Farmerbink
You blink, and before you even open your eyes, you're struck by the sensation of deep chill.  Flecks of sleet and snow pelt your face, leaving you struggling to even open your eyes, much less see your surroundings.

The sensation fades, and you manage to open your eyes, using your arms to shield your eyes from the residual snowflakes.
 
 Spoiler: Around you 
 
 

As you breathe, trying to make sense of the sudden development, the flakes gently fall to the ground.  You blink, and are startled by the appearance of a snowman.
 
 Spoiler: Now around you 
 
 

The snap of a twig.  You look to your left and right and see three other... well,  people  might be a strong word, but figures just as surprised as confused-looking as you feel.  You blink again.
 
 Spoiler: Hello 
 
 


The creature leaps forward, leaving most of its snow form behind.  It flies over and through an idyllic wooden picket fence as it coalesces from shadow, wind, and ice into a vile, reaching claw, and a gaping mouth.  It screeches, with the sound of a thousand blizzards,  " LoOKs LiKe A BiG sNoW!! " 

((Jack and Jaque to act))
 Map! 
DarkOne-Rob
 
 Spoiler: Jack Skellington, Picture and Status, Round 1 
 
   Jack Skellington   
Male Chaotic Good Dhampir Sorcerer/Bard, VMC Monk,  Level  1/1,  Init  2,  HP  18/18,  Speed  30 ft
 AC  12,  Touch  12,  Flat-footed  10,  CMD  11,  Fort  3,  Ref  4,  Will  4,  CMB  -1,  Base Attack Bonus  0
 Whip  0 (1d3-1, 20/x2)
 Shortbow (20 Arrows)  +2 (1d6, 20/x3)
 Dagger  +0 Melee/+2 Thrown (1d4-1, 19-20/x2)
 No Armor Worn  (+2 Dex)
 Abilities  Str 9, Dex 14, Con 10, Int 10, Wis 10, Cha 20
 Condition  None
 

"  What's this?!?  " sing-songs Jack as his long, skeletal limbs backpedal away from melee with the snow-claw. "  I can't believe my eyes! It's a scary snow-creature! How queer!  " As he moves he reaches into his pinstripe suit and pulls out large femur (club) in one hand and a scroll in the other...

 
 Spoiler: Mechanics 
I suppose Initiative and/or Surprise are irrelevant, but in case they matter: Perception [roll0], Initiative [roll1]

Bardic Knowledge to identify the attacker: [roll2] (all Knowledge skills have the same modifier - +1; Jack can use them all untrained)

Actions are to move to  R23  and draw a weapon (the club) and then to draw a scroll of  Sleep  in the hopes that the creature might be susceptible to it next round.
 
Llyarden
 "What..." 

Jaque blinked in confusion, looking around at the situation.  He was  decidedly  underdressed for the snow, wearing clothes that looked like they had been chosen to make the wearer  look  like a skilled adventurer rather than actually being the kind of thing a real adventurer would wear - although the driving blizzard didn't actually seem to be bothering him much.

Unlike the pinstriped skeleton, he didn't back away from the oncoming snowman.  Instead, he pulled a Christmas tree about the same size he was off his back and levelled it at the snowman, the star at its tip glinting.

Meanwhile, the reindeer that had appeared with him shifted between its master and the snowman, lowering its horns and stomping its hooves as threateningly as it could...although its hooves seemed to flow  through  the snow rather than actually leave any marks in it.

 
 Spoiler: OOC 
 Spirit of Rudolph 
Move: Into R20.
Standard: Ready an action to attack should the snowman get in melee.

 Jaque 
Move: Draw lucerne hammer.
5ft-step into R21.
Standard: Ready an action to attack the snowman likewise.
 
Farmerbink
The ghost-like snowman lurches forward with truly astonishing speed.  Jaque's hammer slams into the ground half a stride behind the assailant, though the vaguely phantasmal Rudolph manages to gore the fiend with its spectral antlers.  In return, one spectral claw lashes out at Rudolph as the other grass for the Grinch's throat.  Despite Jaque's attempted intervention, both claw connect, leaving Rudolph and the Grinch hissing in pain and cowering in fear.

 
 Spoiler: OOC 
Rudolph and the Grinch took  7 and 6 damage , respectively.  Sadly, both failed a DC 14 will check, and will cower in fear until they pass.  The DC drops by 1 every round.  So this round, Rudolph and Grinch can take no actions, but roll a will save (DC 13) to act  next  round.

Jack's bardic knowledge retrieves only vague legends of a snowman telling tales by a candy-cane lamppost.  Strangely, the tales are usually more benign than... well,  this. 
 

 Map updated 
  Party to act  
DarkOne-Rob
 
 Spoiler: Jack Skellington, Picture and Status, Round 2 
 
   Jack Skellington   
Male Chaotic Good Dhampir Sorcerer/Bard, VMC Monk,  Level  1/1,  Init  2,  HP  18/18,  Speed  30 ft
 AC  12,  Touch  12,  Flat-footed  10,  CMD  11,  Fort  3,  Ref  4,  Will  4,  CMB  -1,  Base Attack Bonus  0
 Whip  0 (1d3-1, 20/x2)
 Shortbow (20 Arrows)  +2 (1d6, 20/x3)
 Dagger  +0 Melee/+2 Thrown (1d4-1, 19-20/x2)
 No Armor Worn  (+2 Dex)
 Abilities  Str 9, Dex 14, Con 10, Int 10, Wis 10, Cha 20
 Condition  None
 

"  With the slightest little effort of my ghostlike charms I have seen grown men give out a   shriek  !  " sings Jack, ending with a literal shriek as he directs some bardic magic at the individual attacker. Jack then walks around behind the party, looking for a chance to club the snowman from a flanking position next round.

 
 Spoiler: Mechanics 
Cast   Cause Fear  , DC 16 Will save or the snowman(?) becomes frightened:


 
 Originally Posted by SRD 
  Frightened 
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear. 
 

If it passes it's save it is shaken for one round:


 
 Originally Posted by SRD 
  Shaken 
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. 
 

Jack then moves to  U22 .
 
Albinobrow
 The Grinch 's eyes go wide, the yellows of his eyes shining with... with...  Oh no... oh Nooohoohoohooooo!!  He crouches and covers his head, his fur wriggling and oozing...?

 
 Spoiler: OoC 

Will save DC 13 to do stuff next round.  (1d20+1)[ 11 ]  Nope. Still scared.

 
 Spoiler: Character Stats 

 
   The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  14/20,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  14,  Fort  5*,  Ref  4,  Will  1,  CMB  +3,  Base Attack Bonus  01
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +4 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (0/7 uses a day)   +2 (1d6+4,  )
   Light Crossbow (bolts)   +2 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg on failed save.
FEARED: can take no actions until a passed will save.
 

 
Ancient
 "Whoa, whoa, there Mr. Snowballs! You don't seem nice at all!" 

Mick tumbles backwards in a somewhat acrobatic manner, drawing a pistol and firing hastily at the naughty snow beastie.

