| DM ShadowBloodmoon |
Khamul and Caprice move ahead, their eyes watching the very edge of the light that the halfling's sunrod brings to the darkness. While they can hear the screeches and hoots of more ghouls, they don't yet see them. They could be coming from either of the pathways ahead.
Grenz pauses to check one of the fallen ones for anything of value. Finding only scraps of old clothing and rotted flesh, he moves to catch up with the others.
Everyone is up, you estimate you should see them in a few more seconds.
| The Captivating Caprice! |
Caprice casts her old Haste spell, but on herself for a change, her form shimmering for a moment with energy as she readies herself.
"Thanks, it feels good to be Caprice again." She smiles at Grenz's complement, before confidently striding forward to face the foe in battle, facing one of the tunnel entrances and trusting Grenz could easily hold the other.
Defense: 3d6 + 10 ⇒ (5, 2, 6) + 10 = 233d6 + 10 ⇒ (4, 5, 5) + 10 = 243d6 + 10 ⇒ (3, 6, 5) + 10 = 24
| Khamul Froghoth |
"Grenz! You're the tracker who wanted to chase this whore! Quit pulling your pud..."
There is a rougher, nastier edge to Khamul's voice, and his choice of words is profane and out of character as he urges Grenz to get back to business. He eels his way forward, following Caprice. Even as he does, his form shimmers...
Free Action - speak
Standard Action - Cast Longarm
move action - Follow Caprice
| DM ShadowBloodmoon |
Grenz races ahead, nearly colliding with the new batch of ghouls as they claw and gnash their teeth at him. Khamul's darker self seems to cast a deep shadow over him as he and Caprice race forward to engage the ghouls. On your right, a rather large room opens up and you see a drop in the cave that goes quite a ways down. You hear the splashing of water echoing up from the hole. Your attention is drawn back to the front as you hear the ghouls attack Grenz.
No hits, using prior rolls. You guys are up again.
| Khamul Froghoth |
Ok, I am assuming we are keeping the same init order, as DM ShadowBloodmoon has not called for further init rolls; thus I am first on 15.
Khamul whips a bullet past Grenz's head into the mob in front of him...
Free action - load sling staff (warslinger)
standard action - attack green with sling staff -ranged
to hit, Green: 3d6 + 3 + 3 + 4 + 1 + 1 + 1 - 4 ⇒ (2, 3, 3) + 3 + 3 + 4 + 1 + 1 + 1 - 4 = 17
3 BAB +3 spirit bonus +4 dex +1 enhancement+1 PBS +1 profane( dark communion) -4 cover
damage, Green: 1d6 + 3 + 3 + 1 + 1 + 1 + 1 ⇒ (2) + 3 + 3 + 1 + 1 + 1 + 1 = 12
3 spirit bonus +3 seance bonus +1 str +1 enhancement+1 PBS +1 profane( dark communion)
Then he moves further into the larger cavern, saying "Something moved in here! By the hole."
Move action : move 15
to hit, AoO: 3d6 + 3 + 3 + 1 + 1 + 1 ⇒ (3, 6, 6) + 3 + 3 + 1 + 1 + 1 = 24
3 BAB +3 spirit bonus +1 str +1 enhancement 1 profane( dark communion)
damage, AoO: 1d3 + 3 + 3 + 1 + 1 + 1 ⇒ (1) + 3 + 3 + 1 + 1 + 1 = 10
3 spirit bonus +3 seance bonus +1 str +1 enhancement +1 profane( dark communion)
Defense Roll A: 3d6 + 4 + 4 + 1 + 1 ⇒ (3, 3, 3) + 4 + 4 + 1 + 1 = 19
4 (Dex) +4 (Armor) +1 (Size) +1 profane( dark communion)
Defense Roll B: 3d6 + 4 + 4 + 1 + 1 ⇒ (2, 2, 6) + 4 + 4 + 1 + 1 = 20
Defense Roll C: 3d6 + 4 + 4 + 1 + 1 ⇒ (1, 1, 6) + 4 + 4 + 1 + 1 = 18
Minor note to @ShadowBloodmoon, remember the orange circle is the regular light radius of the sunrod; the dim light radius is twice as large. So unless whoever's on the far side of the pool is using stealth, they are actually visible...
