| Karrak Ironhand |
Once more Karrak channels healing energy.
3d6 ⇒ (5, 1, 3) = 9
"Kabirri brings the dead gnolls back as shousuva. I don't know what role the living altar plays. Is it a guardian for something else?" Karrak investigates the remains of the stone creature, and then communes with Torag in prayer in an attempt to learn more about it.
Know the Enemy
Kn. Religion? 1d20 + 5 + 10 ⇒ (7) + 5 + 10 = 22
Karrak prays for further healing on Lockjaw.
CMW
2d8 + 5 ⇒ (7, 4) + 5 = 16
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
HP=35/35
Channel Energy 1/6 remaining
Deflection Aura 0/1
Touch of Good 4?/6
Level 0 (5/day):
Read Magic
Create Water
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)
[strikethrough]Know the Enemy[/strikethrough]
Sanctuary
Remove Sickness
Magic Weapon
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
[strikethrough]Spiritual Weapon [/strikethrough]
[strikethrough]Summon Monster II [strikethrough] (for CMW)
Remove Paralysis
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease
| Hungry Voodoo |
What remains of the creature are only piles of soft black rock with an unsavory cool and oily feel.
| Karrak Ironhand |
Karrak explains what he has learned to the party. "I think that was some kind of foul elemental. I don't have to tell you to be on guard, but Kabriri's weapons are disease and filth."
Retrieving his dropped crossbow and the fired bolt (if possible), Karrak prepares to explore through the door to the left of the former altar.
Do I get back magical ammo on a case by case basis or what?
| Hungry Voodoo |
Do I get back magical ammo on a case by case basis or what?
50% chance the arrow is recoverable, but it will no longer be magical.
Karrak finds his arrow and moves to check the other door. It opens to what appears to be a guard chamber. It is slightly musty, but does not smell of death. There is a door on the opposite wall.
| Chitleen Shudra |
Chitleen is intrigued by the soft and oily rock, smoothing some between his fingers - smelling the dust and even tasting it...
Craft (Alchemy): 1d20 + 12 ⇒ (17) + 12 = 29
Knowledge (Dungeoneering): 1d20 + 9 ⇒ (7) + 9 = 16
Knowledge (Nature): 1d20 + 8 ⇒ (7) + 8 = 15
...trying to unlock any secrets it might hold...
| Hungry Voodoo |
| Hungry Voodoo |
ready as you'll ever be : ) Lockjaw is listed as top of the marching order, but Tararr can take point if he wants.
The door is a bit stuck and requires a shove or two to open it up. The next room looks to have been an armory and is littered with broken racks and toppled stands. In addition to the broken weapons that carpet the floor, it appears that the room has been used as a midden as well and there are scattered bones and rubbish added to the mix. You spot a rat or two gnawing on some old trash. It all looks rather old though and the smell is only faintly musty and moldering.
In addition to a door on the east wall, there are narrow stairs leading upward and judging from the loopholes, you are likely inside the battlements below the tower.
| Tararr Trollspiltter |
Tararr takes up the lead 10' in front of the first man. Using his keen senses to guide them, Tararr moves in slowly. "What you fellas want to do?" he as in a hushed tone.
Perception 1d20 + 9 ⇒ (4) + 9 = 13
| Hungry Voodoo |
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Chitleen secretes a few handfuls of the rock within his satchel,
now that sounds painful ; )
Chitleen detects a melange of smells though not the overpowering stench of death: there is mold and corroding metal, vermin and rot. And something strange akin to wet fur from the direction of the stairs. Tararr moves in through the trash toward the stairs.
| Hungry Voodoo |
Lockjaw and Karrak follow behind, not doing a particularly great job at moving stealthily. This is not helped when both suddenly feel a piercing pain as a crudely formed caltrop hidden in the garbage suddenly pierces their feet. Lockjaw and Karrak-1 piercing and 1/2 move until healed. fort saves
| Karrak Ironhand |
If nothing interrupts, Karrak takes a few moments to treat his and Lockjaw's injuries in a mundane manner.
