| Lockjaw Stoneshield |
Fort DC 15: 1d20 + 9 ⇒ (13) + 9 = 22
Lockjaw resists the stench, barely registering it over his own holy aroma.
Perception DC 17: 1d20 + 3 ⇒ (4) + 3 = 7
Sadly the multiple blows to the head received in his distant and more recent past have dulled the paladin's senses, rendering him unable to properly defend himself against the ambush.
| Hungry Voodoo |
The adventurers have grown inured to the stench of death with all they've endured lately, but Lockjaw still finds himself caught off guard as two more gnoll ghasts appear among the stacks. The ever hungering undead spring from behind the shelves before anyone can react and bite at the warriors in the lead. Lockjaws heavy armor serves him well once more, but the small piker suffers a filthy bite.
Seamus-8 bite, fort DC 15 or paralyzed
Chitleen 1d20 + 3 ⇒ (16) + 3 = 19
Karrak 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8
Lockjaw 1d20 ⇒ 1
Seamus 1d20 + 4 ⇒ (6) + 4 = 10
Foe 1d20 ⇒ 18
Surprise!
Ghasts-x
Chitleen
Seamus
Karrak
| Seamus Fleetfoot |
Seamus reacts quickly choking up on his lance and lashing out.
Lance 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
DMG 1d6 + 6 ⇒ (6) + 6 = 12
Crit Confirm 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24 DMG 3d6 + 18 ⇒ (2, 5, 4) + 18 = 29
| Hungry Voodoo |
Seamus grits his teeth against the bite's worse effects and choking up on his lance rams it through the pale gnoll's head. Chitleen and Karrak get ready on the second line.
Karrak's crossbow flies over the remaining ghast's shoulder. It mews horribly as it continues to claw and bite at the slow moving, but heavily armored paladin to no avail. It's calls of distress are answered however, as the double doors burst open revealing yet another gnoll dressed in a flayed dwarf skin and bearing a double flail.
Behind it is a horror. A great beast whose head nearly reaches the ceiling as it trundles forward. It appears more like a great emaciated hyena than a gnoll. Though its features are humanoid, it seems more comfortable on all four legs. It's back is covered in a shag of mangy gray fur in contrast to bare white limbs. It's dish-sized eyes radiate an unhealthy yellow light. As it's baleful gaze passes over you, you feel near paralyzed by the malevolence.
Lockjaw SR: 1d20 + 7 ⇒ (17) + 7 = 24
All- will DC 16 or slowed.
Round 1
Ghasts-x
Chitleen
Seamus
Karrak
Lockjaw
| Chitleen Shudra |
Still in the edit window - it could be my save :P
Will Save: 1d20 + 3 ⇒ (9) + 3 = 12
Drawn into the beast's eyes, Chitleen finds his fingers lagging and slowed in their adroitness. Fearfully he hisses "Not again!" before waiting for an opening in the front line such that he might loose an arrow without the impediment of cover.
| Seamus Fleetfoot |
Will Save 1d20 + 3 ⇒ (16) + 3 = 19 Halfling luck continues, lol.
"Looks like this one came to play, fellas." With that he sets himself to attack the first of the new beast to enter his range.
Ready lance to attack newcomers 1d20 + 11 ⇒ (9) + 11 = 20 DMG 1d6 + 6 ⇒ (2) + 6 = 8
| Lockjaw Stoneshield |
Round 1
HP = 47/59
AC/T/FF = 21/10/21 (-1 Slow)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow
"So did I."
Will DC 16: 1d20 + 5 ⇒ (4) + 5 = 9
The paladin is slowed by the effect but swings his hammer at the ghast on him anyway.
MAW PA Slow: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 231d8 + 8 ⇒ (8) + 8 = 16
| Karrak Ironhand |
Will: 1d20 + 9 ⇒ (16) + 9 = 25
Kn. Planes: 1d20 + 5 ⇒ (12) + 5 = 17 First time I've used that skill!
Karrak gasps in horror for a brief moment before springing back to action. He takes up a position just behind the front line and scatters a quick circle of silver dust, invoking a Magic Circle Against Evil.
10' radius: +2 saves, AC, new saves against charm and compulsion.
HP=35/35
Channel Energy 6/6 remaining
Deflection Aura 1/1 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary
Ceremony
Bless Water
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Remove Paralysis
Remove Sickness
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Sumon Monster III
magical (+1) bolts: 12
| Hungry Voodoo |
Lockjaw's swing is a long time coming, but he smashes his hammer deep into the ghast's chest as Karrak again sprays a silver circle to ward you all. Seamus' lance is set for the enemy's approach.
Chitleen- you're closer to the front line than the enemy so you have cover, not them.
| Chitleen Shudra |
Figuring that his best efforts in this battle may likely be to seek to make it easier for both the smelly and the short to more readily make their blows pay - Chitleen musters what speed and agility is left him to apply a protectative attar to his temple... fumbling the crystal vial as he does and clumsily dropping it to the floor.
