| Brandark Plainswalker |
Brandark waits for the all clear, before moving in. He quietly whispers.
I remember the last time we cleared a house. I remember a lot of flame, and a long height.
Stone the Blade of Sarenrae
|
Stone will put some holy oil on a cloth and rap it around his head covering his mouth and nose while he softly utters a prayer for protection. Then follows along.
This reminds me of an xfiles. I believe that family name was the peacocks
| Garrath Tricks the Giants |
"We could just make this easy on ourselves and burn the house to the ground. Whatever is in here will come running out." Garrath follows into the house regardless.
| Flynn Elric |
I can't believe i'm saying this but, i agree with Garrath. Flynn agree's
| Brandark Plainswalker |
Ah, we can burn it after we have checked to make sure no more humans or other rangers are in here.
Brandark keeps his axe ready, as he moves in further.
| Garrath Tricks the Giants |
Garrath shrugs and follows Brandark into the building, "The hard and bloody way, then." He gets a very feral smile on his face.
| Flynn Elric |
perception: 1d20 + 13 ⇒ (17) + 13 = 30
Flynn doesn't lead anywhere in particular just more looks around, unless there's a basement in which case he checks to see if anything is there first.
| GM Mazra |
Flynn isn't a full five feet into the house when the odor becomes overwhelming.
Everyone that enters the house must make a DC15 Fort Save or receive the Sickened condition for 1d6 minutes. The character with the Sickened condition takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Flynn also detects what appears to be a trap near the sofa.
| Brandark Plainswalker |
fort: 1d20 + 8 ⇒ (17) + 8 = 25
After he follows Flynn in, Brandark spits on the floor.
Smells worse than a goblin privy.
| Flynn Elric |
fort: 1d20 + 5 ⇒ (4) + 5 = 9
Flynn looks as though he is going to throw up, one hand on his stomach, Not to be that guy but, i'm not sure we should continue. Just torching the place is starting to look better. Maybe we could ya know, try and control the fire? He starts to leave the house, Gods, that smells like a sewers
| Garrath Tricks the Giants |
fort save: 1d20 + 8 ⇒ (14) + 8 = 22
Garrath walks in breathing, and chuckles lightly, Smells like the animal pens back home. then shakes his head with a grunt, No, the animal pens smell better.
| Ranger Shalelu |
Shalelu Fort Save: 1d20 + 9 ⇒ (13) + 9 = 22
"The animal pens do smell better," Shalelu agrees with Garrath.
She then looks at Flynn, "With all the rain, the structure will likely not burn very well. We need to move in. I will take the point."
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Shalelu detects a trap, "The floor is unstable in front of that hideous excuse for a sofa. Keep to the right and follow me." The Ranger heads to the door, well right of the sofa, and checks it.
Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Shalelu opens the door and sees a hallway. There is a door at the end of a hallway to the left (West), and three doors in the hall straight ahead (North). Shalelu looks over her shoulder, "Which way?
| Flynn Elric |
We check for people carefully and quietly, if we don't find anything the house get's torched, i have some oil for situations like this, we start the fire indoor's, the rain won't interfere as much. These things are vile, they deserve whatever happens Flynn still clutching his stomach follows along from behind, Start at lower floors and work our way up
| Ranger Shalelu |
One additional piece of information, in addition to the three doors to the North, there are stairs heading up.
Shalelu will look back at Flynn, "Good idea. If we don't find any other Black Arrows or hostages we can torch it from the inside. That should work." Shalelu looks left and searches the hallway. She moves about 15 feet ahead of the party.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Stealth: 1d20 + 12 ⇒ (16) + 12 = 28
At the west door she checks and listens.
Perception: 1d20 + 12 ⇒ (15) + 12 = 27
The Ranger backs up to the party and whispers, "There is something talking behind that door. It sounded like a female. What do you want to do?"
Map has been updated.
@Elektra and Stone will need to make a Fort Save.
| Brandark Plainswalker |
Brandark looks over at Garrath as he chuckles.
I have no idea what your animal pens smell like, but this is a bit worse than a goblin privy. However, do you have front, I will protect the back ? Or the other way around ?
Edit, Stone made his before mine
| Brandark Plainswalker |
I am thinking Flynn (To wait by door), Shalilu (Also to wait by door), Garrath, Elektra, Stone, then Myself as the order.
