
Sverrïr Koltǫnn |

Round 4
STATUS: AC: 17 HP: 29/46 CONDITIONS: Raging - 3/9 Rounds
Grinning like a loon the drunken dwur sways slightly upon the greased floor afore scowling and lauching a vicious downward swing at the nearest prone guard:
5ft step and attack
Reflex Save vs Grease: 1d20 + 3 ⇒ (20) + 3 = 23
Raging Power Attack : 1d20 + 8 ⇒ (13) + 8 = 21
+1 Warhammer Damage: 1d8 + 10 ⇒ (6) + 10 = 16

GM Fanguar |

Blindswing: 1d100 ⇒ 31 Swing and a miss. Door is effectively Jammed
Round 5/6
27 Lucid
22 Ramos
20 Pavo
15 Enemies
12 Senniki
4 Markus
4 Sverrir
A Attack Vs Markus: 1d20 + 7 ⇒ (7) + 7 = 14
B Attack Vs Lucid: 1d20 + 7 ⇒ (12) + 7 = 19
F Attack Vs Severrir: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 2d6 + 4 ⇒ (5, 1) + 4 = 10
E Attack Vs Sverrir(prone): 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8
400xp each
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp A: 15/21, B: 2/21, C: dead/21, D: 21/21, E: 5/21, F: 21/21, G: dead/21
Fort +4, Ref +2, Will +3
Attack: greatsword +7 (blessed) (2d6+4)
Everyone is up

Senniki Raymes |

Senniki is not sure whether tp grab his bow and help the barbarian and help those in need here and decides to do what he can for those nearby. He takes a step towards guard A and attacks, but his indecision cost him an effective strike!
mw greatsword: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 2d6 + 3 ⇒ (2, 1) + 3 = 6

Sverrïr Koltǫnn |

Round 5
STATUS: AC: 17 HP: 19/46 CONDITIONS: Raging - 4/9 Rounds
As the guards blade cuts deep, Sverrir sets his jaw - banishing the pain from his booze-fuelled body;
Godless Healing as a Move Action: 1d8 + 3 ⇒ (4) + 3 = 7
New HP: 26/46
Afore, roaring drunk, he brings his hammer crashing down on the prone guard;
Raging Power Attack: 1d20 + 8 ⇒ (12) + 8 = 20
+1 Warhammer Power Attack: 1d8 + 10 ⇒ (7) + 10 = 17

Markus the Librarian |

Markus steps away from the encroaching guard to bring his fauchard into play and offer Pavo's enemy a larger target.
atk Guard A, mw fauchard: 1d20 + 8 ⇒ (13) + 8 = 21
dmg Guard A, mw fauchard: 1d10 + 6 ⇒ (2) + 6 = 8

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Lucid attacks Guard B with is club while looking at Pavo with a "Come On!" expression.
Club: 1d20 + 1 ⇒ (19) + 1 = 201d4 - 1 ⇒ (4) - 1 = 3
The wizard will seldom enter melee so you can flank Pavo, I recommend you take advantage of it.:)

Ramos the Herald |

With the double doors carefully secured with the makeshift iron bar, Ramos nods to himself. One exit closed over and the other covered with some sort of goo. Time to mop up. The gruff man rumbles before stepping up to the closest guard before slamming his mailed fist into the man's gut with a sickening crunch.
SA: Attack Guard A w/ MW Spiked Gauntlet 1d20 + 6 ⇒ (15) + 6 = 21
> MW Spiked Gauntlet Damage: 1d4 + 2 ⇒ (4) + 2 = 6

GM Fanguar |

Round 6/7
27 Lucid
22 Ramos
20 Pavo
15 Enemies
12 Senniki
4 Markus
4 Sverrir
Round 6 Init 15
Guard A Attack vs Ramos: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12
The severely wounded fighter lashes out at Ramos and scores a wicked hit.
Guard F Attack Vs Sverrir: 1d20 + 7 ⇒ (4) + 7 = 11
400xp each
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp A: 1/21, B: dead/21, C: dead/21, D: 21/21, E: dead/21, F: 21/21, G: dead/21
Fort +4, Ref +2, Will +3
Attack: greatsword +7 (blessed) (2d6+4)
Everyone is up

Ramos the Herald |

Ah gods dammit! Ramos cries, clutching his side as the blood runs free. Stumbling forward the Cleric runs down the hallway now that the final guard has fallen before letting loose a burst of positive energy to heal him and the other members of the group. As the weak energy flows forth, Ramos curses again. Common lord?! Are you trying to get me killed here.
________________________
Ramos is at 7/27hp
MA: Move 30' south to put distance on the other group of foes that the dwarf is fighting.
SA: Use Channel Positive Energy 2d6 ⇒ (1, 1) = 2 1/3 uses: Everyone but Sverrïr gets 2hp back.