Heal Lockjaw with Guidance and ToG (DC 15) 1d20 + 10 ⇒ (18) + 10 = 28
Heal self with Guidance and ToG 1d20 + 10 ⇒ (1) + 10 = 11
"Can't walk fast, have to use magic on myself."
burn Sanctuary to CLW
"Watch out for those spikes."
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
HP=34/35
Channel Energy 1/6 remaining
Deflection Aura 0/1
Touch of Good 2?/6
Level 0 (5/day):
Read Magic
Create Water
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)
[strikethrough]Know the Enemy[/strikethrough]
[strikethrough]Sanctuary[/strikethrough]
Remove Sickness
Magic Weapon
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
[strikethrough]Spiritual Weapon [/strikethrough]
[strikethrough]Summon Monster II [strikethrough] (for CMW)
Remove Paralysis
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease
magical (+1) bolts: 19
| Chitleen Shudra |
Perception: 1d20 + 13 + 4 ⇒ (1) + 13 + 4 = 18 Oh lordy lord... for a guy that's meant to rock out Perception... Chitleen really sucks at Percepting things
Chitleen points a lithe finger towards the refuse pile "A dog-thing lurks..."
Knowledge (Dungeoneering): 1d20 + 9 ⇒ (20) + 9 = 29
| Sheik Voodoo |
mwu-ha-ha!
Fort Immune Disease
just keep reminding me about that and SR, Lockjaw. maybe I'll remember someday.
Karrak doesn't seem to register the canid thing in the garbage and bends to attend Lockjaw's wounds. Chitleen however, recognizes the dog-like gremlin with a visible shudder. It is a pugwampi, a foul gremlin that resembles a bipedal asthma hound chihuahua. The bizarre creatures are surrounded by an aura of misfortune and as with many fey, have a slight resistance to spells and weapons not made of cold iron. They worship gnolls much to the hyena-men's disgust.
roll all d20 rolls twice. take the lower.
The strange little creature gives a squeal when it realizes that it has been spotted.
Chitleen 1d20 + 3 ⇒ (13) + 3 = 16
Karrak 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Lockjaw 1d20 ⇒ 18
Tararr 1d20 + 4 ⇒ (1) + 4 = 5
pugs 1d20 + 5 ⇒ (7) + 5 = 12
Surprise
Chitleen
Karrak
Pugs
| Chitleen Shudra |
Surprise:
Chitleen hisses both in disgust at the pugwampi, and also with concern that it might stir a nest of opposition to come. Wary also of caltrops in the area, he does not foolishly charge forward - instead spending his advantage taking bow from his shoulder and readying an arrow.
Action is to draw and make ready for shooting.
| Karrak Ironhand |
Sorry, didn't see the spoiler up there.
As Karrak bends to look at Lockjaw's foot, he spies the strange creature. Not recognizing it, he aims but does not fire.
Holding my action until I detect hostile intent.
| Hungry Voodoo |
The creature leaps up the stairs and is joined immediately by a big rat easily twice the creature's size which totals maybe two feet long. The sick puppy does a strange little dance and casts a spell. Suddenly pale gray tendrils erupt from the garbage all around you wrapping around our ankles and legs with their mildewy grasp. Spores are released with the violent motion and the air is filled with clouds of the choking dust.
All- ref DC 14 or entangled. Also fort DC 12 or sickened for 2 rnds. roll 2x take the lower.
Round 1
Lockjaw
Chitleen
Karrak
pugs
Tararr
| Chitleen Shudra |
Reflex: 1d20 + 7 ⇒ (14) + 7 = 21 Reflex: 1d20 + 7 ⇒ (3) + 7 = 10
Fort: 1d20 + 4 ⇒ (16) + 4 = 20 Fort: 1d20 + 4 ⇒ (13) + 4 = 17
Resisting the virulence of the spores, Chitleen is instead stuck fast by the garbage vines. Taking aim with his shortbow, Chitleen mutters a prayer before loosing an arrow...
Bowshot: 1d20 + 7 - 2 - 2 ⇒ (5) + 7 - 2 - 2 = 8 1d20 + 7 - 2 - 2 ⇒ (8) + 7 - 2 - 2 = 11
...though the wrapping vines foul his aim.
