
Lockjaw Stoneshield |

Round 2
HP = 23/44
AC = 21/10/21
SR = 9
Weapon Equipped = +1 Adamantine Hammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = None
Turning to his untested hammer Lockjaw attempts to pound the sheet attacking him.
+1 Adamantine Warhammer Power Attack: 1d20 + 6 ⇒ (20) + 6 = 261d8 + 8 ⇒ (1) + 8 = 9
Crit Confirm: 1d20 + 6 ⇒ (14) + 6 = 202d8 + 16 ⇒ (4, 4) + 16 = 24
33 damage to AC 20, else 9.
With that the paladin of Torag quickly heals himself.
LoH: 2d6 ⇒ (4, 5) = 9

Tararr Trollspiltter |

Charge mummified Chitleen's sheet. 1d20 + 12 ⇒ (7) + 12 = 19 DMG 1d8 + 8 ⇒ (4) + 8 = 12
Turning on his, Tararr throws himself into a full charge against the sheet accosting his elfen comrade. As he approaches, the berserker lets himself slide past the wrapped form of his ally using weight, speed, and momentum to do delicate job of slicing the cloth from flesh.

Tararr Trollspiltter |

Rolling free from the attack on Chitleen's assailant, Tararr comes up, stout legs already pumping toward his next target. Rage and adrenaline carry him like a 4 foot freight train bent on destruction.

Hungry Voodoo |

Karrak's weapon whirls high overhead missing the phantom. Chitleen fumbles for a flask and manages to activate it aiming it at the sheet. The bomb goes off, blasting the creature which attempts to transfer some of its damage back onto the elf so that Chitleen suffers burns as well. Chitleen- no AoO, but special ability- will DC 15 or 8 neg.
Lockjaw tests his hammer out on the sheet and the hammer works well. Even though a slashing weapon would likely work better against the flying blanket, the hammer packs a wallop. The blanket is beat down, but rises again against the dwarf. A knotted corner punches the dwarf in the hip, but cannot maintain a hold. Lockjaw-5 bludge
With the fallen wight left behind, Tararr charges back to Chitleen's aid. The slashing blade of the urgrosh cuts deeply into the symbiotic sheet which again attempts to pass some of the damage as it tightens its grip around the tangled elf's throat. Chitleen- will DC 15 or 6 neg.; also 8 bludge.
Round 2
Karrak
Chitleen
Lockjaw
Tararr
-3-
Oh Sheet!

Tararr Trollspiltter |

2 hand strike 1d20 + 10 ⇒ (8) + 10 = 18 DMG 1d8 + 8 ⇒ (1) + 8 = 9
Using the thrust from his charge, Tararr takes flight bringing the glowing blade of his cherished Urgosh down in a massive overhand strike against the marauding fabric.

Lockjaw Stoneshield |

Round 3
HP = 18/44
AC = 21/10/21
SR = 9
Weapon Equipped = +1 Adamantine Hammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = None
"It ain't a' axe but it'll do."
+1 Adamantine Warhammer Power Attack: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 8 ⇒ (3) + 8 = 11

Karrak Ironhand |

HP: 30/30
Wearing mystery breastplate instead of masterwork agile breastplate
AC: 18 + ?
Channel Energy 4/4 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 USED
Remove Fear
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Silence
Summon Monster II
"Chitleen!"
Karrak reaches for Chitleen, trying to lay a hand on him for healing.
Cure Moderate Wounds if I can do it automatically--otherwise a blast of channeled energy.

Hungry Voodoo |

my bad, Lockjaw already went.
Chitleen is revived by the blast of life that burns through him like a fanned forge flame. His eyes blink back open, but he can only struggle feebly against the evil sheet that ensnares him. Tararr continues hacking at the sheet oblivious in his fury that he is hurting the elf as much as the ghostly bedding. Chitleen- will DC 15 or 4 neg. Karrak's healing touch seems to repel the sheet fortunately, and though it still swaddles the elf, its grip upon his throat loosens a touch so that he can grab a breath of air.
Lockjaw swings at his deadly coverlet, but the sheet flaps over his swing and then swoops to buffet the dwarf once again. Its abused fibers only pound ineffectively against his stone armor however.
Round 4
Karrak
Chitleen
Lockjaw
Tararr
-5-
Oh Sheet!