| The Captivating Caprice! |
Attack: 3d6 + 11 ⇒ (2, 5, 1) + 11 = 19
Damage: 1d10 + 8 ⇒ (8) + 8 = 16
AC: 3d6 + 10 ⇒ (3, 1, 3) + 10 = 173d6 + 10 ⇒ (5, 2, 6) + 10 = 233d6 + 10 ⇒ (5, 5, 4) + 10 = 243d6 + 10 ⇒ (6, 4, 6) + 10 = 26
Caprice flits by Grenz to engage.
"Think it's the lady friend or more ghouls?" She yells as best she can over the din of battle at Khamul.
| DM ShadowBloodmoon |
@Khamul- Yes, they were using Stealth.
Khamul slings a rock smoothly past Grenz, smacking one of the ghouls directly in the head. It staggers back a bit, stunned by the blow, but it doesn't relent. Turning his attention to the large cavern, he sees four creatures appear as his light pushes away the darkness. They are about the size of goblins, but their tattered clothing and blood-stained maws tell you they are something quite different. They rush to attack the lonely halfling, who is standing at the precipice of a hole that goes far down below. The sloshing of water echoes strongly now. As they do so, he catch sight of the woman clawing at what appears to be a door of some kind, but he is too focused on the new threat to see any detail.
Caprice joins Grenz in the front of the fight, neatly severing the head of the ghoul next to him before it can bite him. The rest of the ghouls surge forward.
I'll wait for Grenz and then do the ghouls' turns.
| Grenz |
I still cannot move Grenz - the light effect is over the character icon...
Grenz remembers his days of bare knuckle fighting as a young half-orc child living on the streets. To end fights fast, you needed to strike hard.
Martial Flexibility > Power Attack.
Then he moves to stand next to Idun.
Going past her to stay on her left.
Acrobatics: 3d6 + 9 ⇒ (5, 3, 6) + 9 = 23
If that terrain is rubble and I cannot go there, then I will stand to her right.
"Get back here Khamul, I cannot be in two places at the same time!"
| DM ShadowBloodmoon |
Grenz easily maneuvers towards the other side of Caprice, ready to face the ghouls head on.
It is difficult terrain, but your check makes it easy for you to maneuver on it. I'll need three more defense rolls from Grenz, as I believe I've used up all the ones you've given me.
The undead respond quickly, attempting to overwhelm the two warriors, their claws and fangs ripping at clothes and armor.
In the other cave, the smaller things let out a loud howl as they race after Khamul, their red eyes glowing brightly as their hunger over takes them and they rush the small man. He is barely able to fend them off, where usually bigger creatures move clumsily around him, these are smaller and faster. He feels a sharp pain as some of their claws catch him.
Caprice, I have one defense roll remaining for you, 26. Khamul, I have used all of yours and as mentioned above, Grenz, I will need three from you. Khamul, you will also need to make two DC 15 Fortitude saves for me and take 6 damage total.
| Khamul Froghoth |
@GM Shadowbloodmoon
a) I think I owe you another defense roll - there are 4 creatures that have closed with me, and I only gave you 3 defense rolls, so here it is:
Defense Roll D, last turn: 3d6 + 4 + 4 + 1 + 1 ⇒ (5, 6, 4) + 4 + 4 + 1 + 1 = 25
4 (Dex) +4 (Armor) +1 (Size) +1 profane( dark communion)
b) Did my AoO hit (with a 24)? I should have gotten one because I have reach from my Longarm spell.
c) Important tactical question: did these things take a charge action (for the +2 to hit). Right now I estimate their bab at +7; bab enough, but +9 is worse...
