
Garrath Tricks the Giants |

While raging, Garrath has 64 hp, he should be at 48/64, not 38/54. I already made two of the Fort Saves earlier when I made the AOO attack for round 3.
fort save: 1d20 + 13 ⇒ (10) + 13 = 23
fort save: 1d20 + 13 ⇒ (15) + 13 = 28

GM Mazra |

@Garrath - Goblighast 4 hit you twice with two claws. Goblighast 3 hit you with both claws and a bite. That would be six total Fort Saves. Also, my HP calcs that I post are using your unmodified base, and just for information only. Any added effects that are for a specific duration like Rage or Spell Effects, etc., you should keep up with separately when you post your actions. Thanks.

Garrath Tricks the Giants |

Okay, I only see the one attack by ghasts in round 3. two claws and a missed bite, and then the three hits by ghast 3. In round 4 I should be able to attack before the ghasts. Confused as where the extra two claw attacks come from. Round 1 Garrath moves up, Round 2 ghasts attacked Kelvin, 2 ghasts killed. Round 3 Garrath acrobats into the room, ghast 3 and 4 attack him. Unless I missed an extra attack from ghast 4.
fort save vs fever: 1d20 + 13 ⇒ (1) + 13 = 14
fort save vs paralysis: 1d20 + 13 ⇒ (2) + 13 = 15
fort save vs Paralysis: 1d20 + 13 ⇒ (18) + 13 = 31
Round 4:
Garrath pushes the ghast off of him and slashes down at the undead beast.
attack: 1d20 + 13 ⇒ (8) + 13 = 21
damage: 2d6 + 13 ⇒ (5, 4) + 13 = 22

GM Mazra |

As the second Goblin Ghast falls, the third and fourth clamor to attack the Shoanti Barbarian.
@Garrath - You get an AoO on the third Goblin Ghast. Goblin Ghast 4 would do 10 pts less your DR in damage (6 points). You would need to make 2 DC 15 Fort saves or be paralyzed.
[dice=Goblin Ghast 4 Bite]1d20 + 7; 1d4 + 1
[dice=Goblin Ghast 4 Claw 1]1d20 + 7; 1d4 + 1
[dice=Goblin Ghast 4 Claw 2]1d20 + 7; 1d4 + 1@Garrath - Ignore the results below if you do more than 20 points of damage to the third Goblin Ghast with your AoO. If you do not do 20 points of damage, then you will need to make four Fort Saves, the second one in this set would be against the Ghoul Fever. You would also take 12 points of damage less your DR (6 points).
[dice=Goblin Ghast 3 Bite]1d20 + 7; 1d4 + 1
[dice=Goblin Ghast 3 Claw 1]1d20 + 7; 1d4 + 1
[dice=Goblin Ghast 3 Claw 2]1d20 + 7; 1d4 + 1
To say pbp is difficult at times would be an understatement. Ftf is so much easier. You don't have these kinds of issues. In Round Three you have first initiative. You make your acrobatics move and take out the second Goblighast. In the Goblighast's turn, they move on Garrath and attack. Garrath gets an AoO on the third Goblighast as it negotiates the just fallen Goblighast 2. Garrath misses his AoO with an 18. You needed a 20. Goblighast 4 hit you twice. Goblighast 3 hit you with every attack. 2 saves from 4 and 4 saves from 3, totalling six saves. All this occurred in Round Three.

GM Mazra |

Round Four
The big Shoanti Barbarian cuts deep into the last Goblighast. If falls dead again.
Victory!
Again, the cramped tunnel opens into a vertiginous gulf here, a cathedral-like cavern with a roof arching thirty feet overhead and dropping into a sloshing pool of foamy seawater fifty feet below. A steep stone ledge winds down to these surging depths, its slope glistening with moisture and mold. A stone door stands in the northwestern wall about halfway down the slope.
Kelvin will recognize that the slope along the ledge is tricky at best.
All characters must make a DC 5 Climb or DC 12 Acrobatics check each round to move down the ledge.

Kelvin Fleetwood |

"Shalelu, there is another opening just north on the west side. Can you see if it connects to the passage to your west?"
If it doesn't connect, he walks carefully over to the door where the ghost is standing and points out to everyone else where the worst spots are.
Acrobatics: 1d20 + 12 ⇒ (6) + 12 = 18 Aid another
I can not fail either of those two checks

Brandark Plainswalker |

Looking at the treacherous footing, Brandark slowly makes his way along, as close to the wall as possible.
I already almost fell to my death today, I don't want to do that again, even if I have to crawl it.
climb: 1d20 - 3 ⇒ (10) - 3 = 7

Brandark Plainswalker |

Yes, I do, but if it will lead us to the one causing these problems, all the better.