Use my 1 x standard action to apply a shield attar - AC up to 22
| Hungry Voodoo |
Lockjaw's horribly maimed ghast clings to unlife as it continues to dig at the stone plated that protect the paladin. The ghastly gnoll shaman replies in kind to Karrak's spell casting by spraying a circle of coagulated blood around itself and the demon.
The great glowing hyena demon cackles with a malice that rattles in your marrow and lifting a paw sends a black energy bolt at the paladin.
spell resist: 1d20 + 7 ⇒ (3) + 7 = 10
ack, out of time. that beats SR, right Lockjaw?
effects to follow...
Round 1
Ghasts-x
Chitleen
Seamus
Karrak
Lockjaw
| Hungry Voodoo |
yeah, trying to find a loophole as I critted an enervation to hit roll... we'll just call that max damage. I hope that I didn't make this encounter too tough.
Lockjaw is blasted by the demon's strange black ray and feels his life energy ebb away! Lockjaw-4 neg levels
Round 2
Ghasts-x
Chitleen
Seamus
Karrak
Lockjaw
| Seamus Fleetfoot |
AC 23, HP35/43
Seeing the paladin take a heavy blast of bad juju, Seamus launches himself like a furry footed viper striking out at the shaman before returning to his place next Lockjaw.
Spring Attack move to H9 and back 1d20 + 11 ⇒ (5) + 11 = 16 DMG 1d6 + 6 ⇒ (5) + 6 = 11
| Lockjaw Stoneshield |
Round 2
HP = 27/59 (39)
AC/T/FF = 21/10/21 (-1 Slow)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level
Lockjaw falters as the ray of negative energy washes over him, nearly killing him. Mustering what little strength he has left, he swings at the ghast that remains on him.
MAW PA Slow: 1d20 + 7 - 1 - 4 ⇒ (5) + 7 - 1 - 4 = 71d8 + 8 ⇒ (4) + 8 = 12
| Karrak Ironhand |
Karrak chants and summons a lantern archon.
MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
enhanced AC: 20, T: 14, FF: 18
HP=35/35
Channel Energy 6/6 remaining
Deflection Aura 1/1 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary
Ceremony
Bless Water
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Remove Paralysis
Remove Sickness
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Sumon Monster III
magical (+1) bolts: 12
| Hungry Voodoo |
Staggered by the violation of his very life force, Lockjaw can barely raise his hammer against the undead gnoll. Karrak calls for a celestial ally against the demon. Seamus leaps forward to jab at the shaman and bounces back missing. The priest of Kabriri begins a spell as Chitleen hurls a bomb.
Bombs away, Chitleen.
| Hungry Voodoo |
up and: 1d8 ⇒ 6
The bomb flies high just missing its target to shatter behind and between priestess and demon. The ghast dodges the spray and the demon ignores the acid baring rows of dagger-like teeth. A glowing double-headed flail appears near Karrak just missing the cleric.
The ghast on Lockjaw continues mewing hungrily black coagulated blood dripping from its long tongue as it pries at his armor. The great pale demon pads forward snapping its jaws and moaning eerily as a great clawed hand smashes the bounding halfling.
Seamus-10 claw
Round 3
Ghasts-x
Seamus
Karrak
Lockjaw
Chitleen
| Karrak Ironhand |
"What the--" Karrak cries as he dodges the flail. "She knows all my tricks, but evil versions." The dwarf calls for Torag's ethereal hammer.
Hammer (against the priestess)
attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 1 ⇒ (2) + 1 = 3
An orb of light appears to one side of the room, firing beams of holy light at the priestess.
Archon vs. priestess
light ray touch attack: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d6 ⇒ 4
second light ray touch attack: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 ⇒ 2
round 1/5
HP 13/13
AC 15, T11, FF 15, +2 deflection vs evil
DR 10/evil hmm, maybe that doesn't help so much
MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Spiritual Weapon round 1/5
Lantern Archon round 1/5
enhanced AC: 20, T: 14, FF: 18
HP=35/35
Channel Energy 6/6 remaining
Deflection Aura 1/1 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Remove Paralysis
Remove Sickness
Level 3 (1/day + domain)
Sumon Monster III
magical (+1) bolts: 12
| Lockjaw Stoneshield |
Round 3
HP = 27/59 (39)
AC/T/FF = 21/10/21 (-1 Slow)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level
"Dammit!"
Lockjaw continues his feeble assault on the ghast.
MAW PA Slow: 1d20 + 7 - 1 - 4 ⇒ (4) + 7 - 1 - 4 = 6
Damage: 1d8 + 8 ⇒ (1) + 8 = 9
| Chitleen Shudra |
Round 3: 2/7 bombs used
Hissing as his ill thrown alkahest splashes wide of the ghast, Chitleen fumbles out another vial to deliver...