 
 Spoiler: Mick Clane's Actions 

Free action: Draw pistol as part of move
Swift action: Activate Archaeologist luck - +1 Atk, Dmg, Skill, Saves
Move action: Tumle to U22, Acrobatics:  (1d20+10)[ 18 ] 
Standard action: Fire a shot at the bad guy (touch AC):  (1d20+6)[ 16 ] , Damage if hit:  (1d6+1)[ 2 ] 
 
Farmerbink
The savage snowman laughs wickedly as Jack's spell rolls off its shoulders with little effect.  It then sneers and responds unkindly to Mick's shot, swiping at Rudolph perhaps spitefully before drifting suddenly into Mick's face with another vile claw!

 
 Spoiler: OOC 
Both Rudolph and Mick passed their saves, so everyone but the Grinch ☹️ acts this round!

  Rudolph took another 6 damage, and Mick took 7  .  He's gonna have to roll less than 16 on an attack roll or this might be a short game O_o
 

 Map updated 
 Party to act (Jaque twice!) 
Ancient
 "Oof! You are definitely going on the naughty list!"  Mick says through gritted teeth as the snow beast scratches his shoulder. He scrambles backward, reloads the pistol with speed and snaps off another shot, a wild look in his eyes.
 "I hope ya melt right down to the corncob." 
 
 Spoiler: Mick's Actions 

No Action: 5 ft step to V22
Swift Action: Focused Aim: Spend 1 Grit for Cha to Damage
Move Action: Reload
Standard Action: Fire at the Snow SoB (Touch AC):  (1d20+6)[ 26 ]  , Damage if Hit:  (1d6+4)[ 9 ] 
 
Albinobrow
 Ahah! Ahah! Ahah! 

As gunfire and melee breaks out above him, The Grinch covers his ears in continued fear.

 
 Spoiler: OOC 

Try to not be scared DC 12  (1d20+1)[ 6 ] 
 
Llyarden
The phantasmal reindeer whimpered and cowered briefly as the snowman's claws raked across it, but regained its courage shortly thereafter as Jaque repositioned.   "We're not done yet!"  he declared, bringing his tree-weapon around as the spirit of Rudolph lashed out with its horns to try to keep the snowman off-balance for its master's attack.

 
 Spoiler: OOC 
 Spirit of Rudolph (turn 1) 
Cowering.

 Jaque (turn 1) 
Standard: Attack the snowman.
Attack:  (1d20+3)[ 18 ] 
Damage:  (1d12+3)[ 9 ] 

Immediate: Use Beastmastery Style to try to negate the hit on SoR (DC22 since the snowman was shaken from Jack?):  (1d20+7)[ 23 ]   Possibly negated? 
 Spirit of Rudolph (turn 2) 
5ft-step into S20.
Standard: Aid Jaque to attack the Snowman:  (1d20+5)[ 25 ]   What a waste of a natural 20... 
 Jaque (turn 2) 
5ft-step into R20.
Standard: Attack the snowman.
Attack:  (1d20+3)[ 5 ]  (potentially +4 for Aid)  ...especially when it was followed by a natural 2. 
Damage:  (1d12+3)[ 10 ] 
 
DarkOne-Rob
 
 Spoiler: Jack Skellington, Picture and Status, Round 3 
 
   Jack Skellington   
Male Chaotic Good Dhampir Sorcerer/Bard, VMC Monk,  Level  1/1,  Init  2,  HP  18/18,  Speed  30 ft
 AC  12,  Touch  12,  Flat-footed  10,  CMD  11,  Fort  3,  Ref  4,  Will  4,  CMB  -1,  Base Attack Bonus  0
 Whip  0 (1d3-1, 20/x2)
 Shortbow (20 Arrows)  +2 (1d6, 20/x3)
 Dagger  +0 Melee/+2 Thrown (1d4-1, 19-20/x2)
 No Armor Worn  (+2 Dex)
 Abilities  Str 9, Dex 14, Con 10, Int 10, Wis 10, Cha 20
 Condition  None
 

"  Why does nothing ever turn out like it should?  " says Jack sadly before casting a totally different spell, conjuring a slick of grease underneath the snow-creature as he hopes it will fall instead of fighting...

 
 Spoiler: Mechanics 
Cast   Grease  , DC 16 Reflex of fall, centered on squares  T20-U21 . Jack will then move to  V23 .
 
Farmerbink
The snowman was utterly unprepared for Mick's assault, and the blasting away of half its head is sufficient proof thereof.  Unfortunately, the creature apparently was never quite precisely alive, as it seems not at all phased by the sudden loss of the better portion of its brain box.

It nimbly dodges hammer and antlers, only to be toppled by Jack's spell with a sudden " umph! "  As it rises clumsily, Rudolph and Jaque swing again, struggling to find purchase in the suddenly thick snow around your feet.  With a sudden step backwards, the thoroughly roughed-up... thing grimaces, looks up with cold, blue fury in what's left of its face.

" It's GONNA!  BE! A BIIG!     SNOW!!    "  With a sudden roar of wind, it punctuates its claim with outstretched arms and a massive flurry of hard-packed ice and snow!

 
 Spoiler: OOC 
everyone but the Grinch passed their reflex saves (Mick wasn't in the area) and takes  7 cold damage .  I  think  that's going to do Rudolph?

Sadly, the Grinch failed his save.  Even more sadly, the baddy rolled exactly  14 damage .  Sorry, friend.
 

 Map updated 
 Party to act (mostly) 
DarkOne-Rob
 
 Spoiler: Jack Skellington, Picture and Status, Round 4 
 
   Jack Skellington   
Male Chaotic Good Dhampir Sorcerer/Bard, VMC Monk,  Level  1/1,  Init  2,  HP  18/18,  Speed  30 ft
 AC  12,  Touch  12,  Flat-footed  10,  CMD  11,  Fort  3,  Ref  4,  Will  4,  CMB  -1,  Base Attack Bonus  0
 Whip  0 (1d3-1, 20/x2)
 Shortbow (20 Arrows)  +2 (1d6, 20/x3)
 Dagger  +0 Melee/+2 Thrown (1d4-1, 19-20/x2)
 No Armor Worn  (+2 Dex)
 Abilities  Str 9, Dex 14, Con 10, Int 10, Wis 10, Cha 20
 Condition  None
 

"  How dare you treat my friend so shamefully!  " bellows Jack as he dismisses the  Grease  spell and moves around to try and help one of his allies get a flank on the snowman...

 
 Spoiler: Mechanics 
Dismiss   Grease  . Jack will then move to  V22  by going around the tree to avoid AoOs.
 
Ancient
Mick admires his shot briefly before realizing this snow monstrousity seems to still be moving despite losing half its head.

 "Aw, come on! That's cheating Frosty!" 

He blasts another shot at the snow beastie!

 
 Spoiler: Mick's Mechanics 

No Action: Regain 1 Grit for Last Rounds Critical Hit
No Action: 5 ft step to V22
Swift Action: Focused Aim: Spend 1 Grit for Cha to Damage
Move Action: Reload
Standard Action: Fire at the Snow SoB (Touch AC):  (1d20+6)[ 18 ]  , Damage if Hit:  (1d6+4)[ 9 ] 
 
Albinobrow
 The Grinch  tries to blink but the frost keeps his eyes open. Thankfully that blast of cold brought him to his senses, and he reaches for a greasy black banana and slurps down the rotting fruit juice inside, shakes his head and steals his gaze upon the holey snowman! He than takes his hammer and swiftly scratches his back before grabbing a glowing bottle of something and smashes it against his own hammer, causing a small explosion in his hands leaving a smoldering smoking fire hot hammer left in his hands.