Sverrïr Koltǫnn |

Round 6
STATUS: AC: 17 HP: 26/46 [/b]CONDITIONS[/b]: Raging - 5/9 Rounds
Sverrir gives a drunken swagger, swaying from his opponents swing. Hearing Ramos' oath he bellows a laugh;
"Huh! The gods are deaf to all Ramos! Only holy service I need is at a tavern... by a maid with two huge jugs... o' ale! Har!"
... Afore launching a brutal strike at the guard;
Raging Power Attack: 1d20 + 8 ⇒ (19) + 8 = 27
+1 Warhammer Power Attack: 1d8 + 10 ⇒ (4) + 10 = 14

GM Fanguar |

Pavo neatly drops the remaining guard in the outer area and Sverrir strike a brutal blow.
Round 7/8
27 Lucid
22 Ramos
20 Pavo
15 Enemies
12 Senniki
4 Markus
4 Sverrir
Round 7 Init 15
Guard try to move: 1d20 + 2 ⇒ (7) + 2 = 9
Not fall: 1d20 + 2 ⇒ (9) + 2 = 11(Prone)
Zombie 1 move: 1d20 + 0 ⇒ (12) + 0 = 12
Everyone is up
400xp each
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp A: dead/21, B: dead/21, C: dead/21, D: dead/21, E: dead/21, F: 7/21, G: 21/21
Fort +4, Ref +2, Will +3
Attack: greatsword +7 (blessed) (2d6+4)
XP 200
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12)
hp 15/15, 15/15
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
OFFENSE
Speed 30 ft.
Melee slam +4 (1d6+4)

Ramos the Herald |

Now that the final guard in the main passage had been dealt with, Ramos ran back down the hall towards Sverrir. The gods aren't deaf, Dwarf.. Just.. unknowable.
____________________________________
The main passage is blocked so I am just going to move closer to Sverrir this round, so that if he can put down the final guard I can unload another blast of Positive Energy to hurt the zombies next round.

Sverrïr Koltǫnn |

Round 7
STATUS: AC: 17 HP: 26/46 CONDITIONS: Raging - 6/9 Rounds
Seeing his foe slip prone, the inebriated dwur drives home his advantage with a wild overhand swing;
"Feh. Gods!? Where is the god of this fool eh Ramos?"
Raging Power Attack on Prone Guard: 1d20 + 8 ⇒ (4) + 8 = 12
+1 Warhammer Power Attack: 1d8 + 10 ⇒ (1) + 10 = 11

Pavo Alazario |

Moving to the door that Ramos barred, Pavo confirmed with [b]"Yes. Once everyone is ready, remove the bar and I will see if I can slip in."[b] Sword in hand, he waits for someone to remove the bar before attempting to open and slip through the door into the next room.
7/16 hp remaining
Stealth: 1d20 + 10 ⇒ (3) + 10 = 13

GM Fanguar |

The double doors are where the enemies fell back to when the dire boar attacked and they came back out to attack when you tried to break down the side door.
Round 8/9
27 Lucid
22 Ramos
20 Pavo
15 Enemies
12 Senniki
4 Markus
4 Sverrir
Round 7 Init 15
The guard tries to stand up:
Ref to move: 1d20 + 2 ⇒ (8) + 2 = 10
Sverrir AoO: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
Guard Attack: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
Confirm?: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Damage vs Sverrir: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Zombie Attack: 1d20 + 4 ⇒ (7) + 4 = 11
The door across from Sverrir opens and he can see several other people making their way down the hallway towards him. They are decked out in the colours of the Hextorian clergy.
You guys are up
400xp each
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp A: dead/21, B: dead/21, C: dead/21, D: dead/21, E: dead/21, F: 7/21, G: 21/21
Fort +4, Ref +2, Will +3
Attack: greatsword +7 (blessed) (2d6+4)
XP 200
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12)
hp 15/15, 15/15
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
OFFENSE
Speed 30 ft.
Melee slam +4 (1d6+4)

Pavo Alazario |

Grinning, Pavo opens and slips through the door, moving away as quickly as he can while doing his best to keep to the shadows. Once on the other side of the door, he uses his free hand to draw a potion that he plans to drink next round.
Will open and move into the room, if possible, standard action to draw a potion with his free hand.

