
Garrath Tricks the Giants |

So, now that we opened the magic door, we are allowed to enter the house?
Garrath clearly not understanding how the laws of a big city work, he shifts nervously from one foot to the other, still with his sword at the ready.

Kelvin Fleetwood |

david is confused (normal state). Is this the Kaijitsu Villa?
"We should take a quick walk around the estate house before we enter the house."
Perception-grounds search: 1d20 + 10 ⇒ (4) + 10 = 14
After a search of the grounds, Kelvin will head to the door and check it out. "Brandark, Garrath, cover me."
Perception: 1d20 + 10 ⇒ (20) + 10 = 30 listen
Perception (trap): 1d20 + 12 ⇒ (19) + 12 = 31
Disable Device: 1d20 + 16 ⇒ (10) + 16 = 26 if needed

GM Mazra |

The party will wade their way through the tall grass and weeds around the Kaijitsu Estate. Kelvin will note that all the doors and windows are boarded up, except the front door.
Kelvin hears talking beyond the front door. He cannot make out what they are saying. There is not a trap on the door. The door is locked.
Do you use this roll to pick the lock?

Brandark Plainswalker |

Brandark unlimbers he shield and moves up as quietly as he can towards the door.
He then whispers to Kelvin. We could always knock, as we have a letter of introduction.

GM Mazra |

Brandark knocks on the door.
Kelvin notices that the talking stops.
After several moments, you hear the door being unbolted. A man, with a somewhat curious expression ask, "May I help you."
You inform the man that you have a Letter of Introduction from Ameiko Kaijitsu to stay here at the Villa.
"One moment," the man says and turns away from the door.
You here some talking, then a woman's voice says clearly, "Let them in."
The large living room and parlor you walk into is lavish. But it's splendor is masked by the smell of sweat and a faint lingering odor of death. This parlor is now more like a bunk house. You can tell that many are living in this one room. The leader appears to be a Tien woman, dressed in a traditional Tien robe.
There is a symbol crudely drawn on the entry way floor.
"So you are friends of Ameiko Kaijitsu. Never met Longjiku's daughter. Forgive, but we were not expecting guest." The woman talks with a thick Tien accent.
See the Kaijitsu Villa map above.

Elektra Stardancer |
2 people marked this as a favorite. |

KnowRel: 1d20 + 12 ⇒ (20) + 12 = 32
KnowPlanes: 1d20 + 12 ⇒ (4) + 12 = 16
"Of course and we are so very sorry to interrupt. She offered her home for us to use and I hope she doesn´t mind me cleaning up the house afterwards! Clean the bloodstains of course! Boys... Lamashtu Scum"
Stepping behind Garreth Elektra quickly casts haste.

Garrath Tricks the Giants |

Acrobatics: 1d20 + 9 ⇒ (14) + 9 = 23To avoid the AOO at the corner of the hall, if needed, should give some cover anyway.
Attack the guy at the corner if he looks like he's going to fight: 1d20 + 11 ⇒ (19) + 11 = 30+1 for haste
damage: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Garrath, confused as to why so many people are in the estate, wondering if this was a big city thing, snaps to attention when Elektra announces they're Lamashtu followers. He dodges past the corner to hold the right flank.

GM Mazra |

Surprise Round
Electra recognizes that these folks are scum and caste Haste.
Garrath's Initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Elektra's Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Kelvin's Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Stone's Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Brandark's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Cultist's Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Round One
Kelvin 23 (AC17 42/42)
Cultists 21 (AC? ?/?) or (AC? ?/?)
Elektra 19 (AC13 39/39)
Stone 18 (AC21 45/45)
Brandark 18 (AC19/18 49/49)
Garrath 17 (AC16 69/69)
Kelvin is up first.

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Round 1
Stone seeing all the baddies vanish and will decide now is a good time to pray. He will move up 20 feet , while pull out his shield, so he can pray for the entire room.
Level: 3
School: Enchantment (Compulsion) [Mind-Affecting]
Components: V, S, DF
Casting Time: 1 action
Range: 40 ft.
Area: All allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Save: None
Resistance: Yes
Caster Level: 6
Vs. SR: +6
Concentration Check: +9
Cast Defensively: +9 vs. DC 21
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

Garrath Tricks the Giants |

attack: 1d20 + 8 ⇒ (16) + 8 = 24
damage: 2d6 + 10 ⇒ (1, 4) + 10 = 15
attack: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 2d6 + 10 ⇒ (3, 5) + 10 = 18
attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21 Power attack is the only modifier[/dice]
Garrath stands his ground, listening and smelling intently, waiting for one to get close.
[ooc]Hold action until one makes the mistake of trying to attack someone and becomes visible. If Garrath is within melee range, he'll use his hasted attacks on that target.

