
GM Pablo |

Cela moves in to the dining room and heals Buchart
Fort save: 1d20 + 8 ⇒ (7) + 8 = 15 Passed!
CLW Buchart: 1d8 + 1 ⇒ (2) + 1 = 3
Sekkimm feel ill for sickened: 1d6 ⇒ 6 minutes
Fernleaf takes 20 (one minute) and searches the other door for a trap.
He finds another scythe trap and attempts to disable it.
Before he does he drinks his mutagen which increases his Dex by 4 for the next 10 min.
Disable Device: 1d20 + 16 ⇒ (4) + 16 = 20 He fails by 5 or more and sets off the trap!
Scythe: 1d20 + 15 ⇒ (2) + 15 = 17 The scythe swings down but misses Fernleaf.

GM Pablo |

Fernleaf opens the door for Anaba and lets her in!
Two Ogrekin stand ready - looks like they heard the traps go off.
Maulgro Graul is a hairless and pale bloated thing with malformed, stumpy legs and a wide mouth filled with ragged teeth.
Maulgro’s younger brother Lucky is here as well. Lucky’s limbs bend in strange ways, but he’s blessed to not have any other hideous deformity and almost looks human. The hapless fool reeks of his own waste.
Anaba Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Buchart Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Cela Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Fernleaf Initiative: 1d20 + 4 ⇒ (16) + 4 = 20
Rolande Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Sekkim Initiative: 1d20 + 8 ⇒ (11) + 8 = 19
Ogerkin Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Anaba
Fernleaf
Sekkimm
Rolande
Buchart
Ogrekin
Cela & Fahari

Anaba |

Foul beasts! Prepare for death! Considering the rancid odor in this house, you smell like you already are!
I am going to step into the room and attack.
Attack: 1d20 + 13 ⇒ (4) + 13 = 171d10 + 17 + 1d6 ⇒ (4) + 17 + (6) = 27
Attack: 1d20 + 8 ⇒ (17) + 8 = 251d10 + 17 + 1d6 ⇒ (10) + 17 + (3) = 30

Anaba |

Since it doesn't look like Mommy Graul is able to go anywhere, let's search the rest of the house. What say you all?
Sekkim, one day my sword might fail and we most definitely will need your spells!

GM Pablo |

Although both are full-grown, they act the most like spoiled children of all the Grauls.
You line up outside Mammy Graul's room
Fernleaf spends a a minute (taking 20) looking for traps (Rolande's sickness is gone) Sekkimm still 3 minutes left.
He finds no traps.
Disable Device: 1d20 + 16 ⇒ (13) + 16 = 29 Fernleaf unlocks the door then moves back.
Who wants to take the lead an open the door?

Anaba |

Should we try to talk to this woman? I mean, it doesn't look like she is going anywhere. See if she knows anything? I am going to enter through the other door.
Knock knock. Avon calling. Mind if I come in?

GM Pablo |

Buchart opens the door with his wand and enters with Fernleaf close behind. The three dead Fernleaf saw are now out of their coffins and are animated zombies now, protecting Mammy Graul. Mammy Graul has several images of herself shifting about her, which will make hitting her difficult.
Anaba knocks and hears the screams from Mammy. She doesn't sound to be in the talking mood.
"Hehe hehe did you come for dinner? Benk, Kunkel and Hadge kill them!! " She yells at the top of her lungs (which is really loud) "BOYS I AM GOING TO FLAY YOUR SKIN AND EAT IT FOR LETTING THESE INVADERS IN MY HOME!!!! YOU WORTHLESS BASTARDS!!!"
She rises effortlessly from the bed floating in the air and casts a spell at Buchart (Prepared Action).
Buchart DC 18 Will Save
Anaba Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Buchart Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Cela Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Fernleaf Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Rolande Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Sekkim Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Mammy Initiative: 1d20 - 3 ⇒ (20) - 3 = 17
Zombies Initiative: 1d20 + 0 ⇒ (19) + 0 = 19
Rolande
Zombies
Mammy
Sekkimm
Fernleaf
Cela
Buchart
Anaba

Rolande Deerborne |

Concealment: 1d100 ⇒ 71 Pepperbox one-handed: 1d20 + 4 ⇒ (4) + 4 = 81d8 + 6 ⇒ (3) + 6 = 9
Concealment: 1d100 ⇒ 79 Pistol one-handed: 1d20 + 2 ⇒ (20) + 2 = 221d8 + 6 ⇒ (7) + 6 = 13
Concealment: 1d100 ⇒ 74 Pepperbox two-handed: 1d20 + 10 ⇒ (5) + 10 = 151d8 + 6 ⇒ (4) + 6 = 10
Concealment: 1d100 ⇒ 20 Pepperbox two-handed (rapidshot): 1d20 + 5 ⇒ (9) + 5 = 141d8 + 6 ⇒ (5) + 6 = 11

GM Pablo |

Sorry busy last night then fell asleep watching the hockey game...
Zombie 1: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 5 ⇒ (3) + 5 = 8 vs Buchart hit!
Zombie 2: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 5 ⇒ (5) + 5 = 10 vs Anaba hit!
Zombie 3: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 5 ⇒ (6) + 5 = 11 vs Anaba hit!
Mammy casts a spell at Anaba make a will save (DC16) then continues into shouting profanities at you and her sons. She flies back 5'.
Sekkimm
Fernleaf
Cela
Buchart -8
Anaba -21
Rolande
Zombie 1
Zombie 2
ZOmbie 3
Mammy -10

