
Chitleen Shudra |

Round 2:
Will: 1d20 + 3 ⇒ (20) + 3 = 23
Chitleen finds himself well inured against the fear generated by rattling knives and steps into the room to unleash a crystal vial at the fireplace...
Bomb: 1d20 + 6 - 3 ⇒ (12) + 6 - 3 = 15 for 2d8 + 4 ⇒ (4, 8) + 4 = 16
Asssumes an undead is there... if not, then he's just acted to remove some of the caked up oven grease at least...

Lockjaw Stoneshield |

Round 2
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
Remember all within 10' of Lockjaw get a +4 on the save.
K. Religion: 1d20 + 3 ⇒ (3) + 3 = 6
"Some spirit. Karrak, can ye no bless them bones?"
Not a good enough roll to know the weaknesses of ghosts but I'm assuming that as an Undead Scourge Lockjaw knows at least some basics of putting spirits to rest, even if it's not correct all the time. Please correct me if this is a bad assumption.

Hungry Voodoo |

Tararr- Not a spell, but you do get +4 from the paladin. Still not enough though.
I think Karrak is in Disney so...
Karrak save vs fear: 1d20 + 8 + 4 ⇒ (16) + 8 + 4 = 28
Karrak open door: 1d20 + 2 ⇒ (2) + 2 = 4
Karrak Know religion: 1d20 + 5 ⇒ (14) + 5 = 19
Tararr seems a little unnerved about the unseen foe, but is unprepared for horrible visage that appears before him. The beserker's eyes widen and he bolts in fear.
Failing to open the door, Karrak turns back to answer Lockjaw's query. "These are poltergeist. They have no physical form to attack, but can manipulate physical objects. I will attempt to blast them with the fires of Torag's forge." So saying, he holds high his holy symbol and there is a clang and burst of radiant energy! 2d6 ⇒ (3, 5) = 8 There are moans from the hearth and near the knives which suddenly launch into a spinning cloud of sharpened steel.
A moment later, Chitleen hurls an alkenhest bomb into the ash and the resulting acidic explosion yields a fading shriek as the ash and skulls rattle to the floor. Another knife flies at the cleric, but clatters off his steel armor.
Round 2
Tarrar
R3
Karrak
Chitleen
Lockjaw
pots and pans

Karrak Ironhand |

I'm back from vacation, sorry for the delay.
Holding forth his silver hammer, Karrak commands the spirits to flee.
Using my Turn Undead feat for my channel energy.
HP: 28/30
AC: +2 deflection (R3 is 3rd round)
channel energy: 2 remaining of 4
Deflection Aura 0/1 remaining
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

Hungry Voodoo |

Tararr flees through the open doorway back to the dining room. Karrak calls upon a final favor from Torag presenting a menacing figure of holy power. The whirling cloud of blades does not slacken or flee however.
Chitleen grasps for a bomb from his dwindling supply and hurls it at the eye of the metal hurricane. It explodes in a rain of acid and sharp metal as the blades clatter to the floor and remarkably, the vengeful spirit is banished. Karrak knows however that the restless dead never truly sleep until peace is returned to the lost soul.

Karrak Ironhand |

Karrak approaches the fireplace and dusts off the skulls, looking for clues. "The spirits of these dwarves rest uneasily. Perhaps we could find reunite these skulls with their bodies. I think we need to explore further." He removes the skulls from the hearth and places them on a counter, pouring a little holy water on each.

Hungry Voodoo |

The adventurers gather in the kitchen, Karrak removes the pair of ash covered skulls from the hearth. Placing them on the counter, he rinses then off with holy water and ponders where their bodies might have been left. Nothing else stirs in the kitchen. With some effort, the swollen wooden doors are forced with one leading back to the cistern in the courtyard and one leading to a corridor of storage rooms.

Hungry Voodoo |

Lockjaw and Karrak inspect the row of storage rooms to find piles of stuffs long crumbled and dessicated over the centuries. It is hard really to identify anything. One room however contains discarded bones. Many likely from goats and hogs that must have been slaughtered in the kitchen. Some of the bones, however, are quite thick and bear a frightful resemblance to those that support a stout dwarven frame. Many of the bones look gnawed on and have even been cracked to render up the marrow.

Hungry Voodoo |

Karrak takes some time digging through the piles of bones to separate out the dwarven bones for the pyre. Karrak- let's throw a skill check in here for grins. How about a heal check?
Afterwards, the adventurers check the courtyard again. There is no sign of the manbats, but two more doors lead from either side of the courtyard. The faint smell of smoke issues from the northern door.

