
Thograt Ironheart |


Chainmail |

The bad fighter shifts, and the thief switches to an urgosh and mans the front line. The gnome charges to hit brask with his lance and his war dog goes for a bite. The fighter and thief go for Ninni. The wizard tries to cast a spell, takes two shots from Neji's wand, and the spell is ruined as it is cast.
Ninni dodges all shots at her, but Brask is hit with a charging lance and a skeletal war dog bite for 12.
The undead bannerman rushes into the side room to hit Hon with his flail of human skulls for 6.

Khazad Grimglaive |

At last! :) By my count, I should be at 25-13+6 = 18HP. I assume I still have my glaive?
Khazad is finally able to overcome the ghoul's touch effect and stands up from prone, armor clanking. He flexes his aching muscles and moves behind Ninni, pointing his glaive menacningly over her shoulder.
move action - stand up from prone, standard action - move towards I23 around the greasy area, should be 20ft. I should threaten Fight1 and Thief now, maybe also Arch (not clear if there's a wall or not)

Magnum tE |

Brask is unconscious and stable at 0 -- Hon to go facing off with the undead bannerman and his flail of skulls. Big Mug will try to move off the grease again. 1d20 - 4 ⇒ (9) - 4 = 51d20 + 3 ⇒ (5) + 3 = 8
He falls prone.
Magnum fires two hammers into melee at the thief Ninni has softened up 1d20 ⇒ 61d20 ⇒ 151d4 ⇒ 11d4 ⇒ 3
One hits him sending him down. He draws the last two hammers and moves lithely onto the grease to stand over Brask.
Acr 1d20 + 4 ⇒ (16) + 4 = 20
"I got Brask now, Kragg just pound these guys with something blunt.
round 6
21 Neji
20 Undead Dwarves
20 Ninni
18 Khazad
13 Brask
12 Hon <--
9 Big Mug acted
7 Magnum acted
6 Ghoul
5 Kragg <---
1 Thograt <---

![]() |

PM got hungry. Here is a condensed repost
Hon, who is cursing the dice gods as he drops crossbow, swings with his warhammer. Every. Single. Time. I miss, they don't."
Warhammer: to hit 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15; Damage 1d8 + 1 ⇒ (5) + 1 = 6
Autocrit roll1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16; Damage 1d8 ⇒ 4
I thought I was at G24? Did the skeletorBannerman bullrush me back into the room?

Kragg Stoneheart |

Not having anything but his fist to swing at the skeletal form in front him, Kragg takes the other alternative and swings again with his mighty Ugrosh against the mounted gnome. Take out the rider the steed will follow soon after. I may be a pack mule for him but that doesn't mean I can everything available or can carry everything for every circumstance.
Attack with both ends:
slashing attack 1d20 + 7 ⇒ (16) + 7 = 23 damage 1d8 + 4 ⇒ (8) + 4 = 12
Piercing attack 1d20 + 7 ⇒ (14) + 7 = 21 damage 1d6 + 2 ⇒ (6) + 2 = 8
Who needs a blunt object if you can hit that hard.

Neji, Gnome Sorceress |

Neji moves up behind Kragg to cast Magic Missile from the wand at the Wizard when it tries to cast a spell.
Ready Action: cast MM when the wizard begins casting.
Damage2d4 + 2 ⇒ (2, 2) + 2 = 6
Forcing a Concentration Check DC 17.
Three charges remain.
Hp: 17/17
Current AC/Touch/Flat:
Normal AC/Touch/Flat: 15 / 15 / 12
Spells in Effect (upon whom)
Resistance (Neji, reapplied regularly)
Mage Armour (Neji, Ninni)
Light (Small rock dropped in room)
Dancing Lights (free action to move them, causing them to follow the undead dwarves.
Enlarge Person, Mage Armour
Cantrips: Daze, Resistance, Light, Prestidigation, Acid Orb
Gnome Magic: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals [ ]
Celestial Bloodline: Heavenly Fire [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Bolts (20)
Flasks of Acid (3)