   OWIEE! 
 
 
 Spoiler: OoC 

Last hit put him to 0HP and disabled. Drink down a cure light wounds banana  (1d8+2)[ 6 ]  for a standard action.
Then swift action, collecting the poison he is secreting and coating his warhammer.
Then move action alchemically apply the effects of alchemist fire to the warhammer as well.

 
 Spoiler: OoC 
   The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  6/20,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  14,  Fort  5*,  Ref  4,  Will  1,  CMB  +3,  Base Attack Bonus  01
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +4 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (0/7 uses a day)   +2 (1d6+4,  )
   Light Crossbow (bolts)   +2 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg on failed save.

 

 
Llyarden
 "You call this a big snow?!"  Jaque retorted, virtually unharmed by the blizzard.  His phantasmal reindeer seemed to be suffering from the snow rather more than its master, but Jaque held out his hand - and one of his fingers dissolved into snow and joined the blizzard, rapidly whirling around the red-nosed phantom and patching it up with ice and snow as the two surrounded the snowman and attacked once again.

 
 Spoiler: OOC 
Can I roll above a 10 on an attack in this entire fight?  Let's see!

As a non-action, Jaque spends 3 hitpoints to reduce the damage Rudolph takes by 3 using Etheric Tether, leaving it at 1hp.

 Spirit of Rudolph 
Move: Move with its 50ft of movement into V18, skirting to the south (since the grease is gone) to avoid provoking from the snowman.
Standard: Ready an action to attack once Jaque moves to flank with it, which I'll just roll now for convenience.
Attack (+2 for flanking):  (1d20+7)[ 24 ]   ♪ Rudolph the red-nosed reindeer, better fighter than its boss... ♫ 
Damage:  (1d6+1)[ 6 ] 
 Jaque 
5ft-step into S20 to flank with Rudolph.
Standard: Attack the snowman.
Attack (+2 for flanking):  (1d20+5)[ 7 ] 
Damage:  (1d12+3)[ 10 ] 
 
Farmerbink
At last, the combined efforts of Mick's gun and Rudolph's antlers tear enough "flesh" from the creature that it succumbs to its injuries.  With too few limbs connected to too little remaining torso, the bizarrely still-animate arms and legs pose no great threat.  It's a matter of a few minutes grisly work to stomp and hack the remaining pieces into even smaller pieces until they stop moving entirely.

In the eerie winterland, the sound of steady driving wind leaves you unable to truly relax as you try to make sense of what your eyes, ears, and in some cases battered and bruised torsos are telling you.  One thing's for sure, you're not at all  safe,  here.  Wherever you are.

 
 Spoiler: OOC 
Good show, gents!  With those last few attacks, Burl Ives is returned to his  eternal  annual slumber.

Go ahead and level your characters up.  If you want to re-train things, do it but try to maintain the same "idea" and mechanical foci.  Ideally tomorrow morning, you'll be  surprised   attacked  again.  Please post something vaguely like "woah, I guess I'm ready" here in the IC so I can be sure you're done leveling up.
 
Llyarden
 "Well, that could've gone better."   Jaque absently cast a couple of spells, fusing a lump of snow from the ground back into his missing finger and wreathing the phantasmal reindeer in a protective field of snow.   "Anyone else have any idea what's going on?" 
 
 Spoiler: OOC 
My levelling up should be done.

From now on Spirit of Rudolph will have  mage armour  cast on it every 'day,' since that lasts 3 hours at present.
 
DarkOne-Rob
 
 Spoiler: Jack's Status 
   Jack Skellington   
Male Chaotic Good Dhampir Sorcerer/Bard, VMC Monk,  Level  1/2,  Init  2,  HP  27/27,  Speed  30 ft
 AC  16,  Touch  12,  Flat-footed  14,  CMD  12,  Fort  4,  Ref  6,  Will  6,  CMB  0,  Base Attack Bonus  1
 Whip   0 (1d3-1, 20/x2)
 Shortbow  +3 (1d6, 20/x3)
 Unarmed Strike  0 (1d6-1, 20/x2)
 Mage Armor  (+4 Armor, +2 Dex)
 Abilities  Str 9, Dex 14, Con 10, Int 10, Wis 10, Cha 20
 Condition  Heightened Awareness (+2 Perception and Knowledge Skills, can discharge for +4 to Initiative)
Bloody Tears and Jagged Smile (gain Bite attack 1d4, +4 Intimidate and DCs of Fear effects, Deathwatch)
 

With a sigh Jack puts his bone-club away and scratches at a spot on his bone-arm. A moment later, Zero appears ( mechanically a rat tattoo familiar ) and Jack says, “  Come on, Zero, Christmas isn’t over yet!  ” and the two begin to look around, with the Pumpkin King humming gaily to himself. He smiles at the other assembled characters but wastes no time with pleasantries, instead trying to get a beat on things.

After several moments of looking around, he sing-songs, “  There’s something out there far from my home. A longing that I’ve never known,  ” as he gestures to the path of streetlamps leading off into the snow suggestively. Before he continues, though, Zero merges with his form again and Jack removes several scrolls to cast on himself. Upon the end of his preparations a slight shimmer can be seen on his pinstripe suit, his already huge eyes seem even more intensely observant, and his face has developed a fearsome expression, dripping blood from his eye sockets and with a slightly crooked, broken smile.

 
 Spoiler: Mechanics 
Perception with Zero - taking 10 for a  20  or  (1d20+10)[ 18 ] . Zero's modifier won't be as good as Jack's, so I'm not too worried about him.  (Both of these values need to increase by +2 from  Heightened Awareness , which I forgot to include.) 

Jack will prepare to activate all of his buff scrolls with durations long enough to be worthwhile -   Heightened Awareness   (10 minutes duration),   Mage Armor   (1 hour duration), and   Bloody Tears and Jagged Smile   (UMD:   (1d20+10)[ 20 ]    passed in OoC thread  vs DC 23 or 10 minutes duration).
 
Albinobrow
 The Grinch  stared them all down with a sour, Grinchy frown. And he pointed to each one who stood all around.  Hate, hate, hate. Double hate.  Then he looked at the snow where the frozen man was, and snarled as he spoke like the coo of a dove,  Loathe entirely. 

But he shook his head and collected his thought, as he considered the monster that they all fought.  I don't know what's going on, I do not.  The twisted and arched, trying to itch that hard to reach spot.

He searched and he looked till his peepers were sore, then turned around thrice and peered out once more. He laughed in his throat,  This thing, I believe, didn't come from the store. Began with a roar, now its smashed on the floor.. hehehe hahaha! 
 
 Spoiler: OoC 

Grinch is ready to go. He has Endure Elements and Heightened Awareness prepped as well. New revelation gives him cold resistance 5! So maybe he'll be able to help next go round!

