
Lleidr |

Sorry for another delay in posting. Another super busy weekend...
Lleidr will make a Perception roll as well as cast Detect Magic in the junk room. Those rangers' equipment has to be around here somewhere.
Perception: 1d20 + 13 ⇒ (15) + 13 = 28
If he sees nothing of note, down to the door at the west end of the hallway, where he'll check for traps along with Detect Magic and Poison.
Perception (Trapfinding): 1d20 + 15 ⇒ (9) + 15 = 24
If he finds something,
Disable Device: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21

ziltmilt |

Opening the western door floods the hallway with a putrid, nauseating odor that's a cross between a charnal house and broken-down sewer. A shrill scream erupts from within at your intrusion.
"You boys, help your Mammy now! Those idiot boys outside let trespassers plumb into the house!"
The cloying stink of this room is nearly overwhelming. Buckets of filth are stacked against the walls, fat ravenous flies lazily circling their rims. The room itself is dominated by an immense bed, its ratty sheets stained beyond hope. A huge easel sits next to the bed with a palette of various shades of brown and red paint. The sources of these morbid pigments—several crushed organs and ragged stumps of flesh—sit in receptacles next to the easel. A set of brushes made with human hair jut from a broken skull by the easel, while a comb made from a human mandible sits on a small oak bedside table nearby, its teeth clotted with thick strands of greasy black hair. The bodies of three horribly deformed men dressed in ragged finery are propped up in huge open coffins against the far wall, their mouths sewn tightly shut with lengths of hair.
The deformed, broken corpses lurch forward, putting themselves between you and their Mammy. One has a vestigal third leg protruding from his hip, along with three black arrows sticking out of his chest. Another has an extra nose emerging from a rotting right cheek, a hunched back, and his head is split by an axe bearing the sigil of a black arrow. The third fellow's deformities are hard to determine. He must have died from being trampled and is now little more than a shambling fleshy bag of broken bones and mashed features that flops about.
Most startling of all is Mammy Graul, an incredibly corpulent monster with stringy hair and bald patches. To better hide skin splitting from mounds of colliding fleshy rolls, she wears a huge red curtain as a shroud, and her bed creaks out in anguish as she shifts her massive form to regard you. In truth, multiple Mammy's occupy the same bed, doubtless some form of evil sorcery she has mastered.
Surprise Round:
Somehow already aware of your presence, Mammy directs dark magic towards Vale. A ghostly hand near the door gently smacks the ranger and he flinches from the attack, looking drained. The zombies shuffle forward to block entrance into the room.
Init Order:
Nich
Ned
Jakardros
Shelalu
Lleidr
Kibb
Mammy & her boys
Selia
Kaven
Parthen
Vale

Ned Rodan |

"Right. Time for some crushing."
Ned will rush forward and attack Miss Graul, designating her as a favorite enemy.
greatsword: 1d20 + 11 + 4 - 2 ⇒ (16) + 11 + 4 - 2 = 29 (fav enemy, power attack)
damage: 2d6 + 4 + 4 + 4 ⇒ (1, 5) + 4 + 4 + 4 = 18
He may be provoking AoO from the two zombies (if they have.combat reflexes, since you don't get AoO's before your init on the first round unless you have combat reflexes )

Lleidr |

I can't help admiring her ingenuity in finding a way to express her artist side (disappointed it's not a velvet Elvis or dogs playing poker), but this overall scene officially exceeds my appreciation of the ogre-kin's extreme DIY vibe.
Taking advantage of their slowness, Lleidr will slip past this undead version of What's Eating Gilbert Grape? to the other side of the room. Hopefully he can slide through the two adjacent zombies and under that table to end up in the NW corner. From there, he'll toss a Magic Missile at the multi-Mammies.
auto-hit
damage: 1d4 + 1 ⇒ (3) + 1 = 4

