Chitleen Shudra |
Chitleen's talwar flashes in shining arc at the druid-wampi's fleeing back...
AoO: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 or 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Round 13:
As the druid escapes, Chitleen instead swipes at the gremlin below him - knowing that they all need be ended in the end...
Talwar: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 or 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
for 1d8 + 1 ⇒ (8) + 1 = 9
Hungry Voodoo |
Karrak's whirling weight catches the rat and it squeals in pain. Chitleen misses the sick puppy on its back, but his blade does catch the jinkin that he flanks with Lockjaw and cuts it badly though the grievous slash quickly knits together to repair much of the damage.
Still at Karrak's action.
Round 13
Karrak
R14
Lockjaw
Grems
Lockjaw Stoneshield |
Round 14
HP = 22/59
AC/T/FF = 19/10/19 (+2 vs. Druid)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 0/5 (2d6)
Channel/day = 0/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 0/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con, Smite (Druid)
Seeing his hated foe next to him, Lockjaw attempts to end the druid.
MAW Smite PA: 1d20 + 9 ⇒ (17) + 9 = 261d20 + 9 ⇒ (14) + 9 = 23
Damage: 1d8 + 13 ⇒ (3) + 13 = 16
Karrak Ironhand |
Falling into a rhythm like working a hammer at the forge, Karrak shortens his grip and swings at the vexing druid.
1d20 + 6 ⇒ (14) + 6 = 20
OR
1d20 + 6 ⇒ (3) + 6 = 9
damage 1d10 + 2 ⇒ (9) + 2 = 11
AC 20/T 14/FF 18
HP 20
Prot. Evil on:+2 saves, AC
CON 10/12
HP=20/30 (35) after the CON adjustment of -5 HP
nonlethal 1
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Remove Sickness
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease
magical (+1) bolts: 14
Hungry Voodoo |
Karrak's chain unfortunately catches and a well aimed blow swings astray. Lockjaw however, manages to hold on to his hammer and lands a crushing blow that leaves the little gremlin battered and bleeding.
The squad of tiny troublemakers soldiers on to defend their lair. The battered pugwampi pokes at the Karrak seeking to distract him as his hound sized rat sinks diseased teeth into the priest's ankle. At the same moment, the jinkin behind him stabs below the belt. The other jinkin can't get through Lockjaw's armor.
Karrak- 1 bite, 11 pierce
Round 14
Chitleen
Karrak
R15
Lockjaw
Grems
Karrak Ironhand |
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Trying to open a path, Karrak turns and swings at the one behind him. (R4)
1d20 + 6 ⇒ (13) + 6 = 19
OR
1d20 + 6 ⇒ (12) + 6 = 18
damage 1d10 + 2 ⇒ (10) + 2 = 12
Reserving my move action pending the results of this. Can I 5' step onto/over a dead body?
AC 20/T 14/FF 18
HP 8
Prot. Evil on:+2 saves, AC
CON 10/12
HP=8/30 (35) after the CON adjustment of -5 HP
nonlethal 1
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Remove Sickness
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease
magical (+1) bolts: 14
Hungry Voodoo |
yeah, I'm going to hijack Karrak's attack to wrap this up.
Chitleen strikes the bat-eared gremlin nearest him and hits hard though the creature seems even less affected by the blade than the pugwampi. Seeing this Karrak swings again at the demented pugwampi of misfortune. He shakes aside the pernicious plague of bad luck and smashes the gremlin for good. no more bad luck : )
R15
Lockjaw
Grems
Lockjaw Stoneshield |
Round 15
HP = 22/59
AC/T/FF = 19/10/19 (+2 vs. Druid)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 0/5 (2d6)
Channel/day = 0/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 0/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con
Seeing the last of the pugwampi's fall Lockjaw begins the mop up of it's followers.
"Time ta finish dem."
Going for the one flanking Karrak.
MAW PA: 1d20 + 7 ⇒ (3) + 7 = 101d8 + 8 ⇒ (5) + 8 = 13
Hungry Voodoo |
The aura of ill luck lifts like foul air blown from a shaft by a well maintained pump. This doesn't necessarily guarantee that Lockjaw's hammer will strike true however and it misses. Deprived of their ally, the jinkins suddenly blink away to some unknown location ceding the Gremlin Tower to the newcomers.