Fort Save A: 3d6 + 1 + 1 + 1 + 3 ⇒ (3, 4, 5) + 1 + 1 + 1 + 3 = 18 vs DC 15
+1 (Medium 4) + 1 Con + 1 Racial +3 spirit bonus
Fort Save B: 3d6 + 1 + 1 + 1 + 3 ⇒ (1, 1, 6) + 1 + 1 + 1 + 3 = 14 vs DC 15
+1 (Medium 4) + 1 Con + 1 Racial +3 spirit bonus
Edit: Well, I hope that's disease not paralysis... with a 25 I doubt I owe Shadowbloodmoon another fort save with that defense roll. HP 21/27
| Khamul Froghoth |
And I will later remember that I have the ability to Spirit Surge:
Spirit Surge (Su): After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.
Khamul will use spirit surge on fort save B.
Spirit Surge, Fort Save B: 1d6 ⇒ 5
Thus with a 19 = 14+ 5, I save against Fort save B
A further important tactical question for ShadowBloodMoon - Do these things look like they have more than 1 attack/melee (ie 2 claws and a bite, like a normal ghoul)?
| Khamul Froghoth |
And that success makes the tactical decision for me, despite assorted questions that still stand...
Khamul realizes that the tactical situation sucks: he's about to get surrounded! A withdrawal seems in order. He eels away from the little bastards, trying to slip back into the narrow tunnels to protect his flanks.
Full round Action - Withdraw, following the green line. This will draw AoO's from red and black...
Defense Roll vs Red: 3d6 + 4 + 4 + 1 + 1 ⇒ (1, 6, 3) + 4 + 4 + 1 + 1 = 20
4 (Dex) +4 (Armor) +1 (Size) +1 profane( dark communion)
Defense Roll vs Black: 3d6 + 4 + 4 + 1 + 1 ⇒ (1, 4, 2) + 4 + 4 + 1 + 1 = 17
If they follow me, into that tunnel, I will get an AoO
to hit, AoO: 3d6 + 3 + 3 + 1 + 1 + 1 ⇒ (1, 6, 2) + 3 + 3 + 1 + 1 + 1 = 18
3 BAB +3 spirit bonus +1 str +1 enhancement 1 profane( dark communion)
damage, AoO: 1d3 + 3 + 3 + 1 + 1 + 1 ⇒ (3) + 3 + 3 + 1 + 1 + 1 = 12
3 spirit bonus +3 seance bonus +1 str +1 enhancement +1 profane( dark communion)
Defense Roll A: 3d6 + 4 + 4 + 1 + 1 ⇒ (2, 3, 1) + 4 + 4 + 1 + 1 = 16
4 (Dex) +4 (Armor) +1 (Size) +1 profane( dark communion)
Defense Roll B: 3d6 + 4 + 4 + 1 + 1 ⇒ (3, 6, 5) + 4 + 4 + 1 + 1 = 24
Defense Roll C: 3d6 + 4 + 4 + 1 + 1 ⇒ (5, 3, 5) + 4 + 4 + 1 + 1 = 23
Edit: and I probably owe you a fort save vs black
Fort Save: 3d6 + 1 + 1 + 1 + 3 ⇒ (1, 5, 2) + 1 + 1 + 1 + 3 = 14 vs DC 15
+1 (Medium 4) + 1 Con + 1 Racial +3 spirit bonus
further edit: and that's another spirit surge...
Spirit surge: 1d6 ⇒ 5
for a total of 19 = 14+ 5
| The Captivating Caprice! |
Attack: 3d6 + 11 ⇒ (6, 3, 2) + 11 = 223d6 + 11 ⇒ (1, 2, 1) + 11 = 15
Damage: 1d10 + 8 ⇒ (6) + 8 = 141d10 + 8 ⇒ (8) + 8 = 16
AC: 3d6 + 10 ⇒ (6, 4, 1) + 10 = 213d6 + 10 ⇒ (1, 6, 4) + 10 = 213d6 + 10 ⇒ (2, 6, 1) + 10 = 193d6 + 10 ⇒ (1, 3, 6) + 10 = 203d6 + 10 ⇒ (4, 4, 5) + 10 = 233d6 + 10 ⇒ (3, 1, 4) + 10 = 18
Caprice thinks nothing of Khamul's return, assuming he is simply following Grenz's request, not yet realizing Khamul is being pursued. In the meantime, she attempts to cut down as many of her enemies as possible.