Nicholae Szabo |

Nicolas moves into the room, retches at the sight of Mammy Graul and moves to the square immediate north of the door and out of reach of the Zombie.
He casts searing light on the Ogrekin Zombie in front of him.
7d6 ⇒ (1, 2, 1, 4, 5, 1, 4) = 18 No save
To the grave you go Unclean!
Ahh my classic luck at dice rolling comes to the fore. Average should have been 21-24pts

ziltmilt |

Graul Home, Mammy Graul, Round 1, Part 1
Nich's Searing Light briefly imbues the roof with a flash the intensity of lightening, and one of the zombies disappears into wisps of smoke and ash.
"Damn, there goes Hadge. Them other worthless boys o' mine better get in here, or I'll have their hides!" Mammy yells.
Ned follows, and runs in between the ogre-kin undead, delivering a blow to the monstrous Mammy (NOTE - none of the multiple images disappear).
Seething with anger, Jakardros runs through the hall, and winds up in front of one of the zombies. Shelalu follows, and takes up a position in the northeast corner of the room. "That's quite the dance partner you've found, Neddie!"
Lleidr hunkers down near the table and lobs a magic missile towards your enemy.
One of the zombies slides in between Nich and Ned a bit, and tries to hit Ned, but his outstretched arms prove too slow. The other zombie punches and tears at Jakardros.
Mammy's immense bulk rises off the groaning bed and floats towards the southwest corner. "Cursed man, wither and perish!" The ghostly hand flies towards Ned, who dimbly dodges the necromantic effect much to Mammy's consternation.
Next up:
Round 1 - continued
Selia
Kaven
Parthen
Vale
Since this is the last post for until 9/24 or 9/25, let's get actions from Parthen and Selia, which I"ll post when I return, then we'll pick back up with Round 2.

Lleidr |

(NOTE - none of the multiple images disappear).
Does Lleidr's magic missile also fail to dismiss an image?
Mammy's immense bulk rises off the groaning bed and floats towards the southwest corner.
Out of all the dangers we've faced, I'm most afraid of what's going to happen to when that bulk crashes to the floor.

Lleidr |

*taps mike* Hello?
Zilt, let's get this combat moving again. I spent all week working out the mechanics of leaping onto Mammy and riding her out of here like a parade float.

ziltmilt |

Round 1 - Continued
Selia begins a summoning spell.
Parthen steps forward behind Kibb, the panther companion of Jakardros, and augments Selia's defenses while she is occupied by spellwork. (+2 to AC for 3 rounds).
Kaven rounds the bend. "The infamous Mammy Graul? We may be in trouble here! Her powers lend themselves towards necromancy, so I've heard tell."
Armed with only a spare short sword, Vale makes a couple of swift strokes and chops down the zombie ogrekin nearest Mammy.
"You've done it now. Kunkel was the apple of my eye!" Mammy gives Vale a hateful look.
Round 2 -
Init Order:
Nich
Ned
Jakardros
Shelalu
Lleidr
Kibb
Mammy & her boys
Selia
Kaven
Parthen
Vale

Ned Rodan |

greatsword: 1d20 + 11 + 4 - 2 ⇒ (1) + 11 + 4 - 2 = 14 (fav enemy, power attack)
damage: 2d6 + 4 + 4 + 4 ⇒ (3, 4) + 4 + 4 + 4 = 19
greatsword: 1d20 + 6 + 4 - 2 ⇒ (18) + 6 + 4 - 2 = 26
damage: 2d6 + 4 + 4 + 4 ⇒ (6, 6) + 4 + 4 + 4 = 24
Confirm: 1d20 + 6 + 4 - 2 ⇒ (14) + 6 + 4 - 2 = 22
damage: 2d6 + 4 + 4 + 4 ⇒ (3, 2) + 4 + 4 + 4 = 17

Nicholae Szabo |

Ned would need a 5ft step up
Nicolae takes a 5ft step towards the bed and casts Holy Smite.
Range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius burst
Duration instantaneous (1 round); see text
Saving Throw Will partial; see text; Spell Resistance yes
DESCRIPTION
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
Damage 3d8 ⇒ (6, 1, 2) = 9 Will save for half and to avoid blindness. Great - dice rolls as expected