 
 Spoiler: The Grinch! 

 
   The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  31/31,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  15,  Fort  5*,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  2
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +4 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (0/7 uses a day)   +2 (1d6+4,  )
   Light Crossbow (bolts)   +2 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg and Sickened on failed save.
Endure Elements: 24 hr duration.
Heightened Awareness: 30:00
 

 
DarkOne-Rob
As the Grinch declares Jack gets the "double hate" Jack smiles broadly and giggles for a moment in a disturbing, high-pitched way. "  I’ve read those Christmas books so many times. I know the stories and I know the rhymes,  " he sings before stopping and saying, "  But I always though  you  should have been in a Halloween story...You'd fit just right - unlike your shoes - in my home.  " he declares to the grouchy green Grinch before giggling more quietly to himself as he curiously moves forward to continue looking for clues about this...Christmas thing.
Ancient
"Look, Pal," Mick says with a quirky smirk on his mug, "I haven't the foggiest idea what's going on here. One minute I am looking for the missus at this swanky holiday party in Nakatomi village and the next I am here, not trying to get eaten by a rabid Snowball. "

Mick peers about through squinty eyes, paying close attention to the one thing that seems to stick out to him, the giant candy cane.

 
 Spoiler: OOC: 
Taking 20 on Perception
 
DarkOne-Rob
"  Ah, Los Angeles - last time I was there I got shot down in my flying sleigh! You must tell me all about this Christmas party - there was some debate on your story in the books I've studied. Is it even a Christmas story?  " asks Jack over his shoulder with a knowing wink to the short gunslinger. "  After all, 'If this is their idea of Christmas, I gotta be here for New Year's!'  "
Ancient
 
 Originally Posted by DarkOne-Rob 
 "  Ah, Los Angeles - last time I was there I got shot down in my flying sleigh! You must tell me all about this Christmas party - there was some debate on your story in the books I've studied. Is it even a Christmas story?  " asks Jack over his shoulder with a knowing wink to the short gunslinger. "  After all, 'If this is their idea of Christmas, I gotta be here for New Year's!'  " 
 

 "Not much to say really,"  Mick says offhandledly, as he inspects the candy cane.  "I came from my assignment in Newyawk, to see my girl, Holly, and see if we could, you know, work things out." 
 "Next thing I know, all these clowns led by this thug Gruber are raiding the village. They were going on about how they were doing it for idealistic reasons, but I think they were there really for the presents. In the end, we routed the goons out of Nakatomi and me and Holly, we uh, reunited, sort of.  " Clane says with a wistful smile.

 "So, uh, I guess Christmas was salvaged and I got my Christmas wish, so yeah, I guess it sort is a Christmas story, maybe." 
Farmerbink
As the unlikely quartet inspects their surroundings, you're struck by the barren-ness of it all.  Everywhere you look, is just snow, and trees.  A nice wooden fence, as if bordering a farm, but certainly not farmland beyond.  The candy-cane lamppost truly sticks out like a sore thumb, warm and welcoming amidst an endless panorama of snowy pines.  As its light fades to dark, you catch a handful of twinkling stars- no constellation you recognize, unfortunately.  Finally, in the distance, you spy one more light.  It seems to grow into two as you cautiously leave the sensation of safety granted by the candle-lit lamp.  The pair of lights grow into a pair of door-lights, flanking a dark brown wooden door set in a drab, gray stony building.  Perhaps more of a hut, really.  One story, and maybe 40 feet across, there's no windows to speak of, only two (strangely) lit lamps acting as a beacon into the darkness.

With nowhere else to go, you open the door, and file in (and out of the rough, frigid breeze).

And find yourselves in a workshop, fairly tidy.  A handful of toys lie forgotten on the floor, but most of the space has been well-cleared.  Benches and ladders are stowed judiciously beneath heavy wooden tables, though the space remains dark and difficult to see.  Somewhere, a clock ticks loudly- echoing noisily off the stone walls and floor.  Surprisingly, the inside of the hut is  much  larger than it seemed outside!  You can see warm, orange light emanating from an open doorway across the room.
 
 Spoiler: Hi there! 
 
 

 
 Spoiler: OOC 
Please place yourselves in the lime green squares and describe your first impressions.
 


Though Jaque and Mick can see little inside but the distant glow, Jack and the Grinch can clearly make out several heavy wooden tables with steel tools impeccably organized atop nearby.  No doubt whoever runs this place does a good job keeping things tidy.
 Map updated 
Ancient
Mick strolls in, his short stature allowing a limited view. The place seems warm, cozy, inviting, the perfect trap if he ever saw one. Still, being impolite was a surefire way to end up on the naughty list.

 "Hello, anyhere? I have a candy gram for Bumble, candy gram for Bumble." 
 
 Spoiler: Where am I and what do I see? 

Starting at O25
Perception:  (1d20+9)[ 28 ] 
 
DarkOne-Rob
Jack giggles quietly to himself as he steps to the right of the door and looks inside. "  Last time I was here I only looked inside from the window...though where is Christmas town? Could it be a trick? I don't see any treats...  " he says as he looks around animatedly. Suddenly he raises his voice and bellows, "   Hello? Is anyone here? Mr. Claus?  This  time I'm saying hello, not skulking around!   "

 
 Spoiler: Mechanics 
Go to  R23 , Perception  (1d20+10)[ 21 ] , and then deliberately raise his voice to attract the attention of something or someone...
 
Albinobrow
 The Grinch  slunk into the house full of tools, full of toys, with an audible  ugh.. like the who girls and who boys...  He peers round the room while scratching his fur, and little critters fall out, and he lets out a purr.

 
 Spoiler: OoC 

Move to P24 with "Sedative" ready. Perception check(addtl. +1 at night)  (1d20+5)[ 16 ] 
 
 Spoiler: Character Stats 

    The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  31/31,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  15,  Fort  5*,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  2
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +5 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (0/8 uses a day)   +3 (2d6+4,  )
   Light Crossbow (bolts)   +3 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg on failed save.
Endure Elements: 24 hr duration.
Heightened Awareness: 29:54
 

 
Llyarden
Jaque hadn't been particularly bothered by the weather outside, but the same could not be said for his reindeer, who shook itself off, seeming very glad to be out of the biting wind.  After a few moments, Jaque cast a spell and the star atop his Christmas tree began to glow brightly.   "Seems like someone's been doing interesting things with the fabric of space,"  he commented, idly.

 
 Spoiler: OOC 
As an undine, Jaque has darkvision, but he'll cast  light  on his hammer head anyway.
 
Farmerbink
With the addition of light, it becomes a trivial matter to take stock of your surroundings.  Several heavy wooden shelves line the wall of the workshop.  Five large stone tables lie at seemingly random locations around the room, though at closer inspection you see each is near a particular shelf or tool.  Many have extra space on one side, perhaps for assembling the things built otherwise atop them.  Where a 6th table might be, instead is a squat black iron forge.  A thin metal pipe carries the smoke through the stone roof.  Its door hangs open, casting a dim red glow across the floor in front of it.