Two rounds of haste left I believe.
| Grenz |
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (4, 1, 4) + 3 = 12
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (4, 2, 4) + 3 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (1, 1, 1) + 3 = 6
+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor
Defense 1: 3d6 + 14 ⇒ (4, 6, 3) + 14 = 27
Defense 2: 3d6 + 14 ⇒ (1, 1, 2) + 14 = 18
Defense 3: 3d6 + 12 ⇒ (2, 3, 1) + 12 = 18
| DM ShadowBloodmoon |
Let's see. You are right about the estimations. Two of them had flanking and two of them were able to charge. I did miss the AoO, so one of them, the red, has taken 10 damage. They are small and fast, so yes they would have many attacks. Your Spirit Surge saved your bacon, that would have been paralysis. That last AoO from black still cost you 3 hp, but otherwise you are good. For now.
Khamul, realizing he is outnumbered, does his best to keep the claws of the undead goblins away from him as he retreats back towards his companions. One of them still catches him in the arm, but a voice within pushes him onward. You're better than this. Better than all of them. Show them! Destroy them all!
Meanwhile, Caprice's enhanced sense of time allows her to quickly finish off another ghoul, cutting it neatly in two with her shape blade, the black blood spattering the cave walls near them. Grenz stands his ground and...
Khamul and Caprice have taken their actions, Grenz still gets to go and then all the ghouls...
| Grenz |
With a grunt, Grenz unleashes on the ghouls around him.
Flurry 1: 3d6 + 7 ⇒ (4, 3, 5) + 7 = 19
Damage if it hits: 1d6 + 11 ⇒ (5) + 11 = 16
Flurry 2: 3d6 + 7 ⇒ (3, 5, 6) + 7 = 21
Damage if it hits: 1d6 + 9 ⇒ (1) + 9 = 10
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (3, 5, 5) + 3 = 16
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (3, 2, 3) + 3 = 11
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (1, 3, 5) + 3 = 12
+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor
Defense 1: 3d6 + 14 ⇒ (5, 6, 2) + 14 = 27
Defense 2: 3d6 + 14 ⇒ (4, 1, 5) + 14 = 24
Defense 3: 3d6 + 14 ⇒ (3, 3, 3) + 14 = 23
Defense 4: 3d6 + 12 ⇒ (3, 2, 5) + 12 = 22
Defense 5: 3d6 + 12 ⇒ (4, 4, 3) + 12 = 23
Defense 6: 3d6 + 12 ⇒ (3, 6, 2) + 12 = 23
| DM ShadowBloodmoon |
I'm presuming a 5 ft step here, for cinematics.
Grenz furiously assaults the ghoul closest to him, a Dragon Claw strike ripping its jaw from its face and sending it spiraling towards the ground. It doesn't finish its descent as the pit fighter instantly leaps to the next one, landing a solid kick to its midsection, sending it sprawling backwards and cracking its head on an outcropping of rock.
Khamul does not see this however, as he is busy dealing with his new friends. He turns just in time to see them and stabs wildly with his spear, catching the first one by surprise. It keeps coming though, a claw catching him in his hand. He feels the sting of their rot coursing through him. Caprice and Grenz can hear the high pitched calls of the creatures as they rush the poor halfling.
Black has taken 12 points, Red 10. If either Grenz or Caprice get within 10 ft, they will need to make DC 15 Fortitude saves or be sickened. Khamul has already made his checks with his other saves. However, Khamul needs yet another Fortitude DC 15 or be paralyzed, along with 3 more damage. Defenses Remaining: Khamul: 24, 23. Caprice: 21, 21, 19, 20, 23, 18 Grenz: 27, 24, 23, 22, 23, 23. You guys are up!
| Khamul Froghoth |
Well, first things first...