Chainmail |

The fighter attacks Ninni 1d20 + 3 ⇒ (17) + 3 = 20
The thief attacks Magnum 1d20 + 2 ⇒ (17) + 2 = 191d20 + 2 ⇒ (18) + 2 = 20
The gnome and dog attack Kragg 1d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (3) + 3 = 6
Magnum is hit for 1d6 + 2 ⇒ (1) + 2 = 3
Hon was moved to his preferred square
Hon takes a shot from the Bannerman and the Wizard
1d20 + 4 ⇒ (3) + 4 = 71d20 + 3 ⇒ (12) + 3 = 15
The Wizard strike Hon with a staff for 1d6 + 2 ⇒ (5) + 2 = 7
21 Neji
20 Undead Dwarves
20 Ninni<---
18 Khazad
13 Brask
12 Hon
9 Big Mug
7 Magnum
6 Ghoul
5 Kragg
1 Thograt

![]() |

Hon knows the odds of isolated combat. It ain't looking good for the glass rogue. Swinging his hammer at skeletorbannerman again. At least he lead two away from the team and hopefully one less to return.
Warhammer: to hit 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16; Damage 1d8 + 1 ⇒ (4) + 1 = 5

Kragg Stoneheart |

Did Kragg do any damage last round to the gnome or not? Assuming so, then here is his actions. If not, then Kragg will attampt to trip the wolf instead and bring both the mount and rider down.
Kragg will continue to hack at the skeleton in front of him knowing full well that the skeleton is resistant to most of the damage he would otherwise be inflicting.
Slashing attack:1d20 + 7 ⇒ (1) + 7 = 8 damage 1d8 + 4 ⇒ (5) + 4 = 9
Piercing attack:1d20 + 7 ⇒ (17) + 7 = 24 damage 1d6 + 2 ⇒ (1) + 2 = 3
If gnome is dead then attack the dog or 5ft to attack the thief if both gnome and dog are dead.
Max damage last round and only 1 hit for no damage this round. Wow...

Chainmail |

Kragg damaged the skeleton last time and would have finished him except for his resistance to Kragg's attacks. Kragg's follow up attacks leave the gnome knight skeleton barely clinging to his unlife.
Ninni gets one solid punch in on the heavily armed fighter.
Brask has missed with his hammer.
Khazad hits the thief and puts him down.
1d20 + 4 ⇒ (2) + 4 = 61d20 ⇒ 31d20 ⇒ 191d20 ⇒ 101d4 ⇒ 21d4 ⇒ 3
Magnum attempts to leave the grease but is barely able to keep his feet but finishes off the mounted gnome with a hammer blow.
Fighting against two skeletons Hon lands a blow on the undead bannerman but is feeling overmatched.

Neji, Gnome Sorceress |

Neji fires her wand of MM x2 at the dog, then hopes to move past it without being bitten.
2d4 + 4 ⇒ (2, 1) + 4 = 7 damage to the dog.
Acrobatics to avoid AoO moving through the dog's space = 5 + the dog's CMD:
1d20 + 3 ⇒ (12) + 3 = 15
"I'm coming, Hon!
It's been too long since I last cried that. "
In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5.
Situation Base Acrobatics DC*
Move through a threatened area Opponent's Combat Maneuver Defense
Move through an enemy's space 5 + opponent's Combat Maneuver Defense
* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.

Chainmail |

A damaging divine blast hurts all the undead slightly.
Neji blasts the dog and attempts to move past the dog but cannot avoid triggering retaliation. The dog bites for 4 but cannot knock Neji down as she rushes to Hon's aid.
1d20 + 3 ⇒ (9) + 3 = 121d6 + 1 ⇒ (3) + 1 = 41d20 + 3 ⇒ (5) + 3 = 8
The heavily armed skeleton attacks Ninni the dog Magnum
1d20 + 3 ⇒ (19) + 3 = 221d20 + 3 ⇒ (17) + 3 = 20
Hurting them both (for 6) and failing to trip Magnum
1d10 + 2 ⇒ (4) + 2 = 61d6 + 3 ⇒ (3) + 3 = 61d20 + 3 ⇒ (6) + 3 = 9
Hon faces another double team and deftly avoids the staff and flail of skulls.
1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (6) + 3 = 91d8 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (3) + 2 = 5

Chainmail |

Round 8
21 Neji
20 Undead Dwarves
20 Ninni <---
18 Khazad
13 Brask
12 Hon
9 Big Mug
7 Magnum
6 Ghoul
5 Kragg
1 Thograt
Neji has moved to the big room. The battle has lasted barely more than a minute and with every skeleton that is dispatched, the feeling of evil and dread is reduced. Four undead remain all damaged in some way.