Brandark Plainswalker |

Grimacing slightly, Brandark waits until someone directs him to an enemy, or one comes visible.
readied attack: 1d20 + 6 + 4 + 1 + 2 - 2 ⇒ (9) + 6 + 4 + 1 + 2 - 2 = 20
BAB,STR,MWK,Power,Furious Focus
hasted readied attack: 1d20 + 6 + 4 + 1 - 2 ⇒ (10) + 6 + 4 + 1 - 2 = 19
readied attack 2: 1d20 + 1 + 4 + 1 - 2 ⇒ (6) + 1 + 4 + 1 - 2 = 10
BAB,STR,MWK,Power
damage 1: 1d10 + 4 + 4 ⇒ (9) + 4 + 4 = 17
Haste damage: 1d10 + 4 + 4 ⇒ (2) + 4 + 4 = 10
damage 2: 1d10 + 4 + 4 ⇒ (7) + 4 + 4 = 15
WOW, not one of my d20 rolls exceeded 10 :(

GM Mazra |

Round One Recap
Kelvin moves up, but misses his thrust against the flat-footed Tien woman.
The Tien Woman steps back and as if by queue, commands her followers. The Tien woman and her followers drink potions and turn invisible.
Elektra cast See Invisibility. Elektra can see them.
Stone says a Prayer. Never a bad plan.
Brandark and Garrath ready themselves to attack anything that may try to attack them.
Round Two
Kelvin 23 (AC17 42/42)
Cultists 21 (AC? ?,?,?,?,?,?,?,?/?) or (AC? ?/?)
Elektra 19 (AC13 39/39)
Stone 18 (AC21 45/45)
Brandark 18 (AC19/18 49/49)
Garrath 17 (AC16 69/69)

GM Mazra |

"X'viko Dwegrog ek Shoanti. Lif ut." The invisible woman continues to speak in a tongue that sends shivers down Garrath's spine.
One by one, the invisible men become visible each slinging a metal disk like object. {Chakram} They appear to be concentrating their attacks on Brandark and Garrath. They then move toward the back door.
The woman does not become visible.
Cultist 1 Chakram at Brandark: 1d20 + 8 ⇒ (7) + 8 = 15
Cultist 2 Chakram at Brandark: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 2d6 ⇒ (2) + (2, 6) = 10
Cultist 3 Chakram at Brandark: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 2d6 ⇒ (8) + (6, 4) = 18
Cultist 4 Chakram at Brandark: 1d20 + 8 ⇒ (20) + 8 = 281d8 + 2d6 ⇒ (6) + (4, 5) = 15
Cultist 4 Chakram at Brandark Confirm Crit: 1d20 + 8 ⇒ (18) + 8 = 261d8 + 2d6 ⇒ (2) + (1, 5) = 8
Brandark will take 51 points of damage and fall.
Cultist 5 Chakram at Garrath: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 2d6 ⇒ (6) + (4, 5) = 15
Cultist 6 Chakram at Garrath: 1d20 + 8 ⇒ (10) + 8 = 181d8 + 2d6 ⇒ (4) + (5, 4) = 13
Cultist 7 Chakram at Garrath: 1d20 + 8 ⇒ (18) + 8 = 261d8 + 2d6 ⇒ (4) + (4, 3) = 11
Cultist 8 Chakram at Garrath: 1d20 + 8 ⇒ (7) + 8 = 15
Garrath will take 39 points of damage and will not fall.
Everybody go, including Kelvin at the start of Round Three.