Sverrïr Koltǫnn |

Round 8
STATUS: AC: 17 HP: 26/46 CONDITIONS: Raging - 7/9 Rounds
Sverrir attempts to resist the Paladin's attempt to heal him...
Will to Resist?: 1d20 + 3 ⇒ (1) + 3 = 4
... but grunts a curse as the healing energy washes over him
"Damn ye olv! Shhave it fer those shhouls more in need o' mershy!"
HP now: 29/46
Reaching for his flask, the dwur downs a mouthful of potent brandy, fuelling his rage further as he launches a one-armed swing at his human foe;
"Like you - ye Hexshtor bashtard!"
Raging Drunk class ability (move action - does not provoke AoO) to extend Rage by a round - Raging now 7/10 Rounds. 2 more swigs of Brandy remaining...
+1 Warhammer Raging Power Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Power Attack Damage: 1d8 + 8 ⇒ (8) + 8 = 16

Ramos the Herald |

Deeply wounded and bleeding though the gash in his chest, Ramos raises a hand. He ain't the only one hurt here! The priest grumbles, before channeling the power of his god and applying it to himself. As the healing power flows though him, Ramos breathes a sigh of relief. I'm not sure how much more I can keep pushing myself. The sour man blurts before following behind the others.
SA: Convert Touch of Idiocy to Cure Moderate Wounds on myself 2d8 + 3 ⇒ (4, 7) + 3 = 14 Now at 21/27hp
MA: Follow the rest of the group though the doors.
BTW Fanguar, I am considering remaking Ramos into a Warpriest from the playtest, thoughts?

GM Fanguar |

@Ramos: You can if you want to. Personally, I don't think giving up 7-9 level clerical spells is worth it for what you get and we will reach level 20 in this campaign.
Unbarring the double doors and pushing through, you find a long, wide chamber surrounded on three sides by a balcony perched 20 feet above the floor. Six torches equally spaced along the walls provide light. The side opposite the doors features a sizeable viewing box with a sloped floor and several ostentatious wooded chairs positioned to allow easy view of the chamber below. A huge statue of a six-armed humanoid clutching a bewildering array of weapons stands in the midst of the chamber. A fist-sized red gem set in the statue's forehead glitters in the flickering light. A thick layer of sand covers the floor to a depth of a few inches. The walls are smooth, polished rock, while a crimson banner with the symbol of a black gauntleted hand clutching six barbed arrows is set above the entrance. The room is empty and two exits lead off of the east balcony. Map Updated
Sverrir puts the guard down.
Round 9/10
27 Lucid
22 Ramos
20 Pavo
15 Enemies
12 Senniki
4 Markus
4 Sverrir
Round 9 Init 15
Zombie vs Sverrir: 1d20 + 4 ⇒ (3) + 4 = 7
Cleric Casts hold person on Sevrrir, DC15 will save or paralyzed for 5 rounds.
You are all up
400xp each
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp A: dead/21, B: dead/21, C: dead/21, D: dead/21, E: dead/21, F: 7/21, G: 21/21
Fort +4, Ref +2, Will +3
Attack: greatsword +7 (blessed) (2d6+4)
XP 200
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12)
hp 15/15, 15/15
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
OFFENSE
Speed 30 ft.
Melee slam +4 (1d6+4)
Male human cleric 1/fighter 1
LE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen +1, Spot +1
Languages Common,
AC 17, touch 10, flat-footed 17
hp 19 (2 HD)
Fort +6, Ref +0, Will +3
Spd 20 ft.
Melee mwk heavy flail +6 (1d10+4/19-20) or dagger +4 (1d4+3/19-20)
Ranged dagger +1 (1d4+3/19-20)
Base Atk +1; Grp +4
Atk Options Combat Expertise, Improved Trip, smite 1/day (+4 attack, +1 damage)
Combat Gear potion of barkskin (+2), potion of blur, potion of bull’s strength, 2 potions of cure light wounds, potion of shield of faith (+2)
Spells Prepared (CL 1st):
1st – bless, cure light wounds, inflict light wounds{D} (DC 12)
0 – create water, cure minor wounds, resistance
Domains: Destruction, War
Abilities Str 16, Dex 11, Con 15, Int 13, Wis 13, Cha 8
SQ rebuke undead, spontaneous casting (inflict spells)
Feats Combat Expertise, Heavy armour proff, Improved Trip{B}, Weapon Focus (heavy flail){B}
Skills Concentration +6, Intimidate +2, Knowledge (religion) +5, Spellcraft +5
Possessions combat gear, half-plate, masterwork heavy flail, dagger, pouch with 27 gp
Female human cleric 2
LE Medium humanoid
Init +0; Senses Listen +3, Spot +3
Languages Common
AC 19, touch 10, flat-footed 19
hp 15 (2 HD)
Fort +4, Ref +0, Will +6
Spd 20 ft.
Melee mwk flail +3 (1d8+1)
Ranged light crossbow +1 (1d8/19-20)
Base Atk +1; Grp +2
Combat Gear scroll of silence, scroll of sound burst, wand of cure light wounds (41 charges)
Spells Prepared (CL 2nd, CL 3rd for evil spells):
1st – bane (DC 14), cause fear (DC 14), doom (DC 14), protection from good{D}
0 – create water, detect poison, read magic, resistance
Domains: Evil, War
Abilities Str 12, Dex 10, Con 12, Int 11, Wis 16, Cha 14
SQ rebuke undead, spontaneous casting (inflict spells)
Feats Combat Casting, Heavy armour proff
Skills Concentration +6, Diplomacy +7, Heal +8
Possessions combat gear, half-plate, heavy steel shield, masterwork flail, light crossbow, 10 bolts, pouch with 20 gp, key to treasure chest in area 8
Human cleric 5
Init +1; Senses Perception +3
DEFENSE
AC 23, touch 11, flat-footed 22
hp 47
Fort +7, Ref +2, Will +7
OFFENSE
Speed 20 ft.
Melee mwk longsword +8 (1d8+3/19–20)
Special Attacks channel negative energy 6/day (DC 13, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +7)
5/day—touch of law
5/day—battle rage (+2 damage)
Cleric Spells Prepared (CL 5th; concentration +7)
3rd—summon monster 3
2nd— sound burst (DC 15), Hold Person (DC15), Spiritual Weapon
1st—Bane (DC 14), divine favor, magic weaponD, shield of faith,
STATISTICS
Str 16, Dex 12, Con 16, Int 13, Wis 16, Cha 14
Base Atk +3; CMB +6; CMD 15
Feats Combat Casting, Heavy Armor Proficiency, Power attack, Weapon Focus (longsword)
Skills Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +6

