 3 Claw (Hit): 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Arachiel Fortitude VS Paralysis (Pass): 1d20 + 11 ⇒ (17) + 11 = 28

Ghoul 4 Bite (Miss): 1d20 + 6 + 2 - 2 ⇒ (1) + 6 + 2 - 2 = 7
Ghoul 4 Claw (Miss): 1d20 + 6 + 2 - 2 ⇒ (9) + 6 + 2 - 2 = 15
Ghoul 4 Claw (Miss (Smite)): 1d20 + 6 + 2 - 2 ⇒ (19) + 6 + 2 - 2 = 25

VS Zanzu-
Ghoul 5 Bite (Miss): 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20
Ghoul 5 Claw (Miss): 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
Ghoul 5 Claw (Miss): 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13

Apparently realising the futility of continuing to strike the lantern archons, the three Ghouls still facing them opted for a different tactic; ignoring them and seeking to swarm the isolated Durin, who seemed to be the easiest to strike. He fended off the new attackers as best he could with the haft of his hammer, but only after brutally slamming it into the Ghoul that had moved around him initially Ghoul 7 took your damage adjusted AOO. He was bitten once more, this time on the ankle as he forced a Ghoul down momentarily.

1 damage to Durin, DR taken into account already.

Move + Bite VS Durin (Miss): 1d20 + 6 - 2 ⇒ (8) + 6 - 2 = 12
Charge Bite VS Durin (Miss): 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Charge Bite VS Durin (Hit, Flank): 1d20 + 6 + 2 + 2 ⇒ (17) + 6 + 2 + 2 = 27
Damage (Inc. DR): 1d8 + 2 - 3 ⇒ (2) + 2 - 3 = 1
Durin Fortitude VS Paralysis (Pass): 1d20 + 12 ⇒ (18) + 12 = 30
Durin Fortitude VS Poison (Pass): 1d20 + 14 ⇒ (8) + 14 = 22

Mid Round Map Update

Rest of the group are up. Note those acting after Kirilarien's initiative this round will note her crossbow bolt appeared to do no damage to the Ghoul it struck.


F Lyrakien, Azata, Outsider 7HD (familiar)

Feh! the lyrakien exclaims indecorously as the bolt does not even inconvenience the undead creature.

Assuming we live you are finally reaching into your pouch to enchant this useless thing.


Male Tengu Rogue(Cutpurse)/7 HPs: 52/52

Zanzu makes a lunge at the flanked ghoul hoping to finish it off. "Undead, no good to man nor beast, never anything good on these rotten smelly lumps of rotting flesh." He sends his claws in a fast flurry of attacks followed by his beak, then takes the opportunity to to dive and roll away from the current threats and make his way to help the surrounded Durin. The dwarf could probably do with some help the tengu reasons, as the various claws slash at him.

Claw 1 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 flanking 1d3 + 4 + 4d6 ⇒ (1) + 4 + (6, 1, 6, 3) = 21 sneak attack
Claw 2 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 flanking 1d3 + 4 + 4d6 ⇒ (3) + 4 + (6, 3, 5, 1) = 22 sneak attack
Beak 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 flanking 1d3 + 4 + 4d6 ⇒ (1) + 4 + (1, 5, 1, 4) = 16 sneak attack

Acrobatics 1d20 + 19 ⇒ (17) + 19 = 36 to move AQ,16 without attracting an AoO, before going as far as possible to get to AT,10.


Your Humble Narrator

A full attack will limit Zanzu to a 5 foot step which won't incur AOO anyway.

Kiri Knowledge (Religion): 1d20 + 9 ⇒ (20) + 9 = 29

Kirilarien sniffed disdainfully at her wooden bolts as a thought crossed her mind, continuing her incredulous muttering.

Or at least, you'll provide me with some silver ammunition, i'm a fully competent member of this adventuring party, you don't know where you'd be without me you know, Marcus...

Zanzu's onslaught was too much for the ghoul's back as he tore into it. Even in its second death, however, the poisonbearer Ghoul had a final surprise for Zanzu and Arachiel. All of the swollen pustules upon its skin exploded as the monster collapsed in a pile of gore, spraying both Zanzu and Arachiel with pus.

DM Only:

Arachiel Fort: 1d20 + 11 ⇒ (9) + 11 = 20
Zanzu Fort: 1d20 + 5 ⇒ (7) + 5 = 12


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

"Durin! Brother are you still Breathing? let me see if I cant thin the hoard around you."