Ranger Shalelu |

Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
Shalelu negotiates the narrow ledge.
At the bottom she moves to the door where the woman is futilely clawing at the stone door.
Shalelu tries to open the door for the woman.
The door is locked.

GM Mazra |

Kelvin does not find a trap and he unlocks the door. It opens and the woman enters the room.
Shalelu follows her. There are four standard Ghouls and one more dandyish. The woman head straight toward the dandy. The other Ghouls ignore her. They do not ignore Shalelu.
The air in this damp cavern reeks of a horrifc stench—a foul combination of decay, brine, and mold. The cave contains a rickety table, its damp surface cluttered with all manner of what appears to be garbage: empty bottles, bits of clothing, crumpled bits of paper, and more, lying in neatly organized rows. A painting leans against the far side of the table, facing a large leather chair that sits nearby. This chair’s high back and cushion are horribly stained by smears of rotten meat and its arms are sticky with blood. A smaller table sits against the southern wall, its surface heaped with plates and platters of rotten, maggot-infested meat. The horrifc stench of the room seems strongest to the west, where the cave’s wall has been overtaken by a horrifc growth of dark green mold and dripping fungi. At the center, a patch of black tumescent fungus grows, its horny ridges and tumorlike bulbs forming what could almost be taken to be a humanoid outline. What appears to have once been an exquisite puzzle box the size of a man’s fist lies smashed on the ground at the fungoid shape’s feet.
@Elektra and Garrath still need to negotiate the ledge.
Garrath's Initiative: 1d20 + 9 ⇒ (7) + 9 = 16
Elektra's Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Kelvin's Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Stone's Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Brandark's Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Shalelu's Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Iesha Foxglove's Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Ghoul's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Skinsaw Man's Initiative: 1d20 + 10 ⇒ (18) + 10 = 28
Skinsaw Man 28 (?/? AC?) Up first.
Kelvin 25 (18/33 AC 17)
Shalelu 21 (34/42 AC 17)
Stone 20 (38/38 AC 21)
Elektra 19 (25/32 AC 13)
Garrath 16 (38/54 Rage 48/64 ;) AC 16/13 or 12)
Brandark 15 (38/43 AC 19/18)
Iesha Foxglove 13 (?/? AC?)
Ghoul 7 (13,13,13,13/13 AC 14)
Round One

Brandark Plainswalker |

Great, just what we needed. Brandark continues to make his way towards the door.

Ranger Shalelu |

Shalelu, with a Ghoul right on her, drops her bow, and takes a step. (to D1) The Elf Woman pulls out her longsword and attacks. She just missed the Ghoul.
Longsword: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 1 ⇒ (5) + 1 = 6

Garrath Tricks the Giants |

acrobatics ledge: 1d20 + 10 ⇒ (17) + 10 = 27
survival? to know about weird molds and fungi: 1d20 + 10 ⇒ (2) + 10 = 12
Garrath negotiates the ledge, and follows Shalelu into the cave. He watches the ghoul get dropped by Kelvin and moves to take the creature's spot, and swings his greatsword at the ghoulblin.
acrobatics for terrain: 1d20 + 10 ⇒ (13) + 10 = 23
attack: 1d20 + 7 ⇒ (6) + 7 = 13 BAB+Str+power attack+mwk sword
damage: 2d6 + 10 ⇒ (2, 6) + 10 = 18
Fort saves for the next few nights to see if Garrath croaks and becomes a ghoul
fort save: 1d20 + 11 ⇒ (15) + 11 = 26
fort save: 1d20 + 11 ⇒ (14) + 11 = 25
fort save: 1d20 + 11 ⇒ (13) + 11 = 24

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Stone moves up.
I will have to ask the DM about the rest of his action.I will finish the post then.
He will then call to Sarenrae to lay low all the ghouls that fight against us but to leave the one that is for now fighting with us.
Channel Energy: 3d6 ⇒ (5, 6, 5) = 16dc 14
GM Mazra |

Round One
Where is Elektra on the map when she cast Haste?
Kelvin moves into the room and takes out the first Ghoul.
Shalelu warns about what she witnessed, then drops her bow and takes out her longsword, but she misses her attack against the Ghoul.
Stone moves in and gets a threefer. Three dead again Ghouls.
Elektra moves up and cast Haste.
Garrath makes a move into the room, but as he begins to take out a Ghoul, it drops next to him.
Brandark moves into the room.
The woman becomes confused by what her dead eyes sees.
The Ghouls are dead again.
Skinsaw Man 28 (?/? AC?) Up first.
Kelvin 25 (30/33 AC 17)
Shalelu 21 (42/42 AC 17)
Stone 20 (38/38 AC 21)
Elektra 19 (32/32 AC 13)
Garrath 16 (50/54 Rage 60/64 ;) AC 16/13 or 12)
Brandark 15 (43/43 AC 19/18)
Iesha Foxglove 13 (?/? AC?)
Ghoul 7 (-,-,-,-/13 AC 14)
Round Two