Garrath Tricks the Giants |

acrobatics to avoid AOO: 1d20 + 11 ⇒ (20) + 11 = 31
attack cultist 1: 1d20 + 13 ⇒ (20) + 13 = 33
damage: 2d6 + 13 ⇒ (4, 2) + 13 = 19
AOO 1: 1d20 + 11 ⇒ (4) + 11 = 15
damage: 2d6 + 13 ⇒ (4, 6) + 13 = 23
AOO 2: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 2d6 + 13 ⇒ (5, 1) + 13 = 19
AOO 3: 1d20 + 11 ⇒ (3) + 11 = 14
damage: 2d6 + 13 ⇒ (1, 4) + 13 = 18
AOO 4: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 2d6 + 13 ⇒ (5, 3) + 13 = 21
Confirm crit on cultist1: 1d20 + 13 ⇒ (14) + 13 = 27
damage: 2d6 + 13 ⇒ (1, 2) + 13 = 16
To hit: BAB+STR+Furious Focus+Reckless Abandon-Power Attack (6+5+2+2-2) AC = 14.
30 damage, due to DR If I get in the middle of them? AOO MADNESS!!
Garrath roars in rage, and runs into the middle of a group of the cultists, and brings his greatsword down in a mighty chop.

Brandark Plainswalker |

16/49
What in the gods just happened.
As he regains his feet and picks up his axe he then looks at the visible cultists with anger.
Our turn now

GM Mazra |

Round Two and the Start of Round Three
Kelvin Vanishes and moves back. What is good for the Goose...
The Woman barks out orders in a language that causes the light in the room to dim slightly.
One by one the men, eight of them, come out of Invisibility slinging Chakrams at the warriors in the party.
Garrath is injured by a barrage of Chakrams, but Brandark is critically hit by one of the metal disks and falls unconscious.
I appreciate that you applied your own buffs, DR, etc. I tend to stay focused on what the monsters are doing when posting.
Elektra cast Create Pit in front of the back door. The party sees one of the cultist fall into the pit.
Cultist 6 Relex Save: 1d20 + 6 ⇒ (3) + 6 = 9
Stone moves to Brandark's side and brings forth Divine Healing.
Brandark starts to recover. He stands readying his Axe.
Garrath makes a daring tumble into the midst of the Lamashtu Scum, he comes down hard on one of the Cultist. The man staggers for a moment then falls.
Though flat-footed, Kelvin's arrow misses its target.
Kelvin 23 (AC17 42/42)
Cultists 21 (AC? U,35,35,35,35,35,35,35/35) or (AC? ?/?)
Elektra 19 (AC13 39/39)
Stone 18 (AC21 45/45)
Brandark 18 (AC19/18 16/49)
Garrath 17 (AC16 39/69)
Round Three continues

GM Mazra |

I forgot to apply the effects of the Prayer. One of the attacks on Garrath would have missed. So he has 49 instead of 39 HPs. Thanks Stone for reminded me in a PM about this effect.
"Grata ek Shoanti. Nort Lamashtu zrat'a," you hear the woman's voice continue in that wicked tongue. The light in the room again flickers and dims.
The party sees the back double doors above the pit, revealing a wide and elaborate hallway.
The image to the right is the extension of this room into the adjacent hallway.
The sixth Cultist futilely tries to climb out of the pit.
The third Cultist takes a step to flank the big Shoanti man drawing out his rapier in his right hand as he moves, a shield on his left arm. Only with the aid of the flank does he manage to pierce the big man.
Cultist 3 Rapier on Garrath: 1d20 + 7 - 1 + 2 ⇒ (6) + 7 - 1 + 2 = 141d6 + 3 + 2d6 ⇒ (5) + 3 + (3, 3) = 14
Garrath takes 14 points less his DR.
His flanking partner attacks too, drawing out his rapier and attacking with a thrust.
Cultist 2 Rapier on Garrath: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 181d6 + 3 + 2d6 ⇒ (4) + 3 + (3, 3) = 13
Garrath takes another 13 points less his DR.
The fifth Cultist obediently moves against the big Shoanti man, moving over the fallen first Cultist, drawing out his rapier. Garrath takes an attack of opportunity, but the Cultist deftly dodges the blow. The Cultist attacks.
Cultist 5 Rapier on Garrath: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 211d6 + 3 ⇒ (5) + 3 = 8
Garrath takes another 8 points less his DR.
The fourth Cultist, now in a flank with fifth attacks Garrath. He too draws out a rapier.
Cultist 4 Rapier on Garrath: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 211d6 + 3 + 2d6 ⇒ (2) + 3 + (4, 3) = 12
Garrath takes another 12 points less his DR.
The eighth Cultist, obediently attacks the big Shoanti man. As he clammors over the furniture to get to the man, Garrath takes his second attack of opportunity, but it too fails to hit the Cultist. This Cultist also has a rapier and attacks.
Cultist 8 Rapier on Garrath: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 171d6 + 3 ⇒ (6) + 3 = 9
Garrath takes another 9 points less his DR.
The seventh Cultist joins the fun in the same manner. He avoids the pit but does not have the benefit of a flank.
Cultist 7 Rapier on Garrath: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 231d6 + 3 ⇒ (2) + 3 = 5
Garrath takes yet another 5 points less his DR. That is about 43 points of damage if my calculations are correct. With the correction from the prior missed attack, that almost drops Garrath. But he is still up.