Shooting at S3
| Karrak Ironhand |
Do I get a surprise round action after they go?
reflex 1d20 + 5 ⇒ (3) + 5 = 8
reflex 1d20 + 5 ⇒ (17) + 5 = 22
fort 1d20 + 7 ⇒ (18) + 7 = 25
fort 1d20 + 7 ⇒ (3) + 7 = 10
Status:entangled, sickened (1/2).
With some effort, Karrak struggles through the tendrils to come next to Tarrar, and blesses the berserker with a Touch of Good.
granting a +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. (1/6 left)
| Hungry Voodoo |
Do I get a surprise round action after they go?
Sure. You'll have delayed to go at the end of the round. of course, you can't move until you break free of the mold- entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check vs. DC 14. and yes, 2 rolls. take the lower.
| Lockjaw Stoneshield |
Round 1
HP = 53/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = None
Ref DC 14: 1d20 + 3 ⇒ (15) + 3 = 181d20 + 3 ⇒ (8) + 3 = 11
Fort DC 12: 1d20 + 9 ⇒ (10) + 9 = 191d20 + 9 ⇒ (14) + 9 = 23
Entangled by the pugwampi's spell, Lockjaw attempts to break free.
STR DC 14: 1d20 + 3 ⇒ (6) + 3 = 91d20 + 3 ⇒ (3) + 3 = 6
Remaining entangled, he tries again.
STR DC 14: 1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (1) + 3 = 4
This is why I hate pugwampis.
| Karrak Ironhand |
Karrak Ironhand wrote:Do I get a surprise round action after they go?Sure. You'll have delayed to go at the end of the round. of course, you can't move until you break free of the mold- entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check vs. DC 14. and yes, 2 rolls. take the lower.
Sorry, I was looking at the entangled status, didn't realize I couldn't move at all. I will redo my action, delaying until the end of the surprise round and using the Touch of Good on Chitleen instead.
Caught in the tendrils and overcome by nausea, Karrak struggles to move. Unable to advance, he lays a hand on Chitleen invoking Torag's blessing.
Touch of Good +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. (1/6 left)
"Lockjaw, they got an aura?"
| Hungry Voodoo |
ha! ha! I've stumbled across a pugwampi deathtrap. Now if they could do anything other than just be really, really annoying...
The hideous creature chortles as the adventurers are totally ensnared in the web of mycelium that erupts from the trash heaps. The pug leaps upon his rat ride which bounds up the stairs as another half dozen of the creatures run down bearing tiny bows. They dip the arrows into suspicious tiny pouches and take aim.
Round 1
Lockjaw
Chitleen
Karrak
pugs
Tararr
| Chitleen Shudra |
Round 1:
Frustrated and half-straining against his bindings, Chitleen notes the arrival of the fresh pugwampis... and so orderly grouped also. A hand slips the mycelium tomb a moment and goes to his satchel...
Alkahest: 1d20 + 7 - 4 + 2 ⇒ (10) + 7 - 4 + 2 = 15 or 1d20 + 7 - 4 + 2 ⇒ (16) + 7 - 4 + 2 = 21
Hopefully enough... 3d4 + 4 ⇒ (1, 2, 1) + 4 = 8 damage to R3, 7 splash DC 15 for half to all around the blighter.
| Lockjaw Stoneshield |
Round 2
HP = 53/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = None
"Tha got a death wish!"
Free: Detect Evil
STR DC 14: 1d20 + 3 ⇒ (3) + 3 = 61d20 + 3 ⇒ (9) + 3 = 12
STR DC 14: 1d20 + 3 ⇒ (11) + 3 = 141d20 + 3 ⇒ (7) + 3 = 10
| Karrak Ironhand |
Round 1:
Frustrated and half-straining against his bindings, Chitleen notes the arrival of the fresh pugwampis... and so orderly grouped also. A hand slips the mycelium tomb a moment and goes to his satchel...
Alkahest: 1d20+7-4+2 or 1d20+7-4+2
Hopefully enough... 3d4+4 damage to R3, 7 splash DC 15 for half to all around the blighter.
Don't forget I gave you +2.
| Karrak Ironhand |
If I have it straight, the pugs already went in round 1 and I am now at the end of the order.
