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To speed up a bit here are my actions, although after Duncan posts I may change it a bit.
Reflex: 1d20 + 2 ⇒ (16) + 2 = 18
Guys hurry the evil dwarf is here!
You honorless creature, that feeds on the souls of little children, face me!
It's time someone puts you to your final rest!
I move 5 feet N and then I power attack the dwarf.
Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Attack: 2d6 + 11 ⇒ (2, 3) + 11 = 16
Finally, I use fervor to cast protection from evil in myself.

GM - Obermind |

Both Lokeemon and Tsin Tao manage to stave off the insidious smoke threatening to blind them, but are unable to avoid the tremendous heat - burning badly, the ninja goes down in a heap.
Tsin, you take 6 points of fire damage, and are now at -1. Lokeemon, you take 1 additional point of fire damage (6-5 from your resistance).
"Hey lad, can ye manage ta stay on yer feet?! Yer as fragile as a durned elf!" - Duncan roars - "If ye boys canna gimme some room, I'll take care of our fine ninjah!" - he adds.
Duncan will wait for the actions of Saktar and Keebo.
The Warpriest bravely wades in on the monstrosity, steadfast in the belief he is protected by his God - his aim is true, and he delivers a mighty blow to his adversary.
Guys, please keep in mind visibility is seriously reduced - you can only see a maximum of 10' away (2 squares).
Initiative = Saktar (Keebo) 11 > Duncan 10. GO!
1d100 ⇒ 46

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reflex save: 1d20 + 4 ⇒ (20) + 4 = 24
The smoke stings his eyes but Saktar pushes through the heat messaging the group
We can't fight here, pull back!
He then picks up Tsins collar and begins to drag him to the exit pushing Keebo out too
Duncan, we're coming to you, fire your healing now!

GM - Obermind |

Duncan BOT!
"Eeeeesh!, ye're a mess lad!" - Duncan shakes his head, placing his hands on the ninja - "Let's get ya on yer feet!"
CMW: 2d8 + 3 ⇒ (4, 4) + 3 = 11
Tsin opens his eyes wide and takes in a deep, shocked breath.
"There ya go" - Duncan chuckles.
Tsin, you are conscious again with 10 hit points!
-------
-- Round 5 --
Initiatives = Tsin 25 > Things 24 > Lokeemon 14 > Saktar 11 (Keebo) > Duncan 10. GO!

GM - Obermind |

-- Round 5 (continued) --
As all the companions bravely retreat, Lokeemon is left to face the two dangerous foes alone...
The Hound growls and wades in from his right without hesitation, the massive teeth trying to rip one of his legs off. But the holy warrior was prepared and nimbly avoided the poorly aimed bite.
From his left side waded in the massive undead blacksmith dwarf, his gleaming hammer aimed with unnatural strength.... At Lokeemon's Greatsword.
The impact is brutal, and the clanging reverberates throughout the tunnel, as the hammer simply BREAKS Lokeemon's sword almost in half!
Lokeemon, your Greatsword now has 1HP (instead of 10), and has gained the Broken condition: If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
Even further, the chains enveloping this hideous creature seem like living snakes, snapping at and trying to bite the warpriest. Yet their attacks bounce harmlessly off his armor.
Initiatives = Lokeemon 14 > Saktar 11 (Keebo) > Duncan 10. GO!
1d20 ⇒ 6
1d20 ⇒ 15
1d100 ⇒ 93
1d8 + 6 ⇒ (6) + 6 = 12
1d20 ⇒ 1
All please remember you took 6 points of damage from the breath weapon - the Reflex save only prevents the blindness (I updated the HPs for all of you on the slides, make sure to verify them)

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I retreat from combat moving until Z7 (in front of Tsin) then I tell Saktar and Tsin:
Go back, let's make our stand at the entrance of the room.
I'm hoping Saktar moves back and I'll finish my move at his position adjusting my initiative accordingly.
If I can see the kids I tell them: Kids, this is too dangerous for you, go back to the other room.
If I cannot see the kids right now I'll tell them the same if/when I reach Saktar position.
Nevertheless, I tell "everyone" Get those kids out of here!

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Saktar retreats as Lok says.
Spread out - he says preparing for combat
Ready action MM on the first bad guy that shows his face

GM - Obermind |

-- Round 5 (continued) --
Saktar and Lokeemon both move to more favorable battle positions.
The kids do listen to the shouted orders, but they hesitate in simply complying... They seem confused, and those closer (Duncan and Saktar) hear them mumbling something about Lokeemon being ugly, and them feeling safer close to the group instead of alone in the other room...
1d20 ⇒ 3
Initiatives = Duncan 10. GO!