Markus the Librarian |

Markus considers if they can readily attain the east balcony. The dwur's stand off is in that direction.
Realizing he may be coming up on enemy forces, he tries to remain unheard... thankful for the din and chaos of battle.
Stealth, up the stairs part: 1d20 + 7 ⇒ (20) + 7 = 27
Not sure I see a way to access the balcony. Markus will waste no time and go in that direction. Please correct my placement is impossible.

Markus the Librarian |

Markus considers if they can readily attain the east balcony. The dwur's stand off is in that direction.
Realizing he may be coming up on enemy forces, he tries to remain unheard... thankful for the din and chaos of battle.
Stealth, up the stairs part: 1d20 + 7 ⇒ (11) + 7 = 18
Not sure I see a way to access the balcony. Markus will waste no time and go in that direction. Please correct my placement is impossible.
Never mind that... never happened!
Wanna tip that statue and make or own stairs? Ramos, help me... That thing is tall... Alustan says something about a hypo-tot-moose. I think it can reach.
Pavo, lasso and pull towards the east?
Strength, or we could use the 20 rolled for stealth :): 1d20 + 4 ⇒ (1) + 4 = 5
Based on previous actions, Markus was behind the guys at the door and can reach the statue with a single move. Unless something stops him.

Ramos the Herald |

Dam, dam and triple dam. Ramos curses, fiddling with his Traveler's Any-Tool. After a few moments he is able to rearrange the contraption into something resembling a grappling hook. I need rope so we can get up there!
SA: Reconfigure Travelers Any-Tool
MA: Move to edge of the wall

Sverrïr Koltǫnn |

Sorry being caught up in work and RL (and thought I'd posted!)
Round 9
Will Sav: 1d20 + 3 ⇒ (8) + 3 = 11 Dammit!
STATUS: AC: 17 HP: 29/46 CONDITIONS: Raging - 8/10 Rounds; Paralysed 1/5 Rounds
The dark magicks take hold and Sverrir's drunken body seizes up in an unnatural rictus...

Sverrïr Koltǫnn |

Retconning the above as Markus generously pointed out I should have factored in that I'm a raging dwur... so additional +4 bonus! Made the save :)
Retconned Round 9 Sorry All
Will Sav: 8+3=11+4 (raging and racial bonuses) = 15
STATUS: AC: 17 HP: 29/46 CONDITIONS: Raging - 8/10 Rounds
Sverrir shrugs off the fell magicks and brings his hammer to bear on his undead foe as he downs another shot o' dwur spirit (Raging Drunk - raging now at 8/11 rounds);
"Time fer ye to die AGAIN corpshh!"
Raging +1 Warhammer Power Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 8 ⇒ (5) + 8 = 13

Pavo Alazario |

Pulling a length of rope from his pack, Pavo moved over to Ramos, who was preparing a grappling hook. If the dwarf wasn't sensible enough to let them into the fight, then they would find their own way in.
Standard action to pull rope from pack, move action to move to Ramos