Brandark Plainswalker |

Round 1, sorry, work had me in a no signal room. :(
Brandark trundles into the room unslinging his axe and shield as he comes in.
double move action ends me on D2, which is under a dead ghoul

Mazra's BBEG |

Elektra Duplicate Acrobatics: 1d20 + 16 ⇒ (1) + 16 = 17
The thing that looks like Elektra tries to make a move over the fallen Ghoul, but was clumsy in its attempt.
Brandark, Garrath, Shalelu and Elektra must make a DC 17 Fort Save or be Sickened. If you are already sickened, then you can't be sickened any more.
@Brandark - You so get an AoO.
The creature that looks like Elektra will then try to bite the Dwarf Cavalier. But his efforts will not even scratch Brandark's armor.
Elektra Duplicate Bite: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 2 ⇒ (4) + 2 = 6

Brandark Plainswalker |

AOO
Lady, no biting.
attack: 1d20 + 5 + 4 + 1 - 2 - 2 ⇒ (10) + 5 + 4 + 1 - 2 - 2 = 16
Mods:BAB,STR,MWK,Power,Sick
damage: 1d10 + 4 + 4 - 2 ⇒ (5) + 4 + 4 - 2 = 11
now to wait until close to the end of the round again. :(

Garrath Tricks the Giants |

fort save: 1d20 + 7 ⇒ (20) + 7 = 27
As the "not-Elektra" comes closer, Garrath recognizes the stink. "Ugly thing! Take off her face!" He goes into a rage and attacks (10/14 rounds of rage)
attack ghoul/ghast/not-elektra: 1d20 + 13 ⇒ (2) + 13 = 15
damage: 2d6 + 13 ⇒ (2, 4) + 13 = 19+2 more damage if its a spellcaster or has any spell-like abilities

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I'm assuming Garrath moved up to attack the lookalike. So Stone will take his place at B1.
fort save: 1d20 + 5 ⇒ (7) + 5 = 12 And will begin to gag from the smell. Sarenrae give this noble barbarian your protection as he does your will.
protection from evil

Garrath Tricks the Giants |

Unfortunately Garrath is raging, so.....
save vs Prot from evil spell: 1d20 + 10 ⇒ (16) + 10 = 26
In his enraged state, Garrath doesn't recognize the spell as either friendly or not and resists the effects. assuming a 26 would save

Brandark Plainswalker |

Round 2
Hey you bitey
Brandark swings at the fake Elektra
attack: 1d20 + 5 + 4 + 2 + 1 - 2 - 2 ⇒ (17) + 5 + 4 + 2 + 1 - 2 - 2 = 25
Mods:BAB,STR,Challenge,MWK,Power,Sick
damage: 1d10 + 4 + 4 + 5 ⇒ (2) + 4 + 4 + 5 = 15
Mods:STR,Power,Challenge
Move=none, Swift=challenge, Standard=attack,
Whenever you issue a challenge, your allies receive a +2 circumstance bonus on melee attack rolls against the target of your challenge whenever you are threatening the target.

GM Mazra |

Round Two Recap
A Duplicate Elektra tries to bite Brandark but misses.
Kelvin fires his arrow, but with uncanny reflexes, the Duplicate Elektra dodges the arrow.
Shalelu gathers her bow.
Stone comes in and cast Protection from Evil on Garrath, but Garrath resist the spell.
Elektra moves into the room.
Garrath attacks but misses the creature.
@Garrath - I assume you are using your Lucern Hammer this Round. If not, your approaches would give the Skinsaw Man an AoO.
Brandark missed his first swipe at the creature, but not his second as he challenges this fake Elektra.
The woman seems confused.
Skinsaw Man 28 (?/? AC?) Up first.
Kelvin 25 (30/33 AC 17)
Shalelu 21 (42/42 AC 17)
Stone 20 (38/38 AC 21)
Elektra 19 (32/32 AC 13)
Garrath 16 (50/54 Rage 60/64 ;) AC 16/13 or 12)
Brandark 15 (43/43 AC 19/18)
Iesha Foxglove 13 (?/? AC?)
Ghoul 7 (-,-,-,-/13 AC 14)
Round Three
I believe there is a Haste up.