Chitleen Shudra |
Chitleen hisses as the jinkins flee, floating from his elevated position back to the floor before bellowing in Gnollish.
That done, he moves to the pugwampish druid, carefully making sure that he does not breathe... and making sure that he does not breathe if sign of life is seen.
Karrak Ironhand |
Karrak will see to the wounded, not least of all himself. "I will go back and watch vigil over Tarrar if you want to search the tower."
Cure Serious Wounds on self:
3d8 + 5 ⇒ (8, 7, 5) + 5 = 25 whoa, that's a record
Cure Moderate Wounds on Lockjaw:
2d8 + 5 ⇒ (1, 7) + 5 = 13
not sure what Chitleen is at...
Prot. Evil on:+2 saves, AC
CON 10/12
HP=30/30 (35) after the CON adjustment of -5 HP
nonlethal 1 (healed?)
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Remove Sickness
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
magical (+1) bolts: 14
Hungry Voodoo |
The gremlin is indeed dead and the great rat it rode quivers and dies even as Chitleen approaches. Inspection of the nests in the tower finds a scattering of platinum pieces and jewels. Also a ring of polished agate and a heavy leather vest durably constructed with metal rivets. These last two items both detect as magical.
Then there is Tararr's body still lying on the stairs below.
Karrak Ironhand |
Karrak is not ready to appraise the items. "We lost a bold and mighty warrior today. Let us bear his body back to safety." He will try to find some way to make a stretcher, perhaps from one of the ladders.
Hungry Voodoo |
The dwarves turn to their fallen and Lockjaw slings the dead barbarian over his shoulder. Down at the base of the tower, you find that the tangling tendrils of mold have stilled and the mess can be navigated carefully without stepping on any more of the caltrops fashioned from scrap metal.
You make your way to the door you entered the tower through, but pause wondering if more ghasts lie between you and the exit.
Hungry Voodoo |
Chitleen looks hale enough in the heavy leather smock though everyone is weary from recent tribulations and Tarrar's inert form over Lockjaw's shoulder is a reminder that returning to the caravanserai might not be as easy as you would wish it.
Booting open the door, you see the rubble of the strange dark shrine you destroyed remains piled in the center of the room. The corpses have been removed, but a new pair of pale mangy gnolls give startled meeps in surprise at your sudden appearance. You catch them off guard, but their stench strikes first. fort DC 15 or sickened
Chitleen 1d20 + 3 ⇒ (17) + 3 = 20
Karrak 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Lockjaw 1d20 ⇒ 17
ghasts 1d20 + 4 ⇒ (12) + 4 = 16
Round 1
Chitleen
Lockjaw
ghasts/Karrak
Karrak Ironhand |
Fort: 1d20 + 7 ⇒ (2) + 7 = 9
Gagging as he enters the room, Karrak tries a quick crossbow shot.
Attack: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10
Damage: 1d8 + 1 - 2 ⇒ (1) + 1 - 2 = 0
Sickened how long?
These are undead?
CON 10/12
HP=30/30 (35) after the CON adjustment of -5 HP
nonlethal 1 (healed?)
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Remove Sickness
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
magical (+1) bolts: 13
Chitleen Shudra |
Round 1: AC now a shiny 18
Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Managing to choke down the rising bile, Chitleen loosens his bow from his shoulder and takes a speculative shot...
Bowshot: 1d20 + 7 ⇒ (2) + 7 = 9 for 1d6 + 1 ⇒ (1) + 1 = 2
...though his aim is less than savory.
Lockjaw Stoneshield |
Round 1
HP = 22/59
AC/T/FF = 19/10/19 (+2 vs. Druid)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 0/5 (2d6)
Channel/day = 0/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 0/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con
Fort DC 15: 1d20 + 9 ⇒ (11) + 9 = 20
Ignoring the stench Lockjaw eases Tararr to the floor and draws his axe.
"Come on then!"
