
Hungry Voodoo |

Chitleen scans the walls hoping to find some switch to bypass the trapped portcullis, but sees nothing though the sharp-eared elf hears movement in the space above the murder holes. Again he eyeballs the suspect blocks and points them out to the dwarves.
Welp, Disarm attempt or everyone tries passing over the trap. With the stones pointed out, I'll just take an acrobatics check for each person crossing so as not to activate the trap.

Chitleen Shudra |

Seeing now that the trap is unable to be bypassed... and unwilling to take the caution that would usually safeguard against failure - Chitleen waves the dwarves out of danger before taking a deep breath... and risking death...
Disarm Device: 1d20 + 10 - 3 ⇒ (3) + 10 - 3 = 10 And the run of 'awesome' continues...

Hungry Voodoo |

and that's not good enough :(
With the dwarves standing a safe distance behind, Chitleen rubs his fingers together and attempts to lift the block beneath the suspended portcullis to deactivate the threat. He gently inches the block up, but the witch's curse strikes again as it shifts and with a whirling rasp, the portcullis falls heavily upon Chitleen piercing shoulder and side to pin the sweet smelling elf to the ground.
Chitleen- 20 hp piercing.

Chitleen Shudra |

HP: -1/19, Stablization: 1d20 - 1 ⇒ (20) - 1 = 19 Oh, now the 20 comes :P
Chitleen's attempt to writhe out of the way does little more than offer the spokes of the portcullis better positions to transfix his form to the floor. He lies, unmoving - though his breath is yet not too labored.

Tararr Trollspiltter |

"Grots!" Tarrar moves to the elf's side as quickly as possible looking for some way to free his friend. "Don't ya go an' die on me, pointy ears. I'm not done bustin' yer balls yet." Gripping the gate, he feels the fatigue of combat still lingering in his muscles, but strains against the weight heedless of the burn.
Lift/Bend Porticullis Roll? hehehe Wait that is 2nd Ed. Strength Test then 1d20 + 2 ⇒ (3) + 2 = 5

Karrak Ironhand |

Thanks for filling in for me.
Karrak steps forward to help lift the gate, scanning the room for signs of movement.
Perception 1d20 + 4 ⇒ (5) + 4 = 9
Karrak pauses to invoke Torag's blessing before signaling he is ready.
Touch of Good domain power to give +2 to this attempt.

Hungry Voodoo |

Lockjaw steps in and lifts too early throwing off the attempt to free the unconscious elf. An arrow is shot from above clattering off the wall next to Tararr. The dwarves try to better coordinate their attempt this time as Karrak casts his spell and counts off.
all together now! Karrak roll with a +9 bonus : )

Hungry Voodoo |

The dwarf trio is somewhat better coordinated this time and the portcullis lifts slightly off the ground with their efforts though not high enough yet to free the elf. Two more arrows sing down from the murder holes. One shatters on the ground near Karrak's foot. The other lodges in Tararr's leg. Tararr-8 hp piercing.
put your backs into it now! I'm looking for a 20 :/

Hungry Voodoo |

you're killing me! or at least dicebot is killing me. ok, ok ending this freak show :P
Enraged by the painful wound, Tararr throws his all into lifting the portcullis and feels something tear in his injured leg, but at least the portcullis rises about a foot above the ground... before it jams.
Tararr- takes a 10' movement penalty from torn leg muscles for a couple days, but the portcullis is up high enough to crawl under.

Lockjaw Stoneshield |

Lockjaw quickly braces the gate while the others move under and pull Chitleen through. Once this is done he moves to the other side and swiftly stabilizes the fallen elf before holding his shield over him.
Channel for 2d6 ⇒ (3, 1) = 4
HP = 33/44
AC = 21/10/21
SR = 9
Weapon Equipped = Throwing Axe
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 1/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = Soaked

Hungry Voodoo |

Lockjaw covers the push through the portcullis. Several arrows ricochet off the stone as the dwarves slip under the bars and drag the fallen elf to safety. The paladin revives Chitleen who seems down spirited with his continuing ill fortune.
The dwarf darkvision reveals that you are now in a large interior court about fifty feet square and twenty feet high. Rows of dark arrow slits break the smooth stone work all along the upper story about twelve feet up. You wonder how many pairs of eyes watch from them.
The portcullis is the only break in the wall behind you besides the eerie narrow slits. At the ground level, a leaking water pump stands at the far left corner near a small door on the opposite wall. There are a large pairs of double doors centered in that wall and also to the right and left. Wisps of black smoke trail from the left doors now and again as you look around.