Fort Save: 3d6 + 1 + 1 + 1 + 3 ⇒ (1, 1, 4) + 1 + 1 + 1 + 3 = 12 vs DC 15
+1 (Medium 4) + 1 Con + 1 Racial +3 spirit bonus
No spirit surge available (due to using it on an AoO paralysis effect earlier)
HP: 15/27 & Paralyzed. I hate the dice bot, because the dice bot hates me...
| The Captivating Caprice! |
Caprice turns and sees Khamul get frozen, and for the first time in this battle, alarm crosses her face. She strides forward, grabs Khamul, and pulls him behind her.
5 foot step to be adjacent, move action to pick up an unattended halfling, standard action to place him down in the square behind her, if that works?
Fort vs Sickened: 3d6 + 4 ⇒ (2, 4, 6) + 4 = 16
Potential Fort vs Paralysis, I think I have enough AC rolls given the chokepoint: 3d6 + 4 ⇒ (6, 6, 1) + 4 = 17
| DM ShadowBloodmoon |
The ghoulish power seems too much for him and his natural halfling luck as run out for Khamul. He feels his body slowly stop responding to his thoughts and he finds himself unable to move or do anything to protect himself. Fear begins to settle in.
Caprice reaches out and grabs Khamul, dragging him to the other side of her, placing a new target in front of the oncoming creatures.
Basically a Reposition maneuver, but you don't have to roll because he can't resist and he is an ally. Grenz?
| Grenz |
I'm presuming a 5 ft step here, for cinematics.
Damn ShadowBloodmoon, that was such a nice description! :)
Grenz steps protectively in front of Idun, and strikes as hard as he can.
Punch: 3d6 + 7 ⇒ (6, 1, 1) + 7 = 15
Damage if it hits: 1d6 + 11 ⇒ (5) + 11 = 16
"How is he?" - he asks, concerned about Khamul.
Not throwing anymore defense rolls until you tell me I need them ;)
| DM ShadowBloodmoon |
@Khamul- 3 rounds, @Grenz- Thanks! Have to say, much of it comes from using my knowledge of RA Salvatore's and Robert Howard's works as well as my own martial arts experience.
Grenz quickly moves past Caprice and the frozen Khamul, swinging his fist at the smaller creatures, but being used to fighting bigger creatures, he realizes too late that he might have to use his feet instead. The thing tries to grab and bite his arm, but his honed reflexes recover from his missed punch easily. He notices that some of the pack has peeled of and is heading the other direction. Caprice and Khamul notice this as well...
AC20 will be hard to hit... I also realized that Khamul's earlier AoO shouldn't have hit, but I already ruled it did, so I'll leave it. Grenz has 23 and 23 for Defenses remaining. You guys are up!
| Grenz |
"They are trying to go around us Idun" - Grenz warns his companion, then unleashes on his foe.
Flurry 1: 3d6 + 7 ⇒ (3, 5, 1) + 7 = 16
Damage if it hits: 1d6 + 11 ⇒ (3) + 11 = 14
Flurry 2: 3d6 + 7 ⇒ (4, 1, 4) + 7 = 16
Damage if it hits: 1d6 + 9 ⇒ (2) + 9 = 11
Hmmmmm, I may have to stop using Power Attack...
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (3, 3, 1) + 3 = 10
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (5, 2, 5) + 3 = 15
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (4, 5, 2) + 3 = 14
+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor
Defense 1: 3d6 + 14 ⇒ (2, 2, 2) + 14 = 20
Defense 2: 3d6 + 14 ⇒ (5, 4, 2) + 14 = 25
Defense 3: 3d6 + 14 ⇒ (5, 3, 5) + 14 = 27
| The Captivating Caprice! |
"On it!" Caprice spins away to answer, interposing herself between Khamul and the foe once more.
Attack: 3d6 + 11 ⇒ (6, 6, 6) + 11 = 293d6 + 11 ⇒ (2, 6, 3) + 11 = 22
Damage: 1d10 + 8 ⇒ (5) + 8 = 131d10 + 8 ⇒ (10) + 8 = 18
AC: 3d6 + 10 ⇒ (3, 1, 5) + 10 = 193d6 + 10 ⇒ (6, 6, 5) + 10 = 273d6 + 10 ⇒ (3, 4, 5) + 10 = 223d6 + 10 ⇒ (4, 2, 4) + 10 = 20
Any Fort Saves: 3d6 + 4 ⇒ (1, 5, 2) + 4 = 123d6 + 4 ⇒ (1, 3, 6) + 4 = 14
Last turn of haste.