That is unless someone else wants to chime in on an order? The only other thing I might see, is myself and Garrath being swapped.
| Brandark Plainswalker |
Brandark taps Elektra on the shoulder.
No worries lass, it takes a bit to get used to.
He then offers her a shoulder to lean on while she regains her stability.
| Brandark Plainswalker |
Brandark kicks the door open and strides confidently into the room.
Well, one way or the other, we are now commited. :)
| Another BBEG |
The cloying stink of this room is nearly overwhelming. Buckets of filth are stacked against the walls, fat ravenous flies lazily circling their rims. The room itself is dominated by an immense bed, its ratty sheets stained beyond hope. A huge easel sits next to the bed with a palette of various shades of brown and red paint. The sources of these morbid pigments—several crushed organs and ragged stumps of flesh—sit in receptacles next to the easel. A set of brushes made with human hair jut from a broken skull by the easel, while a comb made from a human mandible sits on a small oak bedside table nearby, its teeth clotted with thick strands of greasy black hair. The bodies of three horribly deformed men dressed in ragged finery are propped up in huge open coffins against the far wall, their mouths sewn tightly shut with lengths of hair. Over a half dozen iterations of an incredibly corpulent female monster with stringy hair and bald patches hovers over the filthy massive bed. Each iteration wears a huge red curtain of a shroud. The big bed creaks loudly when the obese grotesque shifts as Brandark opens the door.
This thing was ready and waiting. The many versions of Mammy Graul yells out, "Attack! in unison. Then goes into a profanity laced tirade that is more angry with her sons for allowing the party to get this far, than directed towards the party.
The deformed creatures move from their coffins and engage Brandark. One has a useless third leg on his left hip and a pin head—three old arrows still protrude from its chest. Another has an extra nose jutting from his right cheek and a hunched back, his head is split as if by an axe. The third's deformities are hard to determine exactly. This Zombie is now little more than a shambling fleshy bag of broken bones and mashed features that flops about after ordered to attack. It is a horror-filled sight.
Mammy casts a spell amongst her tirade. A nearly invisible hand appears in front of the many versions of Mammy Graul.
Garrath's Initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Elektra's Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Flynn's Initiative: 1d20 + 6 ⇒ (6) + 6 = 12
Stone's Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Brandark's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Shalelu's Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Mammy was ready for you and will go first in the Round. Her three Zombie sons were only able to engage. Party gets a round of actions.
Round One
| Garrath Tricks the Giants |
Garrath charges up past Brandark to stand near Mammy and one of the zombies, face red and limbs infused with the blood of his rage, slashing through the putrid son.
Acrobatics to avoid AOO: 1d20 + 11 ⇒ (9) + 11 = 20
attack on zombie: 1d20 + 14 ⇒ (11) + 14 = 25 bab+str+enchanted weapon+furious focus + power attack
damage: 2d6 + 15 ⇒ (2, 4) + 15 = 21two hand str + enchanted weapon + power Attack
save vs Elektra's haste: 1d20 + 11 ⇒ (11) + 11 = 22 Garrath's rage would happen before Elektra's casting haste :(
| Brandark Plainswalker |
Grinning slightly, and allowing his armour to take the hits, Brandark looks at Mammy, and then attempts to put the three zombies down hard.
attack 1: 1d20 + 7 + 5 + 1 + 1 - 2 + 2 ⇒ (5) + 7 + 5 + 1 + 1 - 2 + 2 = 19
damage 1: 1d10 + 6 + 6 + 1 ⇒ (4) + 6 + 6 + 1 = 17
haste 3: 1d20 + 7 + 5 + 1 + 1 - 2 ⇒ (18) + 7 + 5 + 1 + 1 - 2 = 30
damage 3: 1d10 + 6 + 6 + 1 ⇒ (6) + 6 + 6 + 1 = 19
attack 2: 1d20 + 2 + 5 + 1 + 1 - 2 ⇒ (3) + 2 + 5 + 1 + 1 - 2 = 10
damage 2: 1d10 + 6 + 6 + 1 ⇒ (6) + 6 + 6 + 1 = 19
Mods are: BAB,STR,Magic,Haste,Power,Focus
| Ranger Shalelu |
The now Hasted Shalelu takes a step up and gets an extra arrow shot off against the many versions of Mammy. Her first arrow strikes true. But the Ranger was just two quick and anxious with her second shot. It sticks into the bed's headboard. The one arrow that strikes dissipates a Mirror Image.