Karrak Ironhand |

Karrak lifts his silver hammer and calls for Sanctuary upon Chitleen, hoping that the spell will prevent the sheet from harming him further.
HP: 30/30
Wearing mystery breastplate instead of masterwork agile breastplate
AC: 18 + ?
Channel Energy 4/4 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 USED
Liberating Command USED
Remove Fear
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Silence USED CMW
Summon Monster II

Lockjaw Stoneshield |

Round 4
AC = 21/10/21
SR = 9
Weapon Equipped = +1 Adamantine Hammer
Speed = 20'
Lay on Hands/day = 4/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = None
"Hah, na match fer good dwarven stone!"
+1 Adamantine Warhammer Power Attack: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 8 ⇒ (6) + 8 = 14

Karrak Ironhand |

Karrak nods assent to Lockjaw's suggestion, but first he inspects the tattered sheets, trying to discern what force animated them.
Use Detect Magic
also Knowledge Arcana? 1d20 + 5 ⇒ (10) + 5 = 15
"Chitleen, you ever heard of animated sheets?"

Hungry Voodoo |

Karrak identified the undead dwarf as a wight: a corpse reanimated through various means including the necromantic arts, raw personal malevolence, or even possession. It is unclear how this one formed, but the tatters of sheet that cling to it seem to suggest the animated coverlets might have had something to do with it. The naked corpse has no possessions.
Chitleen has of course heard of various objects being reanimated by spells, but they usually don't bear the malevolent intent he seemed to feel from these things. His best guess is that these sheets were somehow animated by haunts or some restless souls.

Karrak Ironhand |

"Those sheets wanted to put you to sleep, eh Chitleen?" Karrak says with a grin, before calling forth a wave of healing energy.
Channel 2d6 ⇒ (6, 5) = 11
How are we on HP? I can do another...
HP: 30/30
Wearing mystery breastplate instead of masterwork agile breastplate
AC: 18 + ?
Channel Energy 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 USED
Liberating Command USED
Remove Fear
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Silence USED CMW
Summon Monster II

Karrak Ironhand |

"Lockjaw, you look a little beaten up."
Cure Mod. Wounds 2d8 + 4 ⇒ (6, 4) + 4 = 14
HP: 30/30
Wearing mystery breastplate instead of masterwork agile breastplate
AC: 18 + ?
Channel Energy 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 USED
Liberating Command USED
Remove Fear
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Silence USED CMW
Summon Monster II USED CMW

Hungry Voodoo |

The narrow stairs provide no hazards and the upper level is easily reached. Like the room below, stone slabs are arranged in rows. The bedding that once softened the hard surfaces for slumber have long since been shredded and decayed. That is not all that has decayed in this room. Even after centuries there is a lingering carrion stench.
In the corner near the stairs, old yellowed bits of fabric form some sort of pile that must have served as a habitual pallet for the undead dwarf though it obviously had no need for sleep or comfort. A stout metal door stands in the far wall.

Hungry Voodoo |

Chitleen gives the reeking pile a half-hearted shove with a toe and moves on toward the door. Tararr is not so dainty with his inspection and relying on dwarven senses attuned to such things, he uncovers a cache of platinum jewelry under the manky sheets. There are a few beard stays mounted with semi-precious stones and an ornate armring.
Chitleen's inspection of the heavy door at the back of the room finds that it is locked, but not trapped.

Karrak Ironhand |

Karrak asks for Guidance as Chitleen examines the jewels.
+1 competence for 20
Then he looks them over himself [Guidance, Touch of Good, Detect Magic].
1d20 + 5 + 1 + 2 ⇒ (16) + 5 + 1 + 2 = 24
also: dwarves' +2 for determining price of nonmagical goods

Hungry Voodoo |

Chitleen's practiced eye values the platinum armring at 500 gold coins and the trio of platinum wire beard stays at 200 gold each. Karrak concurs with the elf's appraisal. He does not detect magic auras on the jewelry however.
Moving to the door, the elf patiently works on the lock. Finally, he feels the old tumblers roll and the heavy door creaks open reluctantly to reveal a narrow corridor to the right.

Hungry Voodoo |

Nothing is heard so Lockjaw and Tararr lead the way. You follow the corridor until a great window opens up on your left granting a dimly lit vista of the Grand Transept. Below, the ten foot wall you climbed bisects the cavernous delve. The south is more brightly lit from the entrance of the Transept. The caravanserai is back around the wall, but you can see the low ruined dwellings and promenade as well as the vernal pools of the park surrounding the Waterworks in the opposite corner.
North of the wall it is much darker, but you can see the ramp to Upper Armory below you and farther away, a great plaza before some sort of palace. Beyond that appears to be block stockade.
You realize that you are in the battlements of the Upper Armory now and likely close to the werebat lair. Just ahead, you see the bin that held the rubble that was dropped upon you earlier. Beyond that is the upper gatehouse. The floor of the chamber is a grid of walkways between squares filled with murder-holes splattered with guano.
A great empty kettle coated in cooled pitch stands on the west side in front of a line of machicoulis over the burned drawbridge below. Empty weapon racks stand on the side walls and the corridor continues across the way.