GM - Obermind |

Somehow Duncan manages to convince the children to move to the other room, and they retreat 'en masse'.
-- Round 6 --
Tsin Tao retreats, and readies himself to fire an arrow at the first enemy which shows up.
The hellish hound comes bounding their way and is immediately hit by a powerful Magic Missile from Saktar - yet it continues on, stopping right in front of Lokeemon and Duncan, its maw opening to release a terrible fiery breath.
Tsin, your readied action does not trigger because the hound is still within the fumes, and you cannot see him from over 10' away.
Lokeemon takes no damage from the attack due to his fiendish resistances, but Duncan and Saktar are not so lucky - guys you both take 8 points of damage (you can check the saves in the spoiler to see if they are correct).
You can also post your actions.
Initiatives = Saktar 11 (Keebo) > Lokeemon 10 > Duncan 10. GO!
1d20 ⇒ 18
4d4 + 8 ⇒ (3, 2, 4, 1) + 8 = 18
2d6 ⇒ (3, 5) = 8
Reflex Lokeemon: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Reflex Duncan: 1d20 + 6 ⇒ (4) + 6 = 10
Reflex Saktar: 1d20 + 4 ⇒ (6) + 4 = 10

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Kill it!!
Saktar tries a more insidious spell, trying to keep the beast here and slowing reinforcments
Grease on the wolf. I want the 10' square to be in a way that the creature is in the lower left square

GM - Obermind |

-- Round 6 (continued) --
Saktar's spell is well aimed, and the wolf begins slipping in the magically conjured Grease, eventually falling down!
Lokeemon grabs the advantage, and drives his broken sword home with a mighty blow on the fallen opponent, finally slaying the horrendous creature. Its last breath is a weak gout of flame...
Initiatives = Duncan 10. GO!
1d20 ⇒ 6
1d100 ⇒ 47

GM - Obermind |

F*** this dragon...
LOL! It's a shame that Red Dragon doesn't post in his own game :/
The majestic Red Dragon bestows his divine power upon Lokeemon, healing some of the Warpriest's wounds.
-----
-- Round 7 --
Initiatives = Tsin 25 > Things 24 > Saktar 11 (Keebo) > Lokeemon 11 > Duncan 10. GO!

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Yeah let's go, can't wait to get this over with.
I need a mug of ale or three.
I think we're all kinda close right now, so I let Duncan do his thing. Meanwhile I move to the wolf corpse and test my footing on the greased out floor.
Is it too slippery to walk?
I save a ready action to shoot if the undead dwarf comes in sight.

GM - Obermind |

-- Round 7 --
Tsin Tao moves forward to gain an advantageous position against any incoming foe - the conjured grease is akin to naught for one with such a preternatural agility, so he navigates it easily.
He can hear it even before he sees it, the grating sound of scraping metal again begins echoing through the tunnels, as well as an unearthly, cavernous wail... And as soon as the dwarvish monstrosity rounds the corner, Tsin unleashes his arrow, but the smoke obscures his vision and he misses his aim. The creature stops short as soon as it spots Lokeemon, Duncan and Tsin, again unleashing a noxious breath which engulfs the whole area in acrid smoke.
The adjacent room is now also filled with smoke.
The ninja is blinded by the smoke, but his companions are able to shake the insidious effects.
Tsin Tao is blinded! + Tsin Tao, Duncan and Saktar take 5 points of fire damage! Lokeemon is protected by his hellish heritage ;)
Even worse - the living chain which envelops their opponent lashes out at the half-orc with a vicious strike. However it seems the smoke also prevents the unnatural thing from aiming correctly, so it instead rips a chunk off the wall next to the ninja!
Initiatives = Saktar 11 (Keebo) > Lokeemon 11 > Duncan 10. GO!
1d20 ⇒ 16
1d100 ⇒ 5
1d6 ⇒ 5
1d4 ⇒ 2
1d20 ⇒ 5
1d20 ⇒ 9
1d20 ⇒ 19
1d20 ⇒ 20
1d3 ⇒ 1
1d20 ⇒ 17
1d100 ⇒ 4
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

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Guys, you keep advancing to the smoke, we can't do anything like that - Saktar growls to the group - We either advance or we retreat, decide!
Delay action to move with Lok, always 5' behind him

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Saktar doesn't move either, he'll stand with Lok
Ready action, MM on the thing if it appears
magic missile w/ arcane point: 4d4 + 8 ⇒ (4, 1, 3, 2) + 8 = 18

GM - Obermind |

-- Round 8 --
Initiatives = Tsin 25 > Things 24 > Saktar 11 (Keebo) > Lokeemon 11 > Duncan 10. GO!