Oooh? Crit? Think that might be my first.
Crit Confirm: 3d6 + 11 ⇒ (3, 5, 6) + 11 = 25
Damage: 1d10 + 8 ⇒ (6) + 8 = 14
| DM ShadowBloodmoon |
Grenz furiously swings at the small undead in front of him, his attacks strong enough to rend flesh from bone, but the little creature is faster and smaller than he anticipated and it escapes his wrath. His defenses are uncanny however, as none of them can seem to touch the fighter.
Caprice steps up to help defend Khamul and the thing is surprised by the sudden growth of steel through its body as it leaves a trail if black sludge along her sword’s edge. The second one behind it fights ferociously, but it is unable to catch the fleet footed woman.
Apparently, Paizo ate my last post.. you guys are up!
| Grenz |
With a snarl, Grenz continues trying to pummel the small creature.
Flurry 1: 3d6 + 7 ⇒ (6, 6, 6) + 7 = 25
Damage if it hits: 1d6 + 11 ⇒ (2) + 11 = 13
Hey! Is it a critical?: 3d6 + 7 ⇒ (2, 4, 4) + 7 = 17
Extra damage if it is (is fist x2 or x3?): 1d6 + 11 ⇒ (5) + 11 = 16
Flurry 2: 3d6 + 7 ⇒ (1, 1, 2) + 7 = 11
Damage if it hits: 1d6 + 11 ⇒ (2) + 11 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (2, 1, 5) + 3 = 11
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (2, 2, 6) + 3 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (6, 3, 6) + 3 = 18
+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor
Defense 1: 3d6 + 14 ⇒ (6, 5, 5) + 14 = 30
Defense 2: 3d6 + 14 ⇒ (2, 4, 1) + 14 = 21
Defense 3: 3d6 + 14 ⇒ (3, 5, 3) + 14 = 25
Defense 4: 3d6 + 12 ⇒ (4, 4, 3) + 12 = 23
Defense 5: 3d6 + 12 ⇒ (2, 5, 6) + 12 = 25
Defense 6: 3d6 + 12 ⇒ (6, 4, 1) + 12 = 23
| The Captivating Caprice! |
Caprice's supernatural speed dims, and she must face the last foe with only her own skills.
Attack: 3d6 + 10 ⇒ (6, 2, 5) + 10 = 23
Damage: 1d10 + 8 ⇒ (8) + 8 = 16
AC: 3d6 + 9 ⇒ (1, 2, 2) + 9 = 143d6 + 9 ⇒ (5, 4, 6) + 9 = 24
| DM ShadowBloodmoon |
Unfortunately not a critical, but it had already taken some damage.
Grenz and Caprice continue the fight, punching and slashing at the undead horrors around them, each one covered in black gore and detritus. His frustration creating focus, Grenz’s foot neatly collapses the chest of the first, sending it crashing into the other. It flails around for a moment before trying to attack him back, but is unable to catch the warrior.
Caprice is almost as untouchable, her blade cutting the last one of her opponents down in a quick sky-ground cut. However, as the thing gurgles its last sounds, its claw reaches out and scratches her arm. She can already feel its poison burn in her veins..
Using the first Fort Save above, 12, that’s not going to make it. Caprice will succumb to paralysis for 3 rounds and take 4 damage. However, next round, Khamul will shake it off. You guys are up, one remains!
| The Captivating Caprice! |
Ah fooey, could have used my martial focus for that, keep forgetting all this fancy SoP stuff. But it's a use before rolling so not fair to use it now.
There were very few things Caprice hated more than idleness, stillness, lack of action. Her lips managed to find a frown just a moment before the paralysis completed its hold.
| Khamul Froghoth |
I think I am up this round - I've cast guidance on myself 3 times, and I was paralyzed for 3 rounds...