Brandark Plainswalker |

Round 3
Brandark moves up to where he can get an attack in on one of the cultists.
attack 8: 1d20 + 6 + 4 + 1 - 2 + 2 + 1 + 1 ⇒ (8) + 6 + 4 + 1 - 2 + 2 + 1 + 1 = 21
BAB,STR,MWK,Power,Furious Focus,Haste,Prayer
damage: 1d10 + 4 + 4 + 1 ⇒ (7) + 4 + 4 + 1 = 16
STR,Power,Prayer
16/49 HP, AC20

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Stone will channel healing to his hurt allies. Channel energy : 3d6 ⇒ (3, 1, 1) = 5 Though selective channeling he will avoid affecting up to 3 of the injured bad guys.He will then move around the west side of the room to the north wall three squares away from the pit.

Garrath Tricks the Giants |

Attack on #5: 1d20 + 12 ⇒ (2) + 12 = 14
Attack 2 on #5: 1d20 + 7 ⇒ (9) + 7 = 16
Hasted attack on #5: 1d20 + 12 ⇒ (10) + 12 = 22damage: 2d6 + 13 ⇒ (2, 6) + 13 = 21
Garrath grins behind the mask of blood, and attacks the cultist that Brandark and Kelvin both hit. After which he moves out of the middle of the cultists.
If at anytime #5 drops, Garrath will switch targets to #2 I think only the last one hit anyway

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Stone will move to the squar to the top left of Garrath. Sarenrae please heal this noble man as he tries to do your will.
Bull Strength for cure mod: 2d8 + 6 ⇒ (2, 7) + 6 = 15empowered+7 for total of 22 points healed

GM Mazra |

Round Three and Start of Four Recap
The Cultist pierce, then pierce, then pierce yet again the big Shoanti as their mistress commands.
Elektra begins to weave a spell.
Seeing if Garrath frees himself from the throng of Cultist, Stone holds his action.
Brandark goes all Dwarf on one of the Cultist, cutting deep with his axe.
Garrath hits the fifth Cultist with his last attack, then steps out from the midst of the Cultist.
Stone moves up next to Garrath and lays his hands upon the big Human.
(Garrath needs to fail a DC 15 Will Saving Throw in order to get the full healing, otherwise he heals 11 points of damage noted below.)
Kelvin slices and dices with Ripnugget's Dogslicer on the fifth Cultist. The fifth Cultist falls on top of the first making for a bloody pile of crap.
Remember the Prayer gives a +1 to all attacks and damage. Also, the Cultist gets a -1 to BOTH to hit and damage. I forgot the damage penalty, so I have adjusted your HPS below accordingly.
Kelvin 23 (AC17 42/42)
Cultists 21 (AC? U,35,35,35,U,35,35,19/35) or (AC? ?/?)
Elektra 19 (AC13 39/39)
Stone 18 (AC21 45/45)
Brandark 18 (AC19/18 20/49)
Garrath 17 (AC16/(14) 27/(39)/69/(81)
Round Four Continues

