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Casting detect magic and scanning the three doors. Shouldn't we heal up to full HPs?
Fernleaf, are they trapped? Are they locked? Once unlocked I can use a wand to open the door so no one needs to be near the door when it is opened. Which wish I had remembered earlier.
This place is starting to give me the willies, anyway. Right?

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Are we healed up to full? Last I saw Anaba was down a serious chunk of HPs. Also, since it only lasts two minutes from the wand, and I am sure two minutes is up, I will cast bull's strength from the wand on all, with Anaba and myself last. I will also recall Shield to memory.
Whispering...Right it is then! The right is always better armed! OK. I'll open the door with the wand from the bottom of the stairs. That way we don't have anyone directly in harm's way when it opens if there is a trap we didn't find.

GM Pablo |

Cela CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
Cela CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
Cela CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
Buchart at full hitpoints
Cela CMW Wand: 2d8 + 3 ⇒ (7, 2) + 3 = 12
Cela CMW Wand: 2d8 + 3 ⇒ (4, 8) + 3 = 15
Anaba -1
Buchart opens the North (right door)
This dark, recessed corner of the basement smells of rot and old blood. Piles of gore-spattered skin lie heaped on the floor. A horrid rubbery face robbed of its supporting skull and muscle rests on top, its toothless mouth agape and empty eyes revealing only the layer of tan flayed skin resting beneath.
Searching - Much of the furniture in the farmhouse above is upholstered in human leather or decorated with human bones. This grim room is where the Grauls prepared skin and bones for just such purposes.

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You try left.
It’s difficult to gauge the exact dimensions of this cluttered room, so thickly
packed with old crates, broken farm equipment, and furniture as it is.
You spend a couple of rounds and see only junk.
You try the door straight ahead from the stairs.
This low-ceilinged room features a floor of hard-packed earth stained in
many places by blood and mold. A lumpy mattress lies heaped against
the southwest corner, and what appear to be several half-finished chairs
made of flesh and bone lie against the eastern wall.
There is a large ogre kin and two very large rats in here.
They attack!
Anaba Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Buchart Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Cela Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Fernleaf Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Rolande Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Sekkim Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Ogerkin and rats Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Sekkimm
-Posted with Wayfinder

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Left Yosemite national park today. Been days without any internet access. In the car heading to San Jose airport. Will update in an hour or two. I have to move the bad guys to the room straight ahead.
-Posted with Wayfinder
Awesome!!! El Capitan and Half Dome are both on my bucket list! Tired of just looking at pictures, regardless of how flawless Ansel Adams' work is!

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I thought we had already cheched left and were entering A12. Since we're in too tight of quarters to move in, I will cast blur and delay my move until I can move into the room.
Sorry! Casting Shield, not Blur. Thought I had changed my spell list, but hadn't. I'm going to have to start punching the Submit Post button...literally! Delay to let Rolande pass and get off his shot.

GM Pablo |

Sorry for lack of posts. Soooo far behind at work after returning from vacation...
Rolande moves to the door and see the Ogrekin and rats are taking cover behind some crates (-4 to hit)
He fires (I assume at the Ogrekin)
He hits twice for 29!
The Ogrekin, Hucker Graul, comes out of delay Throws a spear and shuffles with a pronounced limp behind a crate (full cover)! The Ogrekin has hair grows lopsided from the right side of his head and face rather than atop his brow, and a vestigial twin capable of grunting and gasping protrudes from the back of his neck.
Spear: 1d20 + 13 ⇒ (20) + 13 = 331d8 + 12 ⇒ (8) + 12 = 20 hit!
"Chuckles and Drooler kill that Mo%$#& Fu*#@$%!!"
The Donkey Rats move and attack!
Chuckles: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 3 ⇒ (4) + 3 = 7 miss
Drooler: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 3 ⇒ (1) + 3 = 4 miss
Confirm Crit Spear: 1d20 + 13 ⇒ (10) + 13 = 232d8 + 24 ⇒ (4, 2) + 24 = 30 Confirms X3 damage
Rolande Drops to the ground unconscious with 50 points of damage (-8 hitpoints)!
Buchart
Anaba
Fernleaf
Cela & Fahari -1
Sekkimm
Rolande -50
Hucker Graul -29
Chuckles
Drooler
Someone can stand over Rolande while he is unconscious.

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I will follow Anaba (who I hope bull rushes the rats) and stand over Rolande. Since I have cast a spell this turn I don't get an attack, even hasted, but can AOO the one that comes at us. I will prepare a potion of CMW from my bandoleer. Donkey rats! That's a new one for me!
We need to push these rats back or turn them into mats!

Anaba |

Foul beasts! Those that attempt to slay my friends will die by my sword. Pray to whatever Gods you believe in, because you are about to leave this planet!
I am going to step over Rolande and attack.
Attack: 1d20 + 13 ⇒ (6) + 13 = 191d10 + 17 + 1d6 ⇒ (6) + 17 + (2) = 25
Attack: 1d20 + 8 ⇒ (6) + 8 = 141d10 + 17 + 1d6 ⇒ (10) + 17 + (4) = 31

GM Pablo |

Anaba sweeps her sword and hits Drooler for 23
Fernleaf drinks his mutagen +4 dex -2 Wisdom
Fahari moves in past the rat and attacks
Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20 success
Fahari Bite: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 4 ⇒ (1) + 4 = 5
Cela mobves behind Anaba/Rolande and heals him.
Wand CMW: 2d8 + 3 ⇒ (3, 4) + 3 = 10
Sekkimm
Rolande -40
Hucker Graul -29
Drooler -28
Buchart
Anaba
Fernleaf
Cela & Fahari -1

GM Pablo |

Sekkimm is now 6th Level!
Rolande quaffs a potion of CMW (Potions are always at the minumim spell level (unless crafted by a party member +2 extra) +12 hitpoints
GM Stuff: 1d20 + 8 ⇒ (5) + 8 = 13
GM Stuff: 2d8 + 3 ⇒ (1, 3) + 3 = 7
Hucker remains hidden behind boxes
Buchart
Anaba
Fernleaf
Cela & Fahari -1
Sekkimm
Rolande -28
Hucker Graul -22

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Moving into the room and hit Hucker with my longsword two handed after dropping potion to Rolande. Not sure if he had his own or was quaffing the one I had. No biggie either way!
Longsword: 1d20 + 12 ⇒ (17) + 12 = 291d8 + 12 ⇒ (3) + 12 = 15
Will then eject wand 'o shocking grasp from spring loaded wrist sheath as a swift action.