Alkahest: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10 for 3d8 + 4 ⇒ (6, 5, 8) + 4 = 23
7 splash DC 15 Reflex for half
...though again is flies wide and expends itself upon the floor.
| Hungry Voodoo |
Seamus jabs his pipe pike back at the demon though even his magical polearm leaves only a shallow wound on the supernatural hide. Karrak focuses all his divine might at the priestess. The glowing hammer is deflected by the grotesque leather armor, but the glowing orb that appears manages to hit the ghast with a beam of burning light.
Lockjaw continues to struggle, his hammer heavy in his hand as he feebly wrestles with the undead gnoll. Neither gets the upper hand. Chitleen's nerves get the better of him as a flask again sails afoul (1d8 ⇒ 4) barely splashing the twisted priestess. The priestess gives a sputtering curse and calling upon Kabriri sends out a burst of dark radiance that heals most of her wounds and restores some of the grievously injured ghast's crushed abdomen.
Laughing at the halfling's feeble attempts, the great gnoll demon lays into Seamus tearing and biting at the noble halfling.
Seamus-23 claw and fang, fort DC 16 or -2 dex
Round 4
Ghasts-x
Seamus
Karrak
Lockjaw
Chitleen
| Seamus Fleetfoot |
HP2/43, AC 25 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Seamus is nearly destroyed by the demon's assault, but he again weathers all attacks. Adjusting his defenses, Seamus shifts left and lashes out in all directions.
Whirlwind Attack and 5' step
Demon 1d20 + 10 ⇒ (8) + 10 = 18 DMG 1d6 + 6 ⇒ (2) + 6 = 8
Ghast 1d20 + 10 ⇒ (10) + 10 = 20 DMG 1d5 + 6 ⇒ (3) + 6 = 9
| Hungry Voodoo |
The halfling's pike whirls about dangerously striking every enemy in range. The demon just shrugs off the weapon, but the ghast harassing Lockjaw finally goes down as it is smacked in the back of the head.
Seamus- you can hit the priestess as well so take another attack.
Karrak- forgot to say that the flying flail missed as well last round.
| Chitleen Shudra |
Round 3: 3/7 bombs used
With little else presenting itself as a worthwhile option, Chitleen attempts once more to strike the ghast priestess with alkahest - hoping that the demon's resolve might fade if she were able to be ended...
Alkahest: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26 for 3d8 + 4 ⇒ (8, 8, 4) + 4 = 24
Crit: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18 for 1d8 + 4 ⇒ (3) + 4 = 7
7 splash DC 15 Reflex for half, exclude friendlies from effect.
...managing a much better throw that breaks upon the priestess' face and melts away at her features.
| Karrak Ironhand |
Seeing the halfling take a brutal blow, Karrak lays a hand on him and prays for healing.
CMW
2d8 + 5 ⇒ (3, 7) + 5 = 15
Meanwhile, his celestial allies continue their assault.
Against the priestess until she goes down.
Hammer
attack: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d8 + 1 ⇒ (4) + 1 = 5
Archon
light ray touch attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d6 ⇒ 5
light ray #2: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 ⇒ 1
MAGIC CIRCLE AGAINST EVIL in effect (+2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Spiritual Weapon round 2/5
Lantern Archon round 2/5
enhanced AC: 20, T: 14, FF: 18
HP=35/35
Channel Energy 6/6 remaining
Deflection Aura 1/1 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Shield (Domain slot)
Prot. from Evil (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Sanctuary
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Remove Paralysis
Remove Sickness for CMW
magical (+1) bolts: 12
| Hungry Voodoo |
Seamus leaves a gaping wound in the ghast gnolless' side though only a trickle of old black blood seeps out. The floating archon blasts another beam through the evil priestess and then before Lockjaw can move his heavy half-paralyzed limbs, Chitleen manages to get another bomb aloft for a direct hit. The undead ghast gives only a gargled half cry as her entire head melts away from the alkhahest. The long dead body topples to the ground leaving only the horrible pale hyena demon though that may be all that is needed. It doesn't even flinch as the arcane acid that melted the priestess splashes across it's snaggle-toothed muzzle.
Lockjaw up.
| Lockjaw Stoneshield |
Apologies for the delay in my posting, I failed my saving throw versus food poisoning on Monday and I'm finally recovered enough to sit at a computer today.
Lockjaw drops his hammer from hands that can barely hold it, and instead moves to heal the halfling.
HP = 27/59 (39)
AC/T/FF = 21/10/21 (-1 Slow)
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = Slow, -4 Level
Loh: 2d6 ⇒ (2, 5) = 7
| Hungry Voodoo |
Still moving at a glacial pace, Lockjaw reaches over to aid Seamus with a radiant hand. That alone saves the halfling as the demon playfully cuffs him with a heavy paw that leaves the small warrior swaying on his feet.
Seamus-9 slash
A demonic voice echoes in you minds, I am rather looking forward to fresh meat, the last bunch were getting rather smelly!
Round 5
Ghasts-x
Seamus
Karrak
Lockjaw
Chitleen