GM - Obermind |

-- Round 8 (continued) --
The ninja uses one of his tricks to simply vanish into thin air, and with amazing Dexterity easily manages to navigate his way in retreat without stumbling to the ground.
The dwarven nightmare wails in rage, but does not move forward - instead it seems to somehow be 'taking a deep breath', even though that is surely impossible for long dead lungs?!
Even as he does so, the smoke threatens to choke you all, filling your lungs and eyes with burning soot! Tsin Tao is unable to rub the smoke from his eyes, and his vision remains impaired.
The chain dashes forth again, this time targeting Duncan with a brutal strike. Yet it bounces harmlessly on the sturdy dwarf's shield.
Tsin Tao remains blind
Everyone takes 1 point of fire damage from the noxious smoke (except Lokeemon due to Fire Resistance 5)
Initiatives = Saktar 11 (Keebo) > Lokeemon 11 > Duncan 10. GO!
RT: 1d20 + 10 ⇒ (2) + 10 = 12
RD: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
RL: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
RS: 1d20 + 4 ⇒ (16) + 4 = 20
1d6 ⇒ 1
1d20 ⇒ 8

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Guys he's going to breathe fire again!
Since he can fill the rooms with smoke, I'll lead.
I keep +1 to saves with my War Blessing
I move 5 feets to reach the undead Acrobatics -1 due to armor : 1d20 + 3 - 1 ⇒ (8) + 3 - 1 = 10
Attack Great Sword + Divine Favour:
Attack: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
Attack: 2d6 + 8 - 2 ⇒ (2, 5) + 8 - 2 = 13

GM - Obermind |

With decisive action, Lokeemon steps forward - the chain immediately lashes out at him with lightning rapidity, but misses its attack yet again.
The warpriest swings his broken sword as hard as possible, but the smoke gets in his eyes, and he misses his opponent.
1d20 ⇒ 5
1d20 ⇒ 5

GM - Obermind |

Please disregard the post above...
Lokeemon hits the undead dwarf with a mighty swing!
Initiatives = Saktar 10 (Keebo) > Duncan 10. GO!

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Godammit! - Saktar curses and follows his friend
With sheer luck, he manages to keep himself standing unloading a spell as soon as he sees the creature
Finnaly we meet! Magic Missile and knowledge check. Not sure if which of my skills work, if any
acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14
magic missile: 4d4 + 8 ⇒ (4, 1, 4, 2) + 8 = 19
knowledge: 1d20 + 8 ⇒ (2) + 8 = 10

GM - Obermind |

Saktar moves forward and unleashes another powerful magic missile at the undead, who reels from the mighty hit! It still stands though...
Initiatives = Duncan 10. GO!

GM - Obermind |

Duncan boosts his companion with divine power, and hopes for the best.
Duncan I believe you are now out of level 2 spells - one was converted into a CMW, and the other one was an Aid - is this correct?
-- Round 9 --
Initiatives = Tsin 25 > Things 24 > Lokeemon 11 > Saktar 10 (Keebo) > Duncan 10. GO!

GM - Obermind |

-- Round 9 (continued)--
Tsin does nothing.
The dwarven undead monstrosity stares deeply at Lokeemon with its void eye sockets, and roars in the warpriest's face - "Bydd eich eneidiau yn BAWB!" - its metallic voice grating on your ears, punctuated by a brutal side sweep of the hammer which threatens to crack some of the tiefling's ribs.
"Your souls will ALL be mine!"
Lokeemon, you take 10 points of bludgeoning damage!
Then, rearing as if it was a living snake, the barbed chain lashes out against the holy warrior, tearing a tremendous gash across his torso.
Lokeemon you take a total of 12 points of damage from the chain [11 barbed damage + 6 points of fire damage (reduced to 1 because of your resistance)].
Initiatives = Lokeemon 11 > Saktar 10 (Keebo) > Duncan 10. GO!
1d100 ⇒ 97
1d8 + 6 ⇒ (4) + 6 = 10
1d20 ⇒ 17
1d100 ⇒ 92
2d4 + 7 + 1d6 ⇒ (2, 2) + 7 + (6) = 17

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Bloody hellish creature! I hope your soul is tortured in hell forever!!
I change my blessing to give +1 to attack.
Great Sword + Divine Favour: +11 2d6+8
attack: 1d20 + 11 + 2 - 2 ⇒ (6) + 11 + 2 - 2 = 17
attack: 2d6 + 8 - 2 ⇒ (3, 3) + 8 - 2 = 12

GM - Obermind |

Lokeemon's broken blade scrapes against the chains that envelop the creature - the sword is damaged but far from useless, and the Warpriest proves exactly that!! With a last shout of anger, he manages to find an opening in the hellish protective mesh, and plunges the jagged edge of his Greatsword through the chest cavity of the Forge Spurned.
It wails madly, fumes coming from the wound and its open mouth - but this time they cannot affect the adventurers, and it crashes down in a heap of fuming corroded bones and metallic chains.
Combat OVER!! Good job guys!!
Where to next?