"Ugghn" With a grunt of effort, Khamul's limbs shed their stiffness. A glance to the side assures him that the Idun had cleared the threat on her flank before succumbing to the paralysis herself...
(Map shows no bad guys on that side. I assume that Shadowbloodmoon's taking some GM license here - I don't see how that critter got a hit on idun to paralyze her if she killed it; or she shouldn't have got to hit it if she was paralyzed by it attacking first...)
As it is impractical to attack past Grenz, he calls upon his psychic magic again, stepping forward and imbueing the free-style fighter with psychic guidance.
5' step closer to Grenz
Standard - cast guidance on Grenz (+1 competence to a roll of your choice)
move- pick up his sling-staff
| Grenz |
Cracking his neck, Grenz stepped forward, and attacked the next spawn of Chucky.
Not using Power Attack.
Flurry 1: 3d6 + 9 ⇒ (3, 3, 3) + 9 = 18
Damage if it hits: 1d6 + 7 ⇒ (4) + 7 = 11
Flurry 2: 3d6 + 9 ⇒ (4, 1, 2) + 9 = 16
Damage if it hits: 1d6 + 5 ⇒ (1) + 5 = 6
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (2, 2, 6) + 3 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (4, 6, 2) + 3 = 15
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (3, 2, 3) + 3 = 11
+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor
Defense 1: 3d6 + 12 ⇒ (5, 1, 1) + 12 = 19
Defense 2: 3d6 + 12 ⇒ (5, 5, 3) + 12 = 25
Defense 3: 3d6 + 14 ⇒ (5, 4, 2) + 14 = 25
Defense 4: 3d6 + 12 ⇒ (1, 2, 2) + 12 = 17
Defense 5: 3d6 + 12 ⇒ (1, 2, 6) + 12 = 21
Defense 6: 3d6 + 12 ⇒ (2, 4, 6) + 12 = 24
| DM ShadowBloodmoon |
Sort of a simultaneous thing for Caprice. Khamul is free this round, but unfortunately his help doesn’t let Grenz finish the last one.
Khamul breaks free of the ill feeling as Caprice succumbs to it, he instantly gets back into the fight, sending some psychic gifts to Grenz. Unfortunately that last goblin thing has no sense of self preservation and continues to fight, and due to its quickened nature, it proves difficult for the warrior to finish it off. Luckily, it is too frenzied to catch him either.
You guys are up!
| Khamul Froghoth |
Khamul steps up behind Grenz and lashes past him, taking advantage of the length of his slingstaff and his unnaturally stretchy arms...
5' step
Aid another on Grenz's to hit
Attack to Aid Another: 3d6 + 3 + 3 + 1 + 1 + 1 - 4 ⇒ (6, 3, 2) + 3 + 3 + 1 + 1 + 1 - 4 = 16 vs AC 10
3 bab +3 spirit bonus +1 str +1 enhancement+1 profane -4 cover
if this suceeds, it will give Grenz another +2 to hit on his next attack
| Grenz |
With Guidance, that first attack would have been a 19 - that misses GM ShadowBloodmoon?
Grenz falls into his brawler stance, going into a more balanced approach, exchanging measured kicks and punches with his foe, and taking advantage of Khamul's sense of strategy.
Flurry 1: 3d6 + 9 + 2 ⇒ (3, 3, 5) + 9 + 2 = 22
Damage if it hits: 1d6 + 7 ⇒ (6) + 7 = 13
Flurry 2: 3d6 + 9 ⇒ (3, 3, 4) + 9 = 19
Damage if it hits: 1d6 + 5 ⇒ (2) + 5 = 7
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (5, 3, 2) + 3 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (3, 5, 2) + 3 = 13
Bodyguard bite vs. AC10: 3d6 + 3 ⇒ (6, 6, 2) + 3 = 17
+1 Dodge
+2 Dex
+1 Amulet of Natural Armor
+1 Ring of Protection
+3 Wisdom
+2 Bodyguard Aid from Scourge
+4 Mage Armor
Defense 1: 3d6 + 14 ⇒ (6, 6, 1) + 14 = 27
Defense 2: 3d6 + 14 ⇒ (5, 6, 2) + 14 = 27
Defense 3: 3d6 + 14 ⇒ (4, 3, 6) + 14 = 27
Defense 4: 3d6 + 12 ⇒ (1, 3, 3) + 12 = 19
Defense 5: 3d6 + 12 ⇒ (4, 4, 5) + 12 = 25
Defense 6: 3d6 + 12 ⇒ (1, 5, 5) + 12 = 23
| DM ShadowBloodmoon |
Their AC is 20, so it is difficult, but that first Flurry this round hits.