Same as last time but with all the buffs added
Shot 1 to hit:1d20 + 16 ⇒ (7) + 16 = 23 Damage:1d10 + 11 ⇒ (4) + 11 = 15
Shot 2 to hit:1d20 + 16 ⇒ (2) + 16 = 18 Damage:1d10 + 11 ⇒ (10) + 11 = 21
Shot 3 to hit:1d20 + 16 ⇒ (2) + 16 = 18 Damage:1d10 + 11 ⇒ (8) + 11 = 19
Shot 4 to hit:1d20 + 11 ⇒ (8) + 11 = 19 Damage:1d10 + 11 ⇒ (6) + 11 = 17

Awful rolls!

Barak fires wildly at the swiftly moving targets however beads of sweat from the intensity of the fight runs down his hair into his face and eyes taking a level of the precision away from his volley.


Round Two:

Unable to bring his horsechopper to bear against the ghoul next to him, Khun-duhn drops the weapon and draws his heavy flail. The battle oracle sets the weapon's metal ball spinning as he sidesteps to flank the ghoul with Arachiel. With a wolfish grin, the half-orc lashes out to wrap the weapon's chain around the undead abomination's legs, then gives a sharp tug to trip the creature.

Free action to drop horsechopper. Move action to draw heavy flail. 5-ft. step to square AW,16. Standard action to attempt to trip Ghoul 3 - does not provoke AoO due to Khun-duhn's Improved Trip feat.

Combat Maneuver (Trip): 1d20 + 15 + 2 + 2 + 1 ⇒ (11) + 15 + 2 + 2 + 1 = 31 (flank, inspire, haste)

AoO if/when Ghoul 3 tries to stand: 1d20 + 11 + 2 + 2 + 1 ⇒ (7) + 11 + 2 + 2 + 1 = 23
AoO Damage: 1d10 + 13 + 2 ⇒ (3) + 13 + 2 = 18

Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.

Khun-duhn's AC: 22; touch 12, flat-footed 20
Khun-duhn's HP: 50/50


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Zanzu is missing a haste attack no? He could send some of those hits to ghoul #5, as I am assuming he didn't need all of them to drop ghoul #4. I know they won't be flanking hits, but every bit helps. :P

Round 2, Init 3

Durin emerges from the swarm of ghouls (5' step to -AW 13) while responding to Barak's inquiry, Aye, still breathing... and I am going to show these things why it isn't wise to lick and scratch an angry red-headed dwarf with a big hammer! He then swings his hammer in rapid succession at two of the ghouls...

FuA attack #1 w/hammer +rage -power attack +reckless abandon +haste +inspire courage: 1d20 + 12 + 4 - 2 + 2 + 1 + 2 ⇒ (19) + 12 + 4 - 2 + 2 + 1 + 2 = 38 @ ghoul #1 (menaced)
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (3, 4) + 7 + 5 + 6 + 2 = 27*

FuA attack #2 w/hammer +rage -power attack +reckless abandon +haste +inspire courage: 1d20 + 12 + 4 - 2 + 2 + 1 + 2 ⇒ (6) + 12 + 4 - 2 + 2 + 1 + 2 = 25 @ ghoul #7 (menaced) unless Barak drops before (2 shots each at ghouls 7 & 2?), then ghoul #6
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (3, 4) + 7 + 5 + 6 + 2 = 27*

FuA attack #3 w/hammer +rage -power attack +reckless abandon +haste +inspire courage: 1d20 + 7 + 4 - 2 + 2 + 1 + 2 ⇒ (4) + 7 + 4 - 2 + 2 + 1 + 2 = 18 @ ghoul #1 (menaced)
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (2, 5) + 7 + 5 + 6 + 2 = 27*

Should a ghoul provoke...
AoO attack w/hammer +rage -power attack +reckless abandon +haste +inspire courage: 1d20 + 12 + 4 - 2 + 2 + 1 + 2 ⇒ (17) + 12 + 4 - 2 + 2 + 1 + 2 = 36
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (3, 1) + 7 + 5 + 6 + 2 = 24*

Current Status and Effects
AC: 20 HP: 64(+21) of 79(100)
rage round 2 (+6) of 22
inspire courage (Vincent)
haste (Vincent) expires round 8

* a +3 weapon bonus overcomes silver DR correct?