Hungry Voodoo |
Chitleen burps up a little sick that ruins his shot sending the arrow point over fletching toward a wall. Lockjaw has time to gingerly lay his dead companion behind him and draw his weapon (war hammer or axe?) before the stinking gnoll ghouls rush forward hungrily. They bite at the paladin trying to get to the corpse behind him, but their jaws prove ineffective against his heavy stone armor. At his side, Karrak vomits on his crossbow as the stench of death overcomes him!
Round 2
Chitleen
Lockjaw
ghasts
Karrak
sorry, my map program is down, but 2-to-2 in the room with Chitleen and Tararr behind the front line.
Karrak Ironhand |
The cleric tosses aside the crossbow to draw his trusty dorn-dergar, still charged with divine energy from the morning's fight, and lashes out.
attack: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
damage: 1d10 + 2 ⇒ (3) + 2 = 5
bonus consecrated damage is half of: : 3d6 ⇒ (5, 6, 6) = 17
target gets will save vs. my channel DC for half again
Consecrated weapon ability
CON 10/12
HP=30/30 (35) after the CON adjustment of -5 HP
nonlethal 1 (healed?)
Dorn-Dergar is using the charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Remove Sickness
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
magical (+1) bolts: 13
Lockjaw Stoneshield |
Round 2
HP = 22/59
AC/T/FF = 19/10/19 (+2 vs. Druid)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 0/5 (2d6)
Channel/day = 0/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 0/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con
Oops, meant hammer. My poor lamented axe...
"Get it tagether lad!"
Lockjaw swings at the creature in front of him.
MAW PA: 1d20 + 7 ⇒ (6) + 7 = 131d8 + 8 ⇒ (6) + 8 = 14
Chitleen Shudra |
Round 2:
Attempting to reposition himself to get a free shot without intervening dwarf, Chitleen nocks, draws and releases...
Bowshot: 1d20 + 7 ⇒ (6) + 7 = 13 for 1d6 + 1 ⇒ (1) + 1 = 2
He has precise shot, so no penalty for firing into melee, but cover would still apply.
Hungry Voodoo |
The erratic fast moving undead gnolls present a difficult target to the weary elf and his next shot misses as well. Likewise, the heavy hammer is too slow on Lockjaw's next swing.
One creature turns its attention to the priest, but its furious clawing and biting is scattershot and ill aimed. Karrak fares better by choking up on his dorn-dergar and smacking the deadite releasing a burst of holy energy. The creature gives a shriek of surprise, but shrugs off most of the searing light.
Its companion continues clawing at the paladin and shoves aside the hammer just a moment for a shallow bite on Lockjaw's hand. Lockjaw-4 bite, fort DC 15 or paralyzed
Round 3
Chitleen
Lockjaw
ghasts
Karrak
Chitleen- you and the ghasts are equidistant to the barrier so I won't give a penalty for interposing dwarves. You'd be threatened trying to squeeze by through the door and you don't have acrobatics. what?
Lockjaw Stoneshield |
Round 3
HP = 18/59
AC/T/FF = 19/10/19 (+2 vs. Druid)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 0/5 (2d6)
Channel/day = 0/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 0/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con
Fort DC 15: 1d20 + 9 ⇒ (5) + 9 = 14
Less there's a buff in there I'm forgetting looks like I'm out for the count.
Lockjaw makes good on his name.
Hungry Voodoo |
Lockjaw feels his muscles stiffen with something akin to rigor mortis leaving the dwarf helpless. Chitleen immediately draws his blade and grabs a corner of the paladin's heavy armor to pull him back. Lockjaw in full regalia is far too heavy for Chitleen to move easily, but the stiffened form topples over Tarrar's corpse.
The undead gnoll gives a weird ululating cries as the paladin falls to its unnatural touch, but stumbles over the pile of dwarves as it reaches for the elf and misses. Its injured companion continues its assault on the standing priest slashing Karrak with a foul claw. Karrak-4 slash, fort DC 15 or paralyzed
Round 3
Karrak
R4
Chitleen
Lockjaw-p
ghasts
Chitleen Shudra |
Round 4: AC 20
As Karrak retreats, Chitleen advances into the breach lashing out defensively to buy Karrak time...