Figuring the elf has the best weapon against the little creeps, Karrak expends his final Touch of Good to bless Chitleen once again, before struggling against the tendrils...
Touch of Good +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Status:entangled, sickened (2/2). No more ToG. 34/35 HP.
Move action to break free:
1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6
1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3
...but finds no more strength than a child.
| Tararr Trollspiltter |
Start Rage, HP72/72,Sickened
STR1 1d20 + 5 ⇒ (18) + 5 = 23
STR2 1d20 + 5 ⇒ (16) + 5 = 21
Used to tossing his lunch after excessive alcohol consumption,Tararr fights through the illness and breaks free. Roaring in indignant rage these little flees will feel his wrath.
Am I able to 5' step and attack after the breaking free?
| Hungry Voodoo |
Tararr snorts the spore out his nose and breaks free, lunging at the tiny gremlins. Lockjaw continues struggling against the resilient fungus, but cannot escape. He is certain these creatures are fiends, but detect no evil (at least they don't have enough HD to register).
Chitleen hurls a bomb that manages to land amidst the arrayed fey laying waste to the gremlins. Three go down and two more are seriously wounded though the druid seems fine. Karrak grants Chitleen a blessing to bolster his efforts, but cannot manage to break out either.
The pugwampis scatter away from the enraged dwarf firing their bows at him. One arrow hits. The druid casts a spell and Tararr's weapon becomes red hot. Tararr- 1 piercing. fort DC 15 or 2 str; also ref DC 15 to drop weapon or 12 fire damage.
Round 2
Tararr
R3
Lockjaw
Chitleen
Karrak
pugs
| Tararr Trollspiltter |
The arrow hits and falls to the ground unable to penetrate the warrior's thick skin. But, even as he smiles he feels his beloved urgrosh blaze in his hands. Fury grips the berserk dwarf as he rips a stone the size of a halfling from the ground and hurls it at the druid.
Hurling, Lesser (Range Touch Atk DC17 Ref for Half DMG)+Reckless Abondon 1d20 + 8 - 4 + 2 ⇒ (3) + 8 - 4 + 2 = 9
DMG 2d6 + 5 ⇒ (2, 3) + 5 = 10
| Chitleen Shudra |
Round 3:
Unwilling to spend another of his vials of alkahest, Chitleen stands and exchanges vial for bow - readying a shot to send at the druid should it attempt to call upon divine art again...
Readied action to shoot it during spellcasting
Arrow: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 19 or 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13 for 1d6 + 1 ⇒ (1) + 1 = 2
| Lockjaw Stoneshield |
Round 3
HP = 53/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 2/5 (2d6)
Channel/day = 1/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 1/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = None
STR DC 14: 1d20 + 3 ⇒ (17) + 3 = 201d20 + 3 ⇒ (19) + 3 = 22
With a surge of strength the smelly paladin breaks free and moves up the slope while drawing his hammer.
Move 20' to druid, without getting in Chitleen's way.
"Come 'ere you!"
| Hungry Voodoo |
Tararr drops his burning urgrosh and stoops to lift a boulder from the trash. He hurls it at the rat mounted druid at the top of the stairs, but the heavy object flies low and smashes against the wall below the druid. Lockjaw tears free of the grabbing tendrils and wades forward through the trash toward the base of the stairs. Chitleen nocks an arrow waiting for the gremlin leader to try another spell.
Karrak up.
| Hungry Voodoo |
Karrak continues to struggle against the rampant mold, but at least the spores have settled and no longer affect the adventurers. The pug on ratback begins casting another spell, but loses it when Chitleen's arrow grazes the gremlin. Giving a snarl, the creature spurs its rat up to the next floor and sends another wave of archers down to hold the stairs. About 10 more of the foul creatures pack the upper stairs and send flights of arrows at the nearest dwarves. Only two arrows manage to hit Tararr singeing him as they burst into flame.
Tararr- 2 and 4 fire.
Sickened conditions end, ref DC 14 or entangled.
Round 3
Tararr
R4
Lockjaw
Chitleen
Karrak
pugs
note:dice show how many tiny creatures on each square.