Also, please note, Durin's fort saves are: +15 vs (su) paralysis [12 raging base +3 via superstition] and +13 vs poison [12 +1 via glory of old]

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

The target of his divine wrath having been dispatched by Zanzu, Arachiel steps over to his right to target another of the foul, undead creatures.

Target Ghoul 3, 5ft step to (-AU,15)

Full Attack #1: 1d20 + 12 - 1 + 1 + 2 ⇒ (14) + 12 - 1 + 1 + 2 = 28 (power attack, haste, inspire courage)
Damage: 1d10 + 5 + 1d6 + 4 + 2 ⇒ (1) + 5 + (6) + 4 + 2 = 18 (fire, power attack, inspire courage)

Full Attack + 2: 1d20 + 7 - 1 + 1 + 2 ⇒ (18) + 7 - 1 + 1 + 2 = 27 (power attack, haste, inspire courage)
Damage: 1d10 + 5 + 1d6 + 4 + 2 ⇒ (7) + 5 + (4) + 4 + 2 = 22 (fire, power attack, inspire courage)

Haste Attack #1: 1d20 + 12 - 1 + 1 + 2 ⇒ (1) + 12 - 1 + 1 + 2 = 15 (power attack, haste, inspire courage)
Damage: 1d10 + 5 + 1d6 + 4 + 2 ⇒ (7) + 5 + (2) + 4 + 2 = 20 (fire, power attack, inspire courage)


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

EDIT: Please note, Durin's fort saves are: +12 vs (su)(ex) paralysis and +13 vs poison [12 +1 via glory of old]

Thank you for your co-operation in this matter. :D


Your Humble Narrator

A moment before Zanzu skewered his foe, Khun-Duhn's two-handed flail caught on another of the Ghoul's legs, bringing the undead heavily to the ground.

Arachiel took advantage of the situation, moving swiftly to finish the Ghoul with his sword. He hacked into the Ghoul twice, his sword cutting and singing flesh before fumbling with his third blow.

Stepping to get a clearer shot through the doorway, Barak let loose bolt after boltinto the fray, seeking to aid Durin. Unfortunately, only a single one of his bolts struck any of the Ghouls, the difficulty of firing into a sprawling melee as well as the cover provided by the columns in the room making his angles difficult.

Durin took a step away in the limited space he had available, and went to work with his mighty hammer. Two of the Ghouls were destroyed by his furious blows, the pustules on their bodies exploding but not quite showering him with pus; although his weapon was now filthy.

The Last Outpost (Ground Floor)

Round 3-

Ordered Initiative-

Marcus + Lanterns- 26
Lord Vincent- 22
Ghouls- 20a
Khun-Duhn- 20b
Zanzu- 18
Kirilarien- 17a
Arachiel- 17b
Barak- 14
Durin- 3

Active Effects-

Durin, Arachiel and Zanzu Temporary HP
Three Summoned Archons

Map-

Link (Init 26)

Notes-

The columns provide cover relative to opponents on the other side of them and block line of sight.

Menaced Ghouls denoted in yellow. Prone Ghouls denoted in blue.

Action-

Marcus + Summons are up.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Round 3

Marcus contemplates throwing another spell but the furious melee seems to be swinging the group's way and he holds off for now. I make it - 8 or - 12 to hit something from here depending on whether I can fire over Barak without a cover penalty so I delay.

Pulsating with simple righteous anger at the abominations before them, the archons continue their fire, several of the beams carving deeply into the flesh of their target.

LA 1 provokes obviously. Look like several open targets, focusing on those wounded first.

Archon 1: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 (ranged touch, ic)
1d6 + 2 ⇒ (6) + 2 = 8

Archon 1: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
1d6 + 2 ⇒ (2) + 2 = 4

Archon 2: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
1d6 + 2 ⇒ (2) + 2 = 4

Archon 2: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
1d6 + 2 ⇒ (4) + 2 = 6

Archon 3: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
1d6 + 2 ⇒ (6) + 2 = 8

Archon 3: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
1d6 + 2 ⇒ (5) + 2 = 7


Your Humble Narrator

The three lantern archons focused their fire on the exposed Ghoul in the centre of the room; several of the rays connecting and badly burning the Ghoul.

Outside the outpost, Lord Vincent placed another Heroism spell, this time on Marcus; knowing that the enchantment would last for over an hour.

The downed Ghoul opted to try to attack Khun-Duhn from the ground rather than stand up, close to being destroyed as it was. Its efforts proved to be somewhat feeble as it's teeth raked across the wolf-man's armoured foot. Nearby, Zanzu's foe continued to struggle to land a blow on the elusive Tengu.