Toys in various stages of completion are scattered, seemingly haphazardly across the tables.   Finished  toys of every type imaginable line the shelves.  Hand-held wooden games, small balls and trucks, bicycles, and more can be seen if you take a minute to look for them.

Still, nothing answers from near nor far as Jack calls out and steps into the room.

As such, he's taken fully by surprise when a  hammer and a pair of pliers  leap off the table beside him, sending themselves straight at his face!  Fortunately for our gaunt hero (?), the tools have poor aim, and clatter uselessly to the floor beside him.

 Map updated 
DarkOne-Rob
“  Of course, I’ve been too close to see! The answer’s right in front of me!  ” exclaims Jack as the tools attack and miss him. "  Or, at least these are! Get them!  " he cries as he  punches   flails uselessly  at the nearest one with a bony fist before stepping back and away.

 
 Spoiler: Mechanics 
Bardic Knowledge (Arcane) check to identify the tools:  (1d20+1)[ 2 ] . Can determine things as if trained in the skill...though he's not.

Unarmed Strike:  (1d20)[ 4 ]  to hit,  (1d20)[ 1 ]  (20/x2),  (1d6-1)[ 3 ]  bludgeoning damage,  (1d6-1)[ 2 ]  critical strike damage.

He then 5-ft steps to  S22 .
 

 If these are constructs, which I think is reasonable, then Jack won't be of much use this fight. I will try to  Grease  them next round, or even use  Silent Image  (which should work well to isolate them, but cannot really do much impactful to them). 
Albinobrow
As the tools fly up towards Jack from across the room,  The Grinch  steps off to the side to make them go   BOOM!  
 
 Spoiler: OoC 

To help move things along, I'm going to put in actions for now and will add fluff later.

I'll have Grinch move along the wall away from the table ending in N25 and toss a bomb! There's is no splash damage where allies are standing per Precise Bomb discovery.

Bomb throw  (1d20+3)[ 13 ]  Crit Confirm  (1d20+3)[ 20 ]  DC 25 reflex save for half damage. Splash won't apply this round unless enemies are next to these. Dmg  (2d6+4)[ 13 ]  Crit  (2d6+4)[ 7 ] 

AoO  (1d20+5)[ 19 ]  Crit Confirm  (1d20+20)[ 32 ]  Damage  (1d8+2)[ 6 ]  Crit  (1d8+2)[ 6 ] 
 
 Spoiler: Character Stats 
   The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  31/31,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  15,  Fort  5*,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  2
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +5 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (0/8 uses a day)   +3 (2d6+4, x2)
   Light Crossbow (bolts)   +3 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg and sickened on failed save.
Endure Elements: 24 hr duration.
Heightened Awareness: 29:48
 

 
Ancient
Mick dashes and make a running leap onto the nearest workbench, letting out an action hero yell. From there, he tries to put down the naughty tools...with hot lead. Unfortunately, the newly crafted firearm  misfires , and the shot goes wide...

" Son of a...!" 
 
 Spoiler: OOC: Actions 

Swift Action: Active Archaeologists Luck +1 to Skills, Atk, Dmg, etc
Move Action: Running Jump to N23 (Acrobatics check in OOC thread)
Standard Action: Shoot at the pesky hammer (touch ac-point blank):
To hit: (1d20+9)[ 10 ]  Damage if Hit:  (1d6+2)[ 6 ] 
 
Llyarden
 "This day is getting weirder and weirder!"  Jaque yelped, as the shock of angry tools was eclipsed by the shock of multiple explosions going off around him.  He was virtually shoved aside by his phantasmal reindeer as it tried to clobber the hammer with a swing of its antlers, and after a moment's confusion Jaque joined in, trying to smash the animated tools into the ground.

 
 Spoiler: OOC 
 Spirit of Rudolph 
5ft-step into Q24.
Standard: Attack...I don't know if they're all one creature or two separate ones, but I guess the hammer if they're separate.
Attack:  (1d20+5)[ 15 ] 
Damage:  (1d6+2)[ 4 ] 
 Jaque 
5ft-step into Q25.
Move: Draw his hammer.
Standard: Attack the hammer/tools as well.
Attack:  (1d20+5)[ 7 ] 
Damage:  (1d12+3)[ 11 ] 
 
Farmerbink
As Jack flails unhelpfully, the Grinch tosses a small, localized explosion at his feet.  Perhaps unsure at first, Jack finds himself relieved when the aftermath is only a few piles of dirt and metal fragments.  Both tools have been utterly destroyed!

 
 Spoiler: OOC 
Sorry, I should have checked Albinobrow's post more thoroughly earlier- it would have saved a lot of time. 😦

@Ancient, no misfire this turn, as there was never a target.
 


For the moment, all is still in the abandoned(?) workshop.

 Map updated 
DarkOne-Rob
Jack looks at the broken tools and his companions before smiling broadly. "  Well done, friends! Now, to see what more we find in this workshop...  " he says as he steps forward, his curiosity getting the better of him as he begins to walk further into the room. "  What is this...?  " he asks himself while looking inside the forge.

 
 Spoiler: Mechanics 
Move to about  R20 . Perception:  (1d20+10)[ 27 ] .
 
Albinobrow
 HAHAHA I WIN! YOU LOSE! NO BODY CAN DEFEAT  THE GRINCH  

He laughed and he skipped as a gleeful green scourge, and made his way further in to the left of the forge.

 
 Spoiler: OOC 

Perception to look around  (1d20+5)[ 24 ] 
and move to M21

 
 Spoiler: Character Stats 
   The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  31/31,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  15,  Fort  5*,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  2
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +5 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (0/8 uses a day)   +3 (2d6+4, x2)
   Light Crossbow (bolts)   +3 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg and sickened on failed save.
Endure Elements: 24 hr duration.
Heightened Awareness: 29:42
 

 
Farmerbink
Jack and the Grinch begin prowling forward (( map updated )), carefully peering around the room for more threats.

Just at arms reach from the next wooden worktable, Jack hears a faint sound to his right, and realizes the whole table is itself animated!

At the same time, the Grinch notices another nearby wrench bending as if to fling itself at him!
Ancient
Mick steadies himself at takes aim at the pesky wrench attacking the Grinch.
 "Freeze Jerkwad!" 
 
 Spoiler: Actions: 

Standard Action: Shooting at the Wrench (touch AC), to hit:  (1d20+9)[ 20 ] 
Damage if hit:  (1d6+2)[ 6 ] 
Move Action: Reload
 
Albinobrow
 The Grinch , quick as a pinch, strong as his stench, swings with all of his might to smash that small wrench!