Karrak Ironhand |

Karrak calls for Torag's healing and sends a wave of energy over the group.
2d6 ⇒ (3, 4) = 7
If there is no sign of immediate threat I will do it again.
2d6 ⇒ (3, 3) = 6
HP 30/30
Channel Energy 2 or 3 /4 remaining
Deflection Aura 1/1
Touch of Good 6/6
Level 0 (5/day):
Create Water
Resistance
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Summon Monster I
Sanctuary
Liberating Command
Bless
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Silence
Summon Monster II

Lockjaw Stoneshield |

HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = Throwing Axe
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 1/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = None
"Archers?"

Karrak Ironhand |

Go ahead and count the second channel for +6
After channeling the second time, Karrak moves to try the doors straight ahead, checking for further traps and signs of magic.
Perception 1d20 + 4 ⇒ (5) + 4 = 9

Hungry Voodoo |

I have returned! Roll call!
The doors do not appear warded and open easily enough into what appears to have been a dining hall. The skillfully crafted stone tables and long benches are covered in dust and only dust fills the enamel plates and tankards that lie scattered with cutlery on the tables or fallen onto the floor. Little else remains besides the cold, dark hearth on your left and the open doorways that flank it.

Hungry Voodoo |

Karrak peers into the next room to find a good sized kitchen complete with knife racks and hanging kettles and pots. The dust is thicker in here and looks to contain quite a bit of soot and ash from the large hearth that shares the wall with the one in the dining hall. Karrak sees several lumps buried beneath the bank of ash in the filthy old hearth.
There are wooden doors on opposite walls to his right and left. One likely leads back out to the cistern in the courtyard and the other deeper into the compound.

Karrak Ironhand |

"Kitchen. More doors this way."
Karrak steps in and selects a knife for his belt, recalling too many incidents of being caught in ropes.
Can't remember if I found a dagger already.
Then he investigates the hearth.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15

Tararr Trollspiltter |

Tararr moves in behind the cleric being sure to keep an interval between them in case of a trap. Looking around the room, the dwarf is keen on the mounds and what may lie beneath.
Percep 1d20 + 8 ⇒ (10) + 8 = 18

Hungry Voodoo |

Can't remember if I found a dagger already.
I don't recall, but there are knives about...
Karrak steps into the kitchen grabbing a nearby butcher's knife just in case. Then he joins Tararr at the hearth to find that the mounded ash partly conceals the cracked and charred skulls of several dwarves. The living dwarves have only a moment to consider this fact when a huge cauldron flies across the room smashing into the wall and sending a shard of stone across Karrak's face. Tararr likewise receives a deep wound as a knife suddenly flies from the rack to lodge in his back. No attacker is seen!
Karrak- 2 slash, Tarrar- 6 piercing
Chitleen 1d20 + 3 ⇒ (10) + 3 = 13
Karrak 1d20 + 2 ⇒ (12) + 2 = 14
Lockjaw 1d20 ⇒ 8
Tararr 1d20 + 4 ⇒ (1) + 4 = 5
flying kitchenware 1d20 + 1 ⇒ (5) + 1 = 6
1d20 ⇒ 13 2d6 ⇒ (1, 1) = 2, 1d20 ⇒ 20 1d20 ⇒ 13 2d4 ⇒ (2, 4) = 6
Round 1
Karrak
Chitleen
Lockjaw
pots and pans
Tarrar

Lockjaw Stoneshield |

Round 1
HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = Mwk Cold Iron Dwarven Waraxe
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = None
"What in hell!?"
The smelly dwarf paladin turns to face the flying implements, shield between him and the other cookware.

Hungry Voodoo |

The fallen kettle rolls across the ground, but does not appear to be acting on its ability. Though this is certainly a supernatural attack, Chitleen cannot identify its origin. The party shores up defenses as Karrak calls upon the holy protection of his patron and Lockjaw wields his shield for cover.
A horrible shriek arises from the hearth and the ash rises whirling into the air. Half concealed in the flying soot, a spectral dwarf skeleton is seen clawing and howling frightfully before it fades into nothingness. The knives on the rack rattle threateningly, and one flies at Lockjaw tumbling awkwardly as it falls short and hits the floor. All- Will DC 14 or frightened for 4 rounds.
Round 1
Tarrar
R2
Karrak
Chitleen
Lockjaw
pots and pans