Ghoul 3 Bite VS Durin: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Ghoul 3 Claw VS Durin: 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
Ghoul 3 Claw VS Durin: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8

Ghoul 5 Bite VS Durin: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15
Ghoul 5 Claw VS Durin: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Ghoul 5 Claw VS Durin: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10

The other three Ghouls continued to close in on Durin, trying to focus their attacks in an effort to bring the Dwarf down. Between the three attackers they landed several blows, but came as close as the undead monstrosities could come to despair as their paralysis continued to be resisted by the stout warrior.

Ghoul 2 Bite VS Durin (Hit): 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage (DR Inc.): 1d8 + 2 - 3 ⇒ (4) + 2 - 3 = 3
Durin Fortitude VS Paralysis (Pass): 1d20 + 12 ⇒ (16) + 12 = 28
Durin Fortitude VS Poison (Pass): 1d20 + 13 ⇒ (4) + 13 = 17
Ghoul 2 Claw VS Durin (Hit): 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage (DR Inc.): 1d4 + 2 - 3 ⇒ (2) + 2 - 3 = 1
Durin Fortitude VS Paralysis (Pass): 1d20 + 12 ⇒ (5) + 12 = 17
Ghoul 2 Claw VS Durin (Hit): 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage (Negated): 1d4 + 2 - 3 ⇒ (1) + 2 - 3 = 0

Ghoul 8 Bite VS Durin: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage (Negated): 1d8 + 2 - 3 ⇒ (1) + 2 - 3 = 0
Ghoul 8 Claw VS Durin (Miss): 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Ghoul 8 Claw VS Durin (Miss): 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15

Ghoul 6 Bite VS Durin (Hit): 1d20 + 6 ⇒ (16) + 6 = 22
Damage (DR Inc.): 1d8 + 2 - 3 ⇒ (3) + 2 - 3 = 2
Durin Fortitude VS Paralysis (Pass): 1d20 + 12 ⇒ (15) + 12 = 27
Durin Fortitude VS Poison (Pass): 1d20 + 13 ⇒ (14) + 13 = 27
Ghoul 6 Claw VS Durin (Miss): 1d20 + 6 ⇒ (13) + 6 = 19
Ghoul 6 Claw VS Durin (Miss): 1d20 + 6 ⇒ (8) + 6 = 14

6 points of damage to Durin.

Mid Round Map Update

Rest of group is up.


Round Three:

Khun-duhn brings his heavy flail to bear against the prone ghoul before him.

Full attack against prone Ghoul 3.

Heavy Flail Attack: 1d20 + 11 + 2 + 1 ⇒ (12) + 11 + 2 + 1 = 26
Heavy Flail Damage: 1d10 + 13 + 2 ⇒ (7) + 13 + 2 = 22

Hasted Heavy Flail Attack: 1d20 + 11 + 2 + 1 ⇒ (10) + 11 + 2 + 1 = 24
Hasted Heavy Flail Damage: 1d10 + 13 + 2 ⇒ (1) + 13 + 2 = 16

Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.

Khun-duhn's AC: 22; touch 12, flat-footed 20
Khun-duhn's HP: 50/50


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Round 3, Init 3

Durin maneuvers once again to give him the space he needs to use his long hammer. (5' step to -AV 14) Alternating his strikes, he once again punishes two ghouls with the devastating weapon...

Attack #1 w/hammer +rage -power attack +reckless abandon +haste +inspire courage: 1d20 + 12 + 4 - 2 + 2 + 1 + 2 ⇒ (8) + 12 + 4 - 2 + 2 + 1 + 2 = 27 @ ghoul #2
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (6, 1) + 7 + 5 + 6 + 2 = 27

haste attack w/hammer +rage -power attack +reckless abandon +haste +inspire courage: 1d20 + 12 + 4 - 2 + 2 + 1 + 2 ⇒ (19) + 12 + 4 - 2 + 2 + 1 + 2 = 38 @ ghoul #6
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (5, 6) + 7 + 5 + 6 + 2 = 31

Attack #3 w/hammer +rage -power attack +reckless abandon +haste +inspire courage: 1d20 + 7 + 4 - 2 + 2 + 1 + 2 ⇒ (8) + 7 + 4 - 2 + 2 + 1 + 2 = 22 @ ghoul #2
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (6, 3) + 7 + 5 + 6 + 2 = 29

