Hungry Voodoo's Mines of Zolurket (Inactive)

Game Master voodoo chili

In 4121 AR, the desert dwarves of the Barrier Wall Mountains sealed the famed Tar-Urkatha mine abruptly, saying only that one of the richest platinum mines in history had played out. Nearly six centuries later, the truth rises from the darkness.


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Male Elf Alchemist (Crypt Breaker) 5

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


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

map


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 14

Status:

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


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

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

status:

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


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


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Male Elf Alchemist (Crypt Breaker) 5

Round 14:

Chitleen's arm grows heavy as his talwar flashes through the air once more...
Talwar: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22 or 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
for 1d8 + 1 ⇒ (8) + 1 = 9
Booyah!


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Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

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

status:

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


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


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 15

Status:

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


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Thanks, I should have gone for the pugwampi but I was a little unclear what was what.


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.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen hisses as the jinkins flee, floating from his elevated position back to the floor before bellowing in Gnollish.

Gnoll:
"Run cowards... we have come as death, and death awaits you if you return. Run, run and live"

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.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

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...

status:

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


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.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen pockets the platinum and jewels, planning to tally them up later - and brings the ring and armor to Karrak "Can you ken their worth?" he doesn't seem to pay much heed to the fallen dwarven comrade.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

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.


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

"Take his gear, I'll take da body."

Lockjaw picks Tarrar's body up and carries it back to camp.


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.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Before proceeding Karrak will check the party's health.

Chitleen, what is your HP at?


Male Elf Alchemist (Crypt Breaker) 5

Chitleen is good - 27/28 HP

"Let us hasten back to our fastness... we can return again later to purge the rest of the tower and see if the last of them remain or flee."


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

Initiative rolls:

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


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

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?

status:

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


Male Elf Alchemist (Crypt Breaker) 5

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.


Karrak Ironhand wrote:

1. Sickened how long?

2. These are undead?

1. minutes, 2. indeed


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 1

Status:

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!"


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!

GM dice:
1d20 ⇒ 3, 1d20 ⇒ 10

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.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

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

status:

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


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 2

Status:

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


Male Elf Alchemist (Crypt Breaker) 5

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.


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?


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 3

Status:

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.


Male Elf Alchemist (Crypt Breaker) 5

Round 3:

Seeing Lockjaw stiffen, Chitleen hisses and drops his bow. Striding forward he hefts Lockjaw back from the front line and looks to ready his blade against the undead foes.

Move up to Lockjaw (and draw talwar), standard action to pull him back.


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


Male Elf Alchemist (Crypt Breaker) 5

Oh dear... I'll wait to see if the other dwarf also stiffens up...


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

oh boy...

Fort: 1d20 + 7 ⇒ (8) + 7 = 15

Karrak takes a step back before pulling a scroll of Remove Paralysis from his scroll case and casting the spell on Lockjaw.


Male Elf Alchemist (Crypt Breaker) 5

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.


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


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 4

Status:

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.


Lockjaw quickly returns to his feet and steps back to Chitleen's side. He lifts his heavy hammer which has remained locked in his grasp. Hissing, the gnoll ghasts throw themselves at the pair, but elf and dwarf are unscathed.

Round 4
Karrak
R5
Chitleen
Lockjaw
ghasts


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Standing behind his companions, Karrak takes some silver dust and makes a circle around himself while chanting in the dwarven language.

Magic Circle Against Evil

status:

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

spell items:

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)


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Round 5

Status:

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


Male Elf Alchemist (Crypt Breaker) 5

Round 5: AC 20

Chitleen sends his talwar flashing out to support Lockjaw's likely more efficient striking...

Talwar: 1d20 + 4 ⇒ (7) + 4 = 11 for 1d8 + 1 ⇒ (2) + 1 = 3


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


Male Elf Alchemist (Crypt Breaker) 5

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.


Chitleen- ah just so...

The pale gnoll ghasts are naked and though with no apparent sex, ookie to touch.
no treasure.


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

"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.


Karrak Ironhand wrote:
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.


Male Elf Alchemist (Crypt Breaker) 5

Chitleen takes the flask of holy water before gesturing East "This way, through the hall and towards the Transept"


|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

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."


Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Karrak takes his crossbow and follows as rear guard, searching the shadows for signs of trouble.

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