![]() |

"Oh heck no! I was trying to flank youse guys." Hon sidesteps to G23, using his momentum to crumple the skeletorbannerman with his dwarven hammer.
Warhammer: to hit 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18; Damage 1d8 + 1 ⇒ (1) + 1 = 2
Autocrit roll1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6; Damage 1d8 ⇒ 4
Not sure what is more frustrating: missing more than hitting, or this nickel and dime damage. The dice gods have indeed forsaken me. ;-)

Thograt Ironheart |

Hon is currently at 15HP-7-6=2HP, unless he was in range of Ironheart's channeled heal(which I don't think he was:insert heavy sigh)
Sorry Hon, I tried to move out of the grease last turn with the idea of standing in the doorway between the two rooms and doing a channel energy. Neji is on the way though and she has some Healy power.
Potions selected: 2x magic weapon, 1 for Khazad 1 for Kragg
1x CLW for Kragg.
just wanted to remind Kragg and Khazad about their Magic Weapon Oils.

Kragg Stoneheart |

Thought it would be a waste on skeleton's since I I don't have a bludgeoning weapon. Plus I figure there is going to be something nastier that turned the dwarves into skeletons. Saving it for that.
The tide has turned. The evil will be vanquished soon.
Attack the dog unless already dispatched then move to attack the fighter. If I have to move please just take the slashing attack and add 2 to hit and damage.
Slashing attack 1d20 + 7 ⇒ (14) + 7 = 21 damage 1d8 + 4 ⇒ (7) + 4 = 11
Piercing attack 1d20 + 7 ⇒ (15) + 7 = 22 damage 1d6 + 2 ⇒ (3) + 2 = 5
AC: 17
HP: 22

Chainmail |

Grease recap:
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
If you attempt to move you have two chances to fall--missing your acrobatics check by five or your reflex save.

Chainmail |

Ninni gets another solid blow on the armored skeleton.
Khazad misses his polearm jab.
Brask falls and throws a hammer finishing off the dog.
Magnum shifts from the grease and hits the heavily armed fighter.
Two hammer shots shatter the skeleton inside the half plate armor Ninni softened up and it drops to the ground in a loud explosion of metal on stone sound. Kragg races to engage the skeltons facing Hon. Big Mug crawls out of the grease and stands up (the Banner is up again).
Brask and Thograt fall down on the grease again--what an effective spell against those heavily armored. Hon inflicts minimal damage on the skeletal bannerman.
Only two skeletons remain facing off against the beseiged rogue completely missing him as he frantically evades them.

Neji, Gnome Sorceress |

Moving along around the corner (to G26), Neji wills her Dancing Lights to follow her.
"There you are!"
Neji brings forth Divine power to heal Hon, at least a little bit.
Apparently it is a ranged touch, even when healing allies...
Attack! 1d20 + 5 ⇒ (3) + 5 = 8
Healing 1d4 + 1 ⇒ (1) + 1 = 2
Yeah, don't rely on Neji for healing...
BLOODLINE POWERS - You get the following powers from your Celestial bloodline at this level:
- Heavenly Fire - Ranged touch attack within 30 ft. 1d4+1 divine damage (not subject to resistance or immunity) to evil creatures. Good creatures can be healed by it instead once per day per creature. No effect on Neutral creatures. Standard action. 8 times per day. (PFCR 74). (PFCR 71).
Hp: 17/17
Current AC/Touch/Flat:
Normal AC/Touch/Flat: 15 / 15 / 12
Spells in Effect (upon whom)
Resistance (Neji, reapplied regularly)
Mage Armour (Neji, Ninni)
Light (Small rock dropped in room)
Dancing Lights (free action to move them, causing them to follow her.)
Enlarge Person, Mage Armour
[ ] [ ] [ ] [ ]
Cantrips: Daze, Resistance, Light, Prestidigation, Acid Orb
Gnome Magic: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals [ ]
Celestial Bloodline: Heavenly Fire [ * ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Bolts (20)
Flasks of Acid (3)