 
 Spoiler: OoC 

Nothing fancy just a swing with his warhammer
Attack  (1d20+5)[ 11 ]  CC for x3  (1d20+5)[ 8 ]  DMG  (1d8+2)[ 7 ]  Crit DMG  (1d8+2)[ 4 ] 

AoO if given (though I doubt it) will be the same: Attack  (1d20+5)[ 17 ]  CC for x3  (1d20+5)[ 14 ]  DMG  (1d8+2)[ 4 ]  Crit DMG  (1d8+2)[ 3 ] 
 
 Spoiler: Character Stats 
   The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  31/31,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  15,  Fort  5*,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  2
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +5 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (0/8 uses a day)   +3 (2d6+4, x2)
   Light Crossbow (bolts)   +3 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg and sickened on failed save.
Endure Elements: 24 hr duration.
Heightened Awareness: 29:36
 

 
DarkOne-Rob
 
 Spoiler: Jack's Status, Round 1(?) 
   Jack Skellington   
Male Chaotic Good Dhampir Sorcerer/Bard, VMC Monk,  Level  1/2,  Init  2,  HP  27/27,  Speed  30 ft
 AC  16,  Touch  12,  Flat-footed  14,  CMD  12,  Fort  4,  Ref  6,  Will  6,  CMB  0,  Base Attack Bonus  1
 Whip   0 (1d3-1, 20/x2)
 Shortbow  +3 (1d6, 20/x3)
 Unarmed Strike  0 (1d6-1, 20/x2)
 Mage Armor  (+4 Armor, +2 Dex)
 Abilities  Str 9, Dex 14, Con 10, Int 10, Wis 10, Cha 20
 Condition  Heightened Awareness (+2 Perception and Knowledge Skills, can discharge for +4 to Initiative)
Bloody Tears and Jagged Smile (gain Bite attack 1d4, +4 Intimidate and DCs of Fear effects, Deathwatch)
 

"  These are worse than Oogie Boogie's toys!  " says Jack as he steps back and casts a spell. "  Get down, you!  "

 
 Spoiler: Mechanics 
5-ft step to  Q22  and cast  Grease , DC 16 Reflex on squares  S20-T22 .
 
Farmerbink
The unlikely band steps carefully through the workshop.  As The Grinch and Jack point out a pair of animate tools (one of them a rather large worktable!), they and Mick leap into action!  With a bullet and a smash from the quick-footed Grinch, the wrench is sent to the floor in a pair of inanimate pieces.

And everyone gets to watch wit ha bizarre mix of confusion, amusement, and perhaps even fear as they watch a  large wooden table  struggle to keep its footing, and ultimately crash to the floor in a heap.  It rises like an awkward, alien foal, and stays put in the middle of the grease-y patch.

A few moments later, a small bench  gallops  up from further back in the shop, bearing a small army of tiny awls, saws, and chisels!

 map updated 
DarkOne-Rob
 
 Spoiler: Jack's Status, Round 2 
   Jack Skellington   
Male Chaotic Good Dhampir Sorcerer/Bard, VMC Monk,  Level  1/2,  Init  2,  HP  27/27,  Speed  30 ft
 AC  16,  Touch  12,  Flat-footed  14,  CMD  12,  Fort  4,  Ref  6,  Will  6,  CMB  0,  Base Attack Bonus  1
 Whip   0 (1d3-1, 20/x2)
 Shortbow  +3 (1d6, 20/x3)
 Unarmed Strike  0 (1d6-1, 20/x2)
 Mage Armor  (+4 Armor, +2 Dex)
 Abilities  Str 9, Dex 14, Con 10, Int 10, Wis 10, Cha 20
 Condition  Heightened Awareness (+2 Perception and Knowledge Skills, can discharge for +4 to Initiative)
Bloody Tears and Jagged Smile (gain Bite attack 1d4, +4 Intimidate and DCs of Fear effects, Deathwatch)
 

"  Oh what a  jolly  time we're having! Don't get too out of sorts and trip up!  " Jack laughs as he conjures more  Grease  under the charging bench.

 
 Spoiler: Mechanics 
5-ft step to [B]P23/B] and cast  Grease , DC 16 Reflex on squares  Q19-R20 .
 
Ancient
Mick looks incredulously as the bizarre scene unfolds.
 "Did I have too much eggnog?!" 

He takes a shot at the large bench before it gets its legs under it.

 
 Spoiler: Actions: 

Standard Action: Shooting at the Large Table (touch AC), to hit:  (1d20+9)[ 29 ] 
Damage if hit:  (1d6+2)[ 5 ] 
Move Action: Reload
 
[/QUOTE]
Albinobrow
 "Oh! Clearance sale!  Everything  must go!" the Grinch  laughed to himself.   Little tools like you should be up on the shelf! Or EXPLODED! HAHA!  With his fingers deftly working, bottling fire and smoke, he tossed it up in the air on top of the bench that awoke.

 
 Spoiler: OoC 


As a standard action, The Grinch will make a bomb and toss it at Q18.
Thrown splash weapon is a ranged touch attack it looks like?
 (1d20+3)[ 22 ]  fire dmg  (2d6+4)[ 12 ]  DC 15 reflex save for half damage, also has 5 splash damage on a hit.

No move action this go round save for grabbing his hammer to wield once more.

AoO (if given)  (1d20+5)[ 25 ]  crit x2 [rolll]1d20+5[/roll] dmg  (1d8+3)[ 4 ]  crit dmg  (1d8+3)[ 4 ] 
 
 Spoiler: Character state 

   The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  31/31,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  15,  Fort  5*,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  2
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +5 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (2/8 uses a day)   +3 (touch attack) (2d6+4, x2)
   Light Crossbow (bolts)   +3 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg and sickened on failed save.
Endure Elements: 24 hr duration.
Heightened Awareness: 29:30
 

 
Llyarden
 "...I really spoke too soon about this day being weird." 

Jaque's reindeer charged at the struggling table, but Jaque himself focused on the defeated (?) hammer, raising his glowing Christmas tree up to illuminate the area.   "How about you go back to join your friends?!"   He flicked his free hand and spoke a word of magic, and the hammer went flying towards the bench.

 
 Spoiler: OOC 
 Spirit of Rudolph 
Move: Into R21.
Standard: Attack the Angry Table.
Attack:  (1d20+5)[ 14 ] 
Damage:  (1d6+2)[ 3 ] 
 Jaque 
Standard: Cast  telekinetic projectile  to throw something (ideally the 'dead' hammer, but if it doesn't count as an object I'm sure there's some other tool he can use) at the Workbench, because melee attacks sure aren't his forte given his rolls thus far lol!
Attack:  (1d20+5)[ 7 ]   ...apparently ranged attacks also aren't his forte.☹️ 
Damage:  (1d6)[ 6 ] 
Move: Into R22.
Swift: Enter Beastmaster Style, apparently I forgot to do so before?
 
Farmerbink
As virtually everyone involved continues to rub their eyes, thoroughly unsure whether this is real or you're involved in some mass-hallucinogenic event, the workshop explodes in violence!

Jack greases the ground under the charging bench, which somehow manages to keep its feet?  Even as the Grinch lobs an incendiary (resulting in four smoldering tools falling from the bench), the bizarre creation charges at Rudolph!  With a word and a gesture, Jaque warns his phantasmal companion, and the reindeer turns aside the charging... bench.  Mick blasts the worktable, though the bullet fractures into dozens of tiny fragments on its surface, no doubt causing less structural damage than might have been nice.  Jaque zeroes in on one of the approaching tools, and with surprising efficacy tosses it harmlessly (for you) into the wall.