Lleidr |

Well, I was kinda joking about it, but what the hell...
Lleidr will charge across the room and try to use the bed as a springboard to leap up onto Mammy, stabbing her with the Arcane Strike-enhanced FoE to create a handhold.
Acrobatics: 1d20 + 16 - 4 ⇒ (13) + 16 - 4 = 25
FoE melee: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
damage: 1d3 + 0 + 1 ⇒ (1) + 0 + 1 = 2

Ned Rodan |

Well, I was kinda joking about it, but what the hell...
Lleidr will charge across the room and try to use the bed as a springboard to leap up onto Mammy, stabbing her with the Arcane Strike-enhanced FoE to create a handhold.
[dice=Acrobatics]1d20+16-4
[dice=FoE melee]1d20+10+2
[dice=damage]1d3+0+1
almost makes Ned want to take the attack of opportunity and bat him out a window!

ziltmilt |

Graul Farmhouse, Mammy's Room, Round 2
Shrieking from Nich's assault, Mammy cries out, "I can't see! Save me, Benk!". Ned swings a couple of blows, but only manages to destroy one of the images of Mammy [NOTE - there's 3 'Mammy's left]
Jakardros charges towards the creaking bed. "You old witch, you rotten sow! We will rain justice upon you and all your foul kin." He plunges a dagger down, removing another Mammy figment [NOTE - down to 2!]
Shelalu steps forward and slashes out with an elven blade, plunging it deep within the flesh of the remaining zombie, apparently named 'Benk'.
Lleidr leaps atop the bed, stabbing at Mammy, who now has no further false images left.
The sole remaining zombie grabs and punches at Vale, battering the ranger.
Mammy brings forth a surge of dark power [Need a Will save vs DC 14 for everybody, dmg = 14]. Vale seems especially striken; Kibb, the firepelt cougar companion of Jakardros, collapses and lies twitching on the ground, moaning in pain.
Round 2, Part 2:
Selia - need actions for you and whatever you've summoned, as well as its placement
Kaven
Parthen
Vale

Selia D`Averam |

Sorry - crazy busy week!
Selia summons 1d3 + 1 ⇒ (2) + 1 = 3 lantern archons, surrounding Mama.
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 17 (2d10+2)+4 Augmented
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2; CMB –4; CMD 6
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
ECOLOGY
Environment any (Heaven)
Organization solitary, pair, or squad (3–6)
Treasure none
SPECIAL ABILITIES
Gestalt (Su) Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Friendly and curious beings, lantern archons eagerly converse with and assist other creatures. Their bodies, however, are merely globes of spiritual purity and pale light, and though they might interact with their surroundings through pure force of will, such interaction proves too weak to help with most physical tasks. Their evasive natures make them exceptional at scouting—at least in areas where strange lights aren't unusual—relaying messages, and overwhelming enemies with surprise and group tactics. Although they appear fragile, their forms guard them against all but the most profane attacks.
A lantern archon always glows, usually as bright as a torch. They have total control over the color of light they shed, and take great pleasure in modulating their colors and brightness in time to music or to entertain other creatures. Most lantern archons speak in airy, echoing voices, with tones that range from somber whispers to hurried chirping. Often, their light fluctuates along with their words or tones, punctuating their speech with sparks of light or gentle pulses. As a swift action, a lantern archon can dampen its light to that of a candle for 1 round. Only death can extinguish this light. As lantern archons never sleep or eat, they make excellent watchers and guardians. Lantern archons light many settlements in the celestial realms in lieu of mundane or magical illumination, serving as disguised sentinels always watchful for approaching evil.
Small but fast and zealous, lantern archons make excellent support troops in celestial armies, swarming over weak opponents or teleporting en masse to flanking positions to cut off reinforcements or escape routes. These miniature archons work well together and know that there is great strength in numbers, uniting in times of need and desperation to form gestalts with greater control over their surroundings. Especially brave lantern archons might eventually be promoted into a more powerful kind of archon, but most are content with their status.
Each one fires light beams at her.
Ranged Touch Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 ⇒ 1
Ranged Touch Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 ⇒ 3
Ranged Touch Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 ⇒ 2
Ranged Touch Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 ⇒ 4
Ranged Touch Attack: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 ⇒ 6
Ranged Touch Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 ⇒ 4
Meanwhile, Selia pulls out her wand of magic missiles and fires one off.
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