The last undead goblin lunges at Grenz, but is smacked in the face by a rock from Khamul. Momentarily losing its focus, Grenz’s recovers his and lands a fist squarely in its face. Gore and muck spatter all over the man’s arms and the creature goes down in a heap. He will smell like they did for some time, but at this point, you have become used to it. Still, there is the matter of the woman still pounding and clawing at the door in the northwest corner. As you ponder it, Caprice’s muscles start to regain their movement.
| Khamul Froghoth |
As he waits for Idun to recover, Kahmul wanders between the fallen enemies, crushing skulls with the butt of his sling-staff to make sure they stay down. As he does, he unstoppers the merchant's pomander that he had not had time to open before. (Yes, more fool I.) He also applies some holy weapon balm to 3 bullets...
Once Idun is recovered, he requests "Cover my back", and heads over to the door the undead woman is pounding on. After gently pushing her aside with his staff, using his accumulated psychic focus (Guidances), he checks for traps (assuming he finds none) and then sets to work on the lock. Once he gets it open, he pulls his best fade into the shadows while stepping out of the woman's way...
Perception, Check for traps: 3d6 + 4 + 3 + 1 + 1 + 4 ⇒ (1, 4, 6) + 4 + 3 + 1 + 1 + 4 = 24
4 ranks +3 trained +1 trait +1 guidance +4 detect danger
Disable Device, Open the lock: 3d6 + 4 + 4 + 3 + 2 + 1 ⇒ (4, 5, 4) + 4 + 4 + 3 + 2 + 1 = 27
4 ranks +4 dex +3 trained +2 MW tools +1 guidance
Stealth: 3d6 + 3 + 3 + 4 + 4 ⇒ (1, 3, 6) + 3 + 3 + 4 + 4 = 24
3 ranks +3 trained +4 dex +4 small
I am now out of guidances, and Dark Power
| DM ShadowBloodmoon |
As Khamul gets closer to the door, the woman nearly swipes his head clean off, her arm moving faster than Khamul imagined. When he sets to work on the door, he finds that though it appears to be safe, it has a rather ornate lock that bars it shut and the tumblers inside the keyhole seems to move in rather strange directions than a typical lock would. Khamul may have to take some time with this lock to open it up, but the undead woman does not want to pause what she is doing to let him do so.
Take 16 takes 30 seconds on a lock, but right now you are technically under threat, and risk being attacked by her. I am not going to worry about initiative, as it is just her and your party, so Caprice and Grenz may do something as well.
| The Captivating Caprice! |
"Been better..." Caprice carefully stretches out after the paralysis wears off before moving to watch Grenz's back, though from perhaps a little further back than he might like. Caprice still has a clear distaste of the undead woman, feeling she's likely to lead them into even still more traps.
| Khamul Froghoth |
...
Take 16 takes 30 seconds on a lock, but right now you are technically under threat, and risk being attacked by her. I am not going to worry about initiative, as it is just her and your party, so Caprice and Grenz may do something as well.
To be clear, we either sit here hoping for me to roll a 16 (trying every 2nd round because of the need for a guidance spell - without it I only make DC 29), which could take a while given how my dice have been performing, and hope mrs psycho doesn't get impatient enough to kill me, or we need a 30 second distraction.
Khamul dodges backwards from another swipe from the killer b$&%@, and says "I can get the lock if you guys can buy me 30 seconds to work without psycho here trying to kill me, especially if Idun can give me a hand... Grenz, do you think you can talk to the b+**~ because you released her?"
5' step away from psycho
standard - cast guidance
free - talk