And still, the unexpected(?) assault continues.  Three tools (an awl, the remaining chisel, and a small hand saw) jump (?) from the bench's back (?), sending themselves flying at Jack and Jaque.  The hammer-wielding fellow smashes a chisel from midair reflexively, but there are too many for him to keep them all away.  An awl manages to soar past Jack's defenses, puncturing the sickly-thin fellow's shoulder.

Then the strangest thing you've seen in some time happens.  The  table  slams into Rudolph with bone-breaking force.  Legs churning like an ox on a yoke, it  pushes Rudolph  into the suddenly gaping  mouth  of the flared-up forge!  The opening- usually reserved for adding coal to the flames slams down on Rudolph's flank, singe-ing fur even as it threatens to break the poor reindeer's leg!

 
 Spoiler: OOC 
I'm so glad I made these bizarre things.

The bench and tools are proving bothersome, but not much more than that.  Still, amusingly neat.  Jaque caused a charge from the bench to turn into a miss, and Jack took  2 damage  from a kamikaze awl.

Poor Rudolph took a brutal slam from the worktable:  13 damage , and a bull rush good enough for 10 feet of movement- into range of the forge!  The forge hit for  8 more damage - one of which is fire, if it matters, and has  Grappled  Rudolph!
 

 map updated 
 Party to act 
DarkOne-Rob
 
 Spoiler: Jack's Status, Round 3 
   Jack Skellington   
Male Chaotic Good Dhampir Sorcerer/Bard, VMC Monk,  Level  1/2,  Init  2,  HP  25/27,  Speed  30 ft
 AC  16,  Touch  12,  Flat-footed  14,  CMD  12,  Fort  5,  Ref  6,  Will  4,  CMB  0,  Base Attack Bonus  2
 Whip   1 (1d3-1, 20/x2)
 Shortbow  +4 (1d6, 20/x3)
 Unarmed Strike  +1 (1d6-1, 20/x2)
 Mage Armor  (+4 Armor, +2 Dex)
 Abilities  Str 9, Dex 14, Con 10, Int 10, Wis 10, Cha 20
 Condition  Heightened Awareness (+2 Perception and Knowledge Skills, can discharge for +4 to Initiative)
Bloody Tears and Jagged Smile (gain Bite attack 1d4, +4 Intimidate and DCs of Fear effects, Deathwatch)
 

"  I lost several of those to bombs once...undead reindeer are much more resilient, you know?  " says Jack soberly as he watches Rudolph go into the oven's maw. As he watches he's too distracted to avoid the flying tool, taking a painful wound to his boney shoulder and crying out in pain. As his mouth opens he turns at the awl, punching with his skeletal fists and biting down with suddenly jagged fangs protruding from his undead smile!

 
 Spoiler: Mechanics 
Full attack with an Unarmed Strike and Bite attack...

Unarmed Strike:  (1d20+1)[ 16 ]  to hit,   (1d20+1)[ 5 ]  (20/x2) ,  (1d6-1)[ 3 ]  damage,   (1d6-1)[ 3 ]  critical strike damage .
Bite:  (1d20-4)[ 12 ]  to hit,   (1d20-4)[ 0 ]  (20/x2) ,  (1d4-1)[ 1 ]  damage,   (1d4-1)[ 1 ]  critical strike damage .

He then 5-ft steps away to  O24 .
 
Llyarden
Jaque's eyes widened as his reindeer vanished into the forge's 'mouth,' taking a half step towards the angry tools before catching himself.  Jack's comment earned him a bit of a glare from the Christmas-tree-wielding magician before he swiped a hand through the air that trailed magic and snowflakes.   "Disappear!" 

And the reindeer did, becoming nothing more than snow that rapidly melted away in the heat of the forge, as Jaque was surrounded by swirling snow that formed into great antlers jutting out around him to protect him.

 
 Spoiler: OOC 
 Jaque 
Non-Action: Spend 6hp to prevent Rudolph dying.
Full-Round: Recall Rudolph.  It was surprisingly hard to write this post without making Jaque sound like a Pokemon trainer. 😁
Swift: Activate Bonded Manifestation.

Status: 14/20hp, Bonded Manifestation 3/4, +4AC
 
Ancient
 "Oh Rudolph with your nose so bright, won't you stay in this damn fight!" 
Jack snaps off a shot at the saw that seems to be threatening Jack.

 
 Spoiler: Actions 

Standard Action: Shooting at the Large Table (touch AC), to hit:  (1d20+9)[ 25 ] 
Damage if hit:  (1d6+2)[ 4 ] 
Move Action: Reload
 
Albinobrow
 The Grinch  shakes his head speaks with a calmness that belies the speed in which his hands work,  Tools these days.. So desensitized by television and movies... WHAT DO YOU WANT?!?  And he tosses another bomb at the tools flying around Jack.


 
 Spoiler: OoC 

Bombs away! Ranged touch attack at Saw. Precise bomb to avoid splashing friendlies.  (1d20+3)[ 9 ]  Crit x2  (1d10+3)[ 13 ]  Dmg  (2d6+4)[ 8 ]  +5 splash damage to Awl only. DC 15 reflex for half damage.

AoO of given  (1d20+5)[ 8 ]  Crit x3  (1d20+5)[ 6 ]  dmg  (1d8+2)[ 8 ]  Crit  (2d8+4)[ 15 ] 
 
 Spoiler: Character Stats 
   The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  31/31,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  15,  Fort  5*,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  2
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +5 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (3/8 uses a day)   +3 (touch attack) (2d6+4, x2)
   Light Crossbow (bolts)   +3 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)a
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg and sickened on failed save.
Endure Elements: 24 hr duration.
Heightened Awareness: 29:30
 

 
Farmerbink
In a fascinating display of ineptitude, virtually everything suddenly goes wrong.  Jack struggles in vain to punish the awl for punching a tiny hole in his shoulder.  As he steps away, an errant bomb from the Grinch lands where he had been standing moments before!  Despite the green-skinned fellow's best efforts, it explodes leaving both Jack and Mick badly seared!

Mick blasts the table, but his bullet simply ricochets off its hard metal surface.  The forge sputters, its maw now empty, spraying an impressive but useless gout of fire into the middle of the room.  The table, bench, and awl all converge on Jaque as the nearest threat, but he easily dodges all of their simple slams.

 
 Spoiler: OOC 
I can't find any explicit ruling, so I've decided that a "miss" with a precise bomb simply deactivates any effort to control its splash.  The good news, is the saw was close enough to also be toast.  The bad news is so were Jack and Mick.   Jack takes 6 damage, Mick takes 3. 
 

 Map updated 
Ancient
 "Jumpin Jesus! Bullets and tools are not friends!" 

Trying a slightly different tactic, Mick throws a flask of alchemist's fire at the Angry table.