ziltmilt |

Graul Farmhouse, Mammy's Room, Round 2, Part 2
NOTE - Yes, Nich, the Holy Smite reduced the last zombie ogre-kin to a pile of ash.
Selia's lantern archons appear hovering near the ceiling and fire volleys of blasts at the now-blinded Mammy. Selia also throws in a shot via a Magic Missile.
Kaven runs to check on Kib, petting the cougar and whispering words to reassure it.
Parthen follows, bringing out a healing potion. The animal is on its feet within moments, licking the wizard's hand.
Vale moves back down the hallway. "We'd better keep an eye on our backs, just in case."
Next:
Init Order:
Nich
Ned
Jakardros
Shelalu
Lleidr
Kibb
Mammy

Ned Rodan |

"Thats better. One of you is more than enough"
greatsword: 1d20 + 11 + 4 - 2 ⇒ (14) + 11 + 4 - 2 = 27 (fav enemy. Power attack)
damage: 2d6 + 4 + 4 + 4 ⇒ (2, 2) + 4 + 4 + 4 = 16
greatsword: 1d20 + 6 + 4 - 2 ⇒ (9) + 6 + 4 - 2 = 17 (fav enemy. Power attack)
damage: 2d6 + 4 + 4 + 4 ⇒ (5, 2) + 4 + 4 + 4 = 19

Lleidr |

"I beg to differ, Ned. The only reason I got up here was I thought it was a twin sisters kind of party."
In disappointment, Lleidr will enhance the FoE with Arcane Strike and stab at Mammy.
FoE melee: 1d20 + 10 ⇒ (11) + 10 = 21
damage: 1d3 + 0 + 1 ⇒ (2) + 0 + 1 = 3

Selia D`Averam |

Selia and her archons continue to ping Mamma with beams of light and blasts of magical force.
Same same
Ranged Touch Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 ⇒ 2
Ranged Touch Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 ⇒ 2
Ranged Touch Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 ⇒ 3
Ranged Touch Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 ⇒ 6
Ranged Touch Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d6 ⇒ 5
Ranged Touch Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 ⇒ 2
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Ned Rodan |

"I beg to differ, Ned. The only reason I got up here was I thought it was a twin sisters kind of party."
In disappointment, Lleidr will enhance the FoE with Arcane Strike and stab at Mammy.
[dice=FoE melee]1d20+10
[dice=damage]1d3+0+1
Ned shakes his head regretfully, "Should have batted you out the window."

ziltmilt |

Mammy Graul is pummeled into unconsciousness by your combined assault. She tried to defensively cast a spell, but was unable to complete the necessary gesticulations due to being interrupted.
There's a door in this room, behind Shelalu. A number of Mammy's things radiate magical auras, but no traps are found.
Potion of cure moderate wounds
Wand of Magic Missile (44 charges)
Wand of Vampiric Touch (33 charges)
masterwork quarterstaff

Nicholae Szabo |

Lets get everyone out of here, search the place then burn it and the barn to the ground - rain or no rain.

ziltmilt |

So, you're wanting to downsize the party (the freed rangers, their animal companion, Shelalu) and then return to this house & search it before destroying it?
- Vale, one of the freed rangers, desperately wants revenge against the Grauls. The other rangers are pretty steamed about them as well.
- You could return them to the nearest settlement, Turtleback Ferry. It would take a full day to get there and then back here.
- You could put them all in the barn, while you finish up here. Again, not sure if they'd go for that.

Lleidr |

Sorry for slow posting. The usual busy weekend is a busy 5 day work my butt off stretch this time.
Thanks for the equipment list maintenance, Selia!
Not to speak for Nich, but I thought he meant a "that was the boss, let's clear the level" kind of thing. Apologies if I misread.
But, assuming I'm right :D ...the door behind Shelalu is obviously the closet where Mammy kept her tiaras and silk dresses, so Lleidr will examine the door before opening it.
Detect Magic
Detect Poison
Perception (Trapfinding): 1d20 + 15 ⇒ (17) + 15 = 32