...connecting solidly with each swing. Here is to hoping the lanterns have softened up ghoul 6 enough that it drops. :)

Should a ghoul provoke...
AoO attack w/hammer +rage -power attack +reckless abandon +haste +inspire courage: 1d20 + 12 + 4 - 2 + 2 + 1 + 2 ⇒ (7) + 12 + 4 - 2 + 2 + 1 + 2 = 26
damage w/hammer (two handed) +rage +power attack +inspire courage: 2d6 + 7 + 5 + 6 + 2 ⇒ (5, 2) + 7 + 5 + 6 + 2 = 27

Current Status and Effects
AC: 20 HP: 58(+21) of 79(100)
rage round 3 (+6) of 22
inspire courage (Vincent)
haste (Vincent) expires round 8


Your Humble Narrator

Khun-Duhn's flail splattered against the prone Ghoul, shattering its body. Barak, Khun-Duhn and Arachiel were all splattered with the pus and gore of the flail's heads shattering the festering pustules, coating them in the thing's death spray.

DM Only:

Arachiel Fort (Pass): 1d20 + 11 ⇒ (11) + 11 = 22
Barak Fort (Pass): 1d20 + 8 ⇒ (10) + 8 = 18
Khun-Duhn Fort (Pass): 1d20 + 7 ⇒ (9) + 7 = 16

Zanzu is up. I will bot everyone who hasn't posted by midnight. 24 hour rule is in effect to preserve momentum, other than weekends.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

Arachiel steps up beside Durin, striking at the one remaining ghoul that the dwarf can not harm with his current weapon.

5 ft step to (-AV,15), Attack Ghoul 8

Full Attack #1: 1d20 + 12 - 1 + 1 + 2 ⇒ (18) + 12 - 1 + 1 + 2 = 32 (power attack, haste, inspire courage)
Damage: 1d10 + 5 + 1d6 + 4 + 2 ⇒ (10) + 5 + (5) + 4 + 2 = 26 (fire, power attack, inspire courage)

Full Attack #2: 1d20 + 7 - 1 + 1 + 2 ⇒ (17) + 7 - 1 + 1 + 2 = 26 (power attack, haste, inspire courage)
Damage: 1d10 + 5 + 1d6 + 4 + 2 ⇒ (7) + 5 + (3) + 4 + 2 = 21 (fire, power attack, inspire courage)

Haste Attack: 1d20 + 12 - 1 + 1 + 2 ⇒ (9) + 12 - 1 + 1 + 2 = 23 (power attack, haste, inspire courage)
Damage: 1d10 + 5 + 1d6 + 4 + 2 ⇒ (5) + 5 + (6) + 4 + 2 = 22 (fire, power attack, inspire courage)


Your Humble Narrator

Zanzu went on the offensive against the weakened Ghoul he faced; with a lightning quick swing, his first claw struck the Ghoul's shoulder, the non-magical savage weapon barely scratching the Undead. It did, however, serve to hold the wriggling undead in place long enough, with a steely grip, for him to ram his second claw through the offensive monster's jugular, leaving a messy, gory corpse in his wake. Zanzu seemed quite riled in this skirmish, seeming to take his anger on the lack of Ghoul's hoarding habits out on them. As his foe fell, the death spray of the Ghoul added to the impressive coating of gore now covering the fluid-drenched Tengu!

Zanzu you've got your various damages for natural attack listed as +4, but they should be +5 as your dexterity modifier is +5.

Claw 1 (Haste): 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Damage: 1d3 + 5 ⇒ (2) + 5 = 7

Claw 1 (Haste, Extra Attack): 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Damage: 1d3 + 5 ⇒ (3) + 5 = 8

Claw 2 (Haste, Crit Threat): 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Claw 2 (Haste, Crit Confirmed): 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Damage: 2d3 + 10 ⇒ (3, 2) + 10 = 15

The skirmish seemed to be drawing to a swift, if violent, end. Arachiel slaughtered the Ghoul between him and Durin and a flurry of crossbow bolts from Barak's crossbow, in conjunction with Durin's hammer, slew the final two. The gory room fell silent, but the battle had been loud. Other denizens in the tower, if there were any, were surely preparing for combat...

DM Only:

Arachiel Fortitude: 1d20 + 11 ⇒ (3) + 11 = 14


"Who is wounded?" Khun-duhn growls as he retrieves his horsechopper.

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