Defensive Talwar: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1 for 1d8 + 1 ⇒ (8) + 1 = 9
...and lo though his blow is lusty, his aim is worthy only of dungheap praise.
Hungry Voodoo |
ooh, too close for comfort.
With effort, Karrak shakes off the paralyzing chill of death and steps out of reach to grab and activate a scroll. Lockjaw convulses as his voluntary muscle movement is restored. Chitleen is suddenly front and center holding the doorway before the horrible undead. Appearing somewhat panicked, he flails with his sword as the stinking pale gnolls lunge at him hungrily.
R4
Lockjaw
ghasts
Lockjaw Stoneshield |
Round 4
HP = 18/59
AC/T/FF = 19/10/19 (+2 vs. Druid)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 0/5 (2d6)
Channel/day = 0/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 0/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con
"Bah, tastes like ginga!"
The paladin rolls to his feet and moves to help Chitleen.
Move to stand, Standard to move up next to Chitleen.
Karrak Ironhand |
Standing behind his companions, Karrak takes some silver dust and makes a circle around himself while chanting in the dwarven language.
CON 10/12
HP=26/30 (35) after the CON adjustment of -5 HP
nonlethal 1 (healed?)
Channel Energy 0/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Remove Sickness
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
magical (+1) bolts: 13
Wand of Remove Fear (in spring-loaded wrist sheath)
Wand of Entangle (in spring-loaded wrist sheath)
Wand of Make Whole
1 potion of Remove Disease
1 Potion of Resist Energy
1 Scroll of Remove Curse
2 Scrolls of Remove Paralysis (was 3)
2 Scrolls of Ghostbane Dirge (50)
Lockjaw Stoneshield |
Round 5
HP = 18/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 0/5 (2d6)
Channel/day = 0/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 0/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = -1 Con, Prot. Evil
Lockjaw swings at the ghast in front of him.
MAW PA 2H: 1d20 + 7 ⇒ (15) + 7 = 221d8 + 9 ⇒ (1) + 9 = 10
Hungry Voodoo |
Karrak whirls out a circle of silver powder that forms a holy ward. Chitleen continues his defensive game mostly kworking to deflect the festering claws and blackened teeth.
Lockjaw is heartened by the holy circle and smashes the wounded ghast where it stands crushing bone and sending it to the ground where it lies to move no more. Its fellow undead panics before the radiant field around the fierce dwarf paladin and quickly backpedals through the opposite door giving a wailing call for assistance leaving the party alone for the moment to ponder whether to retreat from the treasury or deal with ghast reinforcements.
I'm assuming Chitleen is still fighting defensively though he wouldn't have hit either way. Also, I don't believe Karrak was threatening with the chain flail what with scrolling and casting and all.
Round 5
Karrak
R6
Chitleen
Lockjaw
ghasts
Chitleen Shudra |
Round 6:
Wasn't defensive fighting... I'm just that bad at hitting things. The extra 2 points of AC were from the magic circle.
Hissing "We are almost broken... we can slay them another day." the elf gives the fallen ghast a quick search...
Perception: 1d20 + 12 ⇒ (1) + 12 = 13
...before making ready to flee.
Karrak Ironhand |
"Agreed, I am nearly spent. My ward will last nearly an hour if we want to make a stand, but if you know a safe route let us flee."
Can we bar the door? Go back up the ladder and block the trap door?
Karrak hands Chitleen a flask of holy water. "You have the skill to throw this better than I."
I've had that in my inventory since I started.
Hungry Voodoo |
Can we bar the door? Go back up the ladder and block the trap door?
there are three doors out of this room- Gremlin Tower to the south, the ghast went north, and then the eastern door you originally arrived through. It leads through the Monument Hall and then back out to the Grand Transept and back to the caravanserai. You could also certainly go back up the Gremlin Tower and climb down from the watch tower if you like.
Lockjaw Stoneshield |
Dissapointed at having to flee but remembering his own wounds and the dead, Lockjaw nods. Keeping his hammer in one hand he uses the other to drag Tararr's remains.
"Ya deserve better than ta be drug, but ya ain't gonna be ghast food neider."