Karrak Ironhand RPG Superstar 2013 Top 8 |

Touch of good for +2 sacred and Guidance for +1 competence
Heal 1d20 + 10 ⇒ (2) + 10 = 12
HP 28/30
Channel Energy 2/4 remaining
Deflection Aura 0/1
Touch of Good 5/6
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

Tararr Trollspiltter |

Finally shaking off the effects of the fear spell the barbar is ready for action. "Where is pointy ears?",he says looking around for is moody elven friend. "Chitleen. Where are ye, boy?", he calls out.

Hungry Voodoo |

Chitleen follows quietly as the others inspect the smoking door. Lockjaw pushes the double doors open easily and a cloud of thin smoke pours out. The view of the room beyond is dulled by a gray haze that hovers inside. The haze is not thick enough to blind or choke, but it does irritate your eyes somewhat. upon entering- fort DC 15 or dazzled (-1 attacks and sight perception)
This first chamber is lined with weapon racks that have been smashed along with the weapons they held. Broken blades, dented helms and shields, and flattened axes and hammers are tossed about the room. Through a darkened doorway ahead the smoke thickens and there is the loud rhythmic clanging of a hammer pounding steel.

Hungry Voodoo |

Sighing heavily at the dwarves' traded barbs, Chitleen enters and stealthily moves forward to peer into the next chamber.
fort: 1d20 + 3 ⇒ (19) + 3 = 22
stealth: 1d20 + 5 ⇒ (6) + 5 = 11
The smoke doesn't appear to bother the elf. Perhaps his eyes have been toughened by all the tinctures and odd chemicals he drops into them. His stealthy approach however, is marred by a metallic skitter as he accidentally kicks a piece of broken metal. He pauses holding his breath, but there is no change in the tempo of the pounding hammer. When he reaches the doorway, he motions the dwarves up.
The next room is obscured by thick smoke. Only the three burning forges on the right hand wall provide any illumination as they dimly tint the smoke crimson. At the center forge, a stooped dwarven form is silhouetted pounding a heavy hammer on an anvil. You hear the rattle of chains as he shifts his position and continues his work.

Karrak Ironhand |

Fort save 1d20 + 6 ⇒ (10) + 6 = 16
Accustomed to forges, Karrak is unaffected as he enters the room.
"Greetings, friend," he addresses the smith.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Craft (Weapon): 1d20 + 5 ⇒ (12) + 5 = 17 to try to determine what he is making.
Sense Motive: 1d20 + 7 ⇒ (1) + 7 = 8

Hungry Voodoo |

The hammer strikes what Karrak can see looks to be a breastplate once again and stops. The chains that bind the dwarf rattle ominously as he straightens to an unusual height and turns to face the newcomers. Karrak can now see that the creature's beard burns further obscuring the twisted and soot stained face. The only clearly seen feature of its visage is the eyes that glow white hot. The tormented thing hefts its massive hammer and charges forward as the chains draping its form spring to life like metal serpents.
Round 1
Tarrar
Lockjaw
Chitleen
Karrak
Dwarf?

Tararr Trollspiltter |

Charge, Rage 1d20 + 12 ⇒ (19) + 12 = 31 DMG 1d8 + 8 ⇒ (4) + 8 = 12
Grinning a gripping his own magical weapon in a double grip,Tararr meets the things charge with his own. Roaring in rage, the warrior swings with all his might.

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 = Ash in Eyes
Seeing Tararr move to attack the strange dwarf, Lockjaw moves to the other side and attacks.
Mwk Waraxe Cold Iron Power Attack: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 151d10 + 7 ⇒ (7) + 7 = 14

Hungry Voodoo |

Before the burning stranger can take more than two steps, Tararr charges forward past Karrak. The berserker swings his axe blade through the layers of chains and feels it cut into leathery dry flesh. Lockjaw circles to try and flank. Chitleen moves forward drawing his bow.
Lockjaw required a double move. Karrak up.

Karrak Ironhand |

Karrak tries to recall if he has heard of creatures like this.
Knowledge check...(religion?)1d20 + 5 ⇒ (8) + 5 = 13
The cleric calls upon Torag (Spiritual Weapon) and summons an ethereal hammer.
Hammer attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
HP 28/30
Channel Energy 0/4 remaining
Deflection Aura 0/1
Touch of Good 5/6
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 (USED)
Silence
Summon Monster II

Hungry Voodoo |

The accursed burning dwarf is definitely undead, but it is a strange new type to Karrak. The glowing force hammer of Torag smashes into the creature head wounding it further, but the gash left by Tararr fills with burning embers repairing some of the damage left by the urgrosh. The spurned spirit takes little notice as it exhales a cloud of thick black smoke and glowing cinders that shroud it and most of the far side of the smithy covering Tararr and Lockjaw and stopping just short of Chitleen and Karrak.
Lockjaw and Tararr- 4 fire, reflex DC 13 or blinded. All in smoke have concealment.
Karrak- I'm thinking that since you can no longer see the spirit weapon it returns to you?
Tararr- please post your current hp- i've gt 32 and not sure if you are affected by fire damage?
Round 2
Tararr
Lockjaw
Chitleen
Karrak
dwarven dead