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Actually -17. We need healing in aisle 1. Healing aisle 1. On my initiative, hit ole Bugeyes with the wand.
Which one is in front of me Benk, Kunkel or Hadge? I knew a fellow in school named Kunkel. It would suck if it were him! Hard to tell!
Shocking Grasp: 1d20 + 10 ⇒ (12) + 10 = 225d6 ⇒ (4, 4, 2, 2, 2) = 14

GM Pablo |

Anaba fights off the feeling of loosing her vision.
Sekkimm Greases the place up and Mammy Graul is excited!
Zombie 2 Reflex: 1d20 + 2 ⇒ (1) + 2 = 3 Falls
Zombie 3 Reflex: 1d20 + 2 ⇒ (19) + 2 = 21 Saves
Fernleaf moves in Acrobatics around the Zombie and onto the Table
Acrobatics: 1d20 + 10 ⇒ (9) + 10 = 19 Saves
Short Sword 1: 1d20 + 3 ⇒ (6) + 3 = 91d4 + 2d8 ⇒ (4) + (7, 8) = 19 miss
Short Sword 2: 1d20 + 3 ⇒ (4) + 3 = 71d4 + 2d8 ⇒ (2) + (6, 2) = 10 miss
Fahari moves in and tries to acrobatics past the AOO
Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25 safe
Fahari Bite: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 4 ⇒ (1) + 4 = 5 miss
Cela double moves behind Buchart wand at the ready to heal
The zombies look like more of her twisted Ogrekin son. Benk (Zombie 1) has a useless third leg on his left hip and a pin head—three arrows still protrude from his chest. Kunkel (Zombie 2) has an extra nose jutting from his right cheek and a hunched back, his head split by a ranger’s axe. Hadge’s (Zombie 3) deformities are hard to determine exactly it looks like he was trampled to death by a warhorse.
Anaba -21
Rolande
Zombie 1 -14
Zombie 2
ZOmbie 3
Mammy -11
Sekkimm
Fernleaf
Cela
Buchart -17

Rolande Deerborne |

I forgot my bonus on damage is now +7, so Mammy has one less hit point (-11) Pablo. I thought the images disappeared? Adding roll.
Concealment: 1d100 ⇒ 16Pepperbox two-handed: 1d20 + 11 ⇒ (15) + 11 = 261d8 + 7 ⇒ (6) + 7 = 13
Concealment: 1d100 ⇒ 8Pepperbox two-handed: 1d20 + 11 ⇒ (5) + 11 = 161d8 + 7 ⇒ (4) + 7 = 11
Concealment: 1d100 ⇒ 60Pepperbox two-handed (rapidshot): 1d20 + 5 ⇒ (9) + 5 = 141d8 + 7 ⇒ (2) + 7 = 9

Anaba |

Your foul mouth and grotesque beasts won't save you. If you attack me, I shall make sure you won't survive!
Attack: 1d20 + 12 ⇒ (4) + 12 = 161d10 + 1d6 + 12 ⇒ (9) + (1) + 12 = 22
Attack: 1d20 + 12 ⇒ (17) + 12 = 291d10 + 1d6 + 12 ⇒ (6) + (6) + 12 = 24
Attack: 1d20 + 12 ⇒ (10) + 12 = 221d10 + 1d6 + 12 ⇒ (8) + (1) + 12 = 21

GM Pablo |

Anaba cleaves through the line of defenders! All hit!!
But...they all still stand!
Rolande hits on a 1 (one mirror image left): 1d2 ⇒ 1 Hits! (I added the 1 extra from last round)
The zombies groan through their sewn up mouths. "Eeeehhhhhhaaa!"
Zombie 1 Slam: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 5 ⇒ (1) + 5 = 6 Buchart hit
Zombie 2 Slam (Prone): 1d20 + 5 ⇒ (2) + 5 = 71d6 + 5 - 2 ⇒ (5) + 5 - 2 = 8 Anaba miss .
Zombie 3 Slam: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 5 ⇒ (2) + 5 = 7 Anaba hit
Mammy yells at Rolande "You filthy %#*$ elf! I #$%&@ can't wait to rip your %#%^&* intestines out and watch you die slowly! You %#$&! %$^*&# %$#@^&* ^%$#@!"
She casts a spell on herself.
Sekkimm
Fernleaf
Cela
Buchart -23
Anaba -28
Rolande
Zombie 1 Benk -36
Zombie 2 Kunkel -24
Zombie 3 Hadge -21
Mammy -20

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Tom or Brian, what could she possibly cast to stop projectiles?
Well, Displacement is the 50% concealment we're dealing with and Mirror Image is the extra d4 needed to discern whether you hit her or an image. I don't know yet. GM Pablo will let us know something after my Spellcraft roll and if that doesn't tell us anything Sekkimm can try as well.

GM Pablo |

You don't do that unless you are casting in melee (and get an AOO) or if it was a full round action.
"For spells that are cast as one standard action, the attacker must actively ready an action that is contingent on the casting of the spell. However, some spells take rounds or minutes to cast. Any attack during this time, whether readied or not, calls for a concentration check." To disrupt a spell that is not a full round casting or longer, someone would need to "State I am readying an action to attack (shoot) Mammy when she starts casting a spell." Summon monster is a full round action and any hits during that spell would require a concentration check.