mwk composite longbow w/PBS and deadly aim (Haste): 1d20 + 11 ⇒ (15) + 11 = 261d8 + 5 ⇒ (1) + 5 = 6
mwk composite longbow w/PBS and deadly aim (Haste): 1d20 + 11 ⇒ (2) + 11 = 131d8 + 5 ⇒ (4) + 5 = 9
7 Mammies, 1 hits the real thing. : 1d7 ⇒ 4
Mammy is now six.
| Flynn Elric |
Can't post right now gotta go to work, should be able to afterwards though
Stone the Blade of Sarenrae
|
Stone will move up to in front of Flynn's current position and cast
School evocation [force]; Level cleric/oracle 4
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range medium (100 ft. + 10 ft./level)
Effect spiritual ally of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
DESCRIPTION
An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god.
The spiritual ally occupies its space, though you and your allies can move through it, since it is your ally. The spiritual ally carries a single weapon, one favored by your deity (as for spiritual weapon), which has the same threat range and critical modifiers as a real weapon of its form. Each round on your turn, starting with the turn that you cast this spell, your spiritual ally can make an attack against a foe within its reach that you designate. The spiritual ally threatens adjacent squares and can flank and make attacks of opportunity as if it were a normal creature. The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack. When the spiritual ally hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses DR and can affect incorporeal creatures.
Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally's AC against touch attacks is 10.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual ally strikes it. If the ally is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
attack : 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 201d10 + 2 ⇒ (4) + 2 = 6
| Flynn Elric |
Flynn despite his focus wavering takes a few shots with his bow at the disgusting Mammy
I will assume that Mammy is ogre kin like the other's, with that i'm activating bane Humanoid (Giant), i'm pretty sure that's what they count as.
Oh goodie, this is exactly what i need to see right now. FLynn calls out sarcastically
attack: 1d20 + 6 ⇒ (16) + 6 = 22
rapid shot attack: 1d20 + 6 ⇒ (16) + 6 = 22
haste attack: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d8 + 1 ⇒ (3) + 1 = 4
damage: 1d8 + 1 ⇒ (1) + 1 = 2
damage: 1d8 + 1 ⇒ (7) + 1 = 8
Bane: 2d6 ⇒ (2, 2) = 4
| Another BBEG |
Round One
The hideous Mammy Graul orders her Zombie sons to attack. The badly deformed Zombies move from their propped up coffins and engage Brandark.
A Spectral Hand appears, barely noticeable, in front of Mammy.
Luckily it doesn't take a tremendous acrobatic maneuver to avoid an attack from a bunch of deformed Zombies, or tremendously obese sack of poop. Garrath becomes enraged by the horrid sight. He moves in and hacks the first Zombie with the useless third leg. It is dead....again.
It is a good thing that being sick doesn't affect casting spells. Elektra casts Haste. Garrath saves versus the spell.
A speedier Flynn fires Giant bane infused arrows at the Ogrekin Mammy Graul. His arrows drop a pair of Mammies. Now there is four.
6 Mammies, 1 Real Thing: 1d6 ⇒ 2
5 Mammies, 1 Real Thing: 1d5 ⇒ 5
Stone calls in a Spiritual Ally to help defeat this mother of abominations. The Spiritual Ally actually hits the real Mammy. But the real Mammies has Mage Armor up. The attack is deflected.
4 Mammies, 1 Real Thing: 1d4 ⇒ 1
That was one situation where hitting a figment would have been better.
Brandark whoops up on a pair of Zombies. Both fall dead again at the Dwarf's feet.
Shalelu also takes out one of Mammies figments.
Mammy Graul (AC? ?/?)
Graul Zombies (AC12 D,D,D/12)
Garrath 17 (AC18 63/72)
Elektra 20 (AC13 39/39)
Flynn 25 (AC19 43/43)
Stone 13 (AC22 51/51)
Brandark 19 (AC21 55/55)
Shalelu 21 (AC17 53/53)
Round Two
With her Zombie sons dead, the foul mouthed, mother of abominations, flies to the other end of the room.
Mammy takes a move action. Garrath gets an AoO against the floating fat woman. Depending on whether Garrath strikes Mammy or a figment will determine what Mammy Graul does with her Standard action. I will wait for Garrath's AoO to take the next move. Just for clarity, there are three figments and the real Mammy, or a 1 in 4 hits Mammy.