More Villains |

The first Cultist dies when the fifth one smothers the poor so and so.
The second Cultist continues to poke Garrath.
Cultist 2 Rapier on Garrath: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 151d6 + 3 - 1 ⇒ (3) + 3 - 1 = 5
Cultist 2 Shield Bash on Garrath: 1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 91d4 + 1 - 1 ⇒ (4) + 1 - 1 = 4
It does 2 points of damage.
The third Cultist jumps onto a table to attack Brandark.
Brandark gets an AoO on Cultist 3.
Cultist 3 Rapier on Brandark: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 191d6 + 3 - 1 ⇒ (6) + 3 - 1 = 8
Brandark takes 8 points of damage.
The fourth Cultist takes a five-foot step and attacks Garrath.
Cultist 4 Rapier on Garrath: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 211d6 + 3 - 1 ⇒ (1) + 3 - 1 = 3
Cultist 4 Shield Bash on Garrath: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 131d4 + 1 - 1 ⇒ (1) + 1 - 1 = 1
Garrath doesn't take any damage.
The fifth Cultist is dying.
The sixth Cultist once again futilely tries to climb out of the pit.
The seventh Cultist moves and attacks Garrath.
Cultist 7 Rapier on Garrath: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 231d6 + 3 - 1 ⇒ (4) + 3 - 1 = 6
Garrath takes three more points of damage.
The eighth Cultist goes all Cultist on Brandark. He misses with his rapier but manages to bash the Dwarf with his shield.
Cultist 8 Rapier on Brandark: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 111d6 + 3 - 1 ⇒ (6) + 3 - 1 = 8
Cultist 8 Shield Bash on Brandark: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 191d4 + 1 - 1 ⇒ (3) + 1 - 1 = 3
Brandark takes 3 more points of damage.
Hovering back into the hallway the female leader of the Cultist takes aim at Elekta with her Handheld Crossbow. She becomes visible to all.
Cultist Leader Hand Crossbow on Elektra: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 191d4 - 1 ⇒ (3) - 1 = 2
Elektra takes 2 points of damage and must make a DC 14 Fort save, frequency 1/round for 4 rounds, effect 1d2 Str damage, cure 1 save. Also, she must make a DC15 Concentration check or lose her Summoning Spell.
Kelvin 23 (AC17 42/42)
Cultists 21 (AC? U,35,35,35,U,35,35,19/35) or (AC? ?/?)
Elektra 19 (AC13 37/39)
Stone 18 (AC21 45/45)
Brandark 18 (AC19/18 9/49)
Garrath 17 (AC16/(14) 22/(34)/69/(81)
Note: Stone now goes last in the Round.

Brandark Plainswalker |

Haste gives us a +1 on ac doesnt it?
aoo: 1d20 + 6 + 4 + 1 + 1 - 2 ⇒ (17) + 6 + 4 + 1 + 1 - 2 = 27
bab,str,mwk,prayer,power
damage: 1d10 + 4 + 4 + 1 ⇒ (9) + 4 + 4 + 1 = 18

Brandark Plainswalker |

will update at home after work. But both actually missed by one due to the haste.

Elektra Stardancer |

Sorry Elektra has so few damage spells at her disposal, but a she isn´t that kind of wizard and b she doesn´t want to be known as colloteral damage girl. Saw that last night in our tabletop round council of thieves. Our sorcerer oh so happily cast a sunburst on the vampire, killing all innocent bystanders in the process.

Garrath Tricks the Giants |

With the haste, the first attack from the round previous would miss, should I put back the 14 hp of damage it did?
will save: 1d20 + 11 ⇒ (4) + 11 = 15
attack on #2: 1d20 + 12 ⇒ (14) + 12 = 26
attack on #2: 1d20 + 7 ⇒ (13) + 7 = 20
damage on #2: 2d6 + 13 ⇒ (5, 3) + 13 = 21
damage on #2: 2d6 + 13 ⇒ (1, 6) + 13 = 20
attack on #4: 1d20 + 12 ⇒ (10) + 12 = 22
damage on #4: 2d6 + 13 ⇒ (3, 5) + 13 = 21 If #2 drops, then move to #4, if they both drop move to #7
Garrath turns his attention to the cultist to the north of him and grins maliciously through the gore. "Time for you to go meet the Mother Monster. I hope she finds your guts tasty." He hacks at the man with a swing of his greatsword, and then looks at the other cultists nearby, "You're next!"

Elektra Stardancer |

Fort: 1d20 + 2 ⇒ (9) + 2 = 11 Feeling the sting of the bolt Elektra still keeps her concentration, finishing the spell with a certain elegance
Conc: 1d20 + 13 ⇒ (19) + 13 = 32