Tararr Trollspiltter |

DC13, HP53/55 1d20 + 4 ⇒ (1) + 4 = 5
Tararr's fury is brought to an abrupt end as cinder fill his eyes and he is forced to disengage.
End Rage,withdraw straight back 30'Acro 1d20 + 5 ⇒ (14) + 5 = 19

Lockjaw Stoneshield |

Round 2
HP = 40/44
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 = Ash in Eyes
Ref DC 13: 1d20 + 3 ⇒ (11) + 3 = 14
Barely avoiding the worst of the fire Lockjaw presses the assault while the others regroup.
Mwk Waraxe Cold Iron Power Attack Ash: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 91d10 + 7 ⇒ (8) + 7 = 15

Karrak Ironhand |

Hammer attack (round 2): 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Karrak begins chanting in Dwarven and summons a swirling mass of water four feet high.
Using Summon Monster II to get a Small Water Elemental.
Elemental slam attack (round 1): 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Drench special ability puts out magical fire on touch as a 4th level dispel magic.

Hungry Voodoo |

Tarrar retreats quickly from the burning, blinding cloud. He emerges next to Karrak who begins a summoning spell. Lockjaw stands firm against the bound revenant, but his strike only slashes through smoke. His fiery foe immediately strikes Lockjaw's axe with its heavy hammer shattering the haft and flattening the head as if it were lead. A barbed chain grates against Lockjaw's stone greaves.
Karrak- summon is one full round. elemental will show up at the start of your next turn.
Lockjaw- remember 20% concealment miss chance, axe smashed :(
Round 3
Tararr
Lockjaw
Chitleen
Karrak
dwarven undead

Lockjaw Stoneshield |

Lockjaw- remember 20% concealment miss chance, axe smashed :(
Oops. Of course, if I'd known you were going to sunder my axe every fight I'd probably have taken Unarmed Strike.

Lockjaw Stoneshield |

Lockjaw- Come now, last time it was acid damage... that said, sundering wasn't intended to be gratuitous, but that's just one of the monster's stated tactics. soarry. btw- 2 more points fire damage.
So, actions?[/ooc]
I know, it's just damn frustrating that my axe keeps breaking so easily. Pretty nasty handicap for a low level fighter to deal with. I'll assume it had Improved Sunder if that's in the tactic line.
Round 3
HP = 38/44
AC = 21/10/21
SR = 9
Weapon Equipped =
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 = Ash in Eyes
MA AXE! MA AXE AGAIN! DIE!!!!!
Draw Mwk Scimitar, Smite.
Mwk Scimitar Smite Power Attack: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 11 ⇒ (3) + 11 = 14

Hungry Voodoo |

Dropping the broken axe handle, Lockjaw is again forced to fight with a flimsy scimitar and once again he has trouble adjusting to the light weapon. Even after calling upon divine aid, he can't land a telling strike. Fortunately, the smoke and cinders spit out by the undead dwarf begin to disperse. The burning dwarf is extinguished as the living water called by Karrak charges forward and pounds on the undead.
LJ- sounds like you need a sturdier weapon...
Karrak's action for the wrap up.

Karrak Ironhand |

Karrak completes his incantations as the elemental takes form and attacks into the smoke.
Not sure what the attack penalty is.
Elemental slam attack (round 1): 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Crit confirm: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Karrak whirls his ball and chain at the feat of the undead smith, attempting to trip it.
1d20 + 5 ⇒ (7) + 5 = 12 (+3 bab +2 str)
Not sure if the spirit weapon gets a shot this round.
Hammer attack (round 3): 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Hungry Voodoo |

Karrak sends the force hammer back at the steaming dwarf, but it misses. The priest advances with his ball and chain whirling. The smoke and cinders obscuring the undead dwarf drift away or settle down onto the layer off soot that covers the smithy. Chitleen takes a readied shot once the forge ghoul is visible, but his aim is off.
The horrible undead dwarf continues its assault on the paladin with the heavy hammer while flying chains assault the elemental. The hammer smashes into Lockjaw with a hard blow that is sure to leave a welt. Tararr-12 bludge. The sharknado of barbed chains quickly slash through the watery creature dispersing it in a cloud of vapor.
Karrak- hmm, since the elemental didn't make it, I'll just apply the crit damage for its attack this round.
Round 4
Tararr
Lockjaw
Karrak
Chitleen
dwarven undead

Tararr Trollspiltter |

Did you mean me or LJ for the damage?
With his sight back the dwarf again visible Tararr charges back into the fray.
RageCharge, Two hand grip 1d20 + 12 ⇒ (14) + 12 = 26 DMG 1d8 + 8 ⇒ (8) + 8 = 16