Mazra's BBEG |

When the Duplicate sees Elektra he swiftly removes what looks like a mask. It drops to the floor. You now see the Skinsaw Man, “You! You’ve come to me! I knew my letters would sway your heart, my love! Let us consummate our…our… hunger!”
He then glances at the woman, "She means nothing to me." He then attacks the woman.
Skinsaw Man Razor: 1d20 + 12 ⇒ (16) + 12 = 281d4 + 5 ⇒ (1) + 5 = 6
Skinsaw Man Bite: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 2 ⇒ (6) + 2 = 8
Skinsaw Man Claw: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 2 ⇒ (1) + 2 = 3

Garrath Tricks the Giants |

ACK, I was looking at the other figure as the "not Elektra". I moved in as far as I could, so wouldn't have got an attack that round, since he had his sword out. Moot point since he missed anyway.
Garrath clambers over the dead ghoul, letting out a howl of rage,raging and skirts the edge of the room, finally ending up behind the Skinsaw man, putting it between himself and Brandark. "Take...her...face...off...yours!
acro to move through gob square unhindered: 1d20 + 10 ⇒ (1) + 10 = 11
attack: 1d20 + 5 + 5 + 1 - 2 + 2 + 2 + 2 ⇒ (9) + 5 + 5 + 1 - 2 + 2 + 2 + 2 = 24
damage: 2d6 + 13 ⇒ (5, 5) + 13 = 23
BAB+STR+MWK-power attack+Furious Focus+Reckless Abandon+flank+Brandark's Challenge
Current AC 13
5+5+1-2+2+2+2+2

Brandark Plainswalker |

Garrath, what square did you move to?
Somehow I doubt that you are her type now, as you got real ugly
Brandark a little constrained by the room swings at the skinsaw man.
attack: 1d20 + 5 + 4 + 2 + 2 + 1 - 2 - 2 ⇒ (15) + 5 + 4 + 2 + 2 + 1 - 2 - 2 = 25
Mods:BAB,STR,Challenge,Flank,MWK,Power,Sick
damage: 1d10 + 4 + 4 + 5 - 2 ⇒ (2) + 4 + 4 + 5 - 2 = 13
Mods:STR,Power,Challenge,Sick
GM, Remove 2 damage from my first hit, I forgot to include the sickness. :(

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Stone will get in to the room. Sarenrae grant your servant Brandark your holy flame so he can rid this world of this evil.
Sun Metal
For 5 rounds
The target weapon ignites into flame that does not hurt the weapon or the wielder, but damages those hit by the weapon. When the weapon’s wielder hits with this weapon, it deals an additional 1d4 points of fire damage. This damage is not multiplied in the case of a critical hit. This effect immediately ends if the weapon is submerged in water. This effect does not stack with the flaming or flaming burst weapon special ability or any other effect that grants the weapon extra fire damage. It does not function on weapons with the frost or icy burst weapon special ability or any other effect that grants a weapon extra cold damage. Get him

GM Mazra |

Round Three recap
The Skinsaw Man attacks again his wife.
Kelvin fires a pair of arrows and misses.
Shalelu fires an arrow and misses.
Stone cast Sun Metal on Brandark.
Elektra begins casting a spell.
Garrath tries to make and acrobatic move to get behind the Skinsaw Man, but the Ghast bites at the Barbarian.
Ghast Bite: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 2 ⇒ (3) + 2 = 5
Garrath takes 5 points of damage less his DR in damage. He needs to make one DC 17 Fort save against Paralysis. Since he already has Ghoul Fever incubating in his body, he will not need to make a second saving throw.
If Garrath is not paralyzed, he will strike a mighty blow against the Skinsaw Man.
As Brandark mocks the Ghast, he slices into the now undead Aldern Foxglove.
Extra Sun Metal damage: 1d4 ⇒ 3
Iesha looks at the Ghast, "Aldern, you took everything from me." She futilely claws at the Skinsaw Man.
Iesha's Claw 1: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 7 ⇒ (5) + 7 = 12
Iesha's Claw 2: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 7 ⇒ (6) + 7 = 13
Skinsaw Man 28 (?/? AC?) Up first.
Kelvin 25 (30/33 AC 17)
Shalelu 21 (42/42 AC 17)
Stone 20 (38/38 AC 21)
Elektra 19 (32/32 AC 13)
Garrath 16 (50/54 Rage 60/64 ;) AC 16/13 or 12)
Brandark 15 (43/43 AC 19/18)
Iesha Foxglove 13 (?/? AC?)
Round Four

Mazra's BBEG |

Thinking Iesha is no longer a threat, the Skinsaw Man begins to attack the Dwarf.
Skinsaw Man Razor: 1d20 + 12 ⇒ (13) + 12 = 251d4 + 5 ⇒ (1) + 5 = 6
Skinsaw Man Bite: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 2 ⇒ (5) + 2 = 7
Skinsaw Man Claw : 1d20 + 6 ⇒ (3) + 6 = 91d6 + 2 ⇒ (2) + 2 = 4
Hit Brandark with the razor for 6 points of damage. No saves required with the Razor. :)