 
 Spoiler: Actions 
Move action: Draw a flask of alchemist fire
Standard action: Ranged touch attack with a splash weapon:  (1d20+7)[ 17 ] 
Damage if hit:  (1d6+1)[ 5 ] 
 

 
 Spoiler: Stat Block 

   Mick Clane   
Male CG Halfling Gunslinger (MS)/Bard(Arch),  Level  1/2,  Init  3,  HP  null/32,  Speed  20
 AC  19,  Touch  14,  Flat-footed  16,  CMD  14,  Fort  6,  Ref  8,  Will  6,  CMB  +1,  Base Attack Bonus  2
   Mwk Small Pistol   +7 (1d6, x4)
   Small Dagger   +3 (1d3, 19-20/x2)
   Mithral Chain T Shirt ,    Mwk Buckler  (+4 Armor, +1 Shield, +3 Dex, +1 Size)
 Abilities  Str 10, Dex 16, Con 14, Int 10, Wis 13, Cha 16
 Condition  None
 
DarkOne-Rob
      
    Jack Skellington   
Male Chaotic Good Dhampir Sorcerer/Bard, VMC Monk,  Level  1/2,  Init  2,  HP  19/27,  Speed  30 ft
 AC  16,  Touch  12,  Flat-footed  14,  CMD  12,  Fort  5,  Ref  6,  Will  4,  CMB  0,  Base Attack Bonus  2
 Whip   1 (1d3-1, 20/x2)
  Shortbow  +4 (1d6, 20/x3) 
 Unarmed Strike  +1 (1d6-1, 20/x2)
 Mage Armor  (+4 Armor, +2 Dex)
 Abilities  Str 9, Dex 14, Con 10, Int 10, Wis 10, Cha 20
 Condition  Heightened Awareness (+2 Perception and Knowledge Skills, can discharge for +4 to Initiative)
Bloody Tears and Jagged Smile (gain Bite attack 1d4, +4 Intimidate and DCs of Fear effects, Deathwatch) 
 
  
"  Oh oh oh! I need a good well for a dive!  " exclaims Jack as he's engulfed in flame. "  Unlike a choreographed song and dance number, dousing unexpected fire is much more painful!  " Still, he continues to consider their attackers and decides to remain out of melee, pulling out a shortbow from hammer-space and firing off a shot at the largest attacker...

 
 Spoiler: Mechanics 
Draw and fire his shortbow:  (1d20+4)[ 9 ]  to hit (Jack does  not  have Precise Shot),  (1d20+4)[ 20 ]  (20/x3),  (1d6)[ 1 ]  piercing damage,  (2d6)[ 10 ]  critical strike damage
 
Albinobrow
 Yes!! Burrn!!  The Grinch tosses a bomb of his own with glee, though he hopes this time, with accuracy!

 
 Spoiler: OoC 

We got resources to spend, so might as well fire another bomb. Still more than he'd like to close into melee with so aiming bomb at "B" on Q21. Using precise bombs to not hit Jack or any other ally should they close in.

Ranged touch attack  (1d20+3)[ 8 ]  CC  (1d20+3)[ 17 ]  Dmg  (2d6+4)[ 9 ]   DC15 reflex for half damage  +5 splash damage to surrounding enemies.

 
 Spoiler: Character Stats 
   The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  31/31,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  15,  Fort  5*,  Ref  4,  Will  2,  CMB  +4,ac  Base Attack Bonus  2
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +5 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (4/8 uses a day)   +3 (touch attack) (2d6+4, x2)
   Light Crossbow (bolts)   +3 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg and sickened on failed save.
Endure Elements: 24 hr duration.
Heightened Awareness: 29:24
 

 
Llyarden
Jaque's spectral antlers parried the table's attacks as he stepped back, bringing his Christmas tree around at the table once again.   "You have to admire the worksmanship on these things, though.  I'm sure someone could use bulletproof tools for...something." 
 
 Spoiler: OOC 
5ft-step south into R24.
Standard: See if I can roll above a 5 or something for once (targeting the table).
Attack:  (1d20+5)[ 24 ] 
Damage:  (1d12+3)[ 8 ] 
 
 Spoiler: Statblock 
   Jaque   
Male CG Rimesoul Totem Spiritualist,  Level  2,  Init  3,  HP  14/20,  Speed  30ft
 AC  21,  Touch  13,  Flat-footed  18,  CMD  17,  Fort  4,  Ref  4,  Will  5,  CMB  +4,  Base Attack Bonus  2
 Heirloom, Masterwork 'Christmas Tree' Lucerne Hammer   +5 (1d12+3, x2)
 +1 Studded Leather, Bonded Manifestation  (+4 Armor, +3 Dex, +4 shield)
 Abilities  Str 14, Dex 16, Con 12, Int 9, Wis 14, Cha 13
 Condition  None

---

Bonded Manifestation 2/4
Spells:
1st-level 4/4
 

 
Farmerbink
Fire of several varieties flash out, singing the surface of the table, but not doing an awful lot else.  Jack's poor shot goes wide, before Jaque's hammer comes down on the surface with quite a clang.  Metal on metal dents the table, though surely not as much as he'd have liked.

A moment later, the table slips on the greasy floor and slams into the floor hard enough to feel the ground shake.  You can't be sure in the dimness, but it seems likely to have cracked the stonework at least.  The bench charges forward like a galloping labrador, and much like its furred facsimile, throws its hip into Jack's knee- though it hurts quite a bit more when the hip is made of wood.

 
 Spoiler: OOC 
When the awl attacks, Jaque drops it with an aoo.
The table failed its "move" attempt, and lost the rest of its turn standing back up.
The bench hit Jack with a charge for  2 damage 
 

 Map updated 
DarkOne-Rob
      
    Jack Skellington   
Male Chaotic Good Dhampir Sorcerer/Bard, VMC Monk,  Level  1/2,  Init  2,  HP  17/27,  Speed  30 ft
 AC  16,  Touch  12,  Flat-footed  14,  CMD  12,  Fort  5,  Ref  6,  Will  4,  CMB  0,  Base Attack Bonus  2
 Whip   1 (1d3-1, 20/x2)
  Shortbow  +4 (1d6, 20/x3) 
 Unarmed Strike  +1 (1d6-1, 20/x2)
 Mage Armor  (+4 Armor, +2 Dex)
 Abilities  Str 9, Dex 14, Con 10, Int 10, Wis 10, Cha 20
 Condition  Heightened Awareness (+2 Perception and Knowledge Skills, can discharge for +4 to Initiative)
Bloody Tears and Jagged Smile (gain Bite attack 1d4, +4 Intimidate and DCs of Fear effects, Deathwatch) 
 
  
"  One of my least favorite people would say, 'You really are too much,' to these absurd tools, tables, and knick knacks!  " exclaims Jack as he pivots, trying to draw the bench into a flanking position as he slams a boney-fist into it again.

 
 Spoiler: Mechanics 
Unarmed Strike:  (1d20+1)[ 18 ]  to hit,   (1d20+1)[ 20 ]  (20/x2) ,  (1d6-1)[ 3 ]  damage,   (1d6-1)[ 3 ]  critical strike damage .

Then 5-ft step to  N25 .
 
Albinobrow
 The Grinch  rushes up to the bench to swing his "Sedative"!

 “Bleeding hearts of the world unite.” 
 
 Spoiler: OoC 

Move to O22

Attack  (1d20+5)[ 17 ]  Crit x3  (1d20+5)[ 20 ]  Dmg  (1d8+2)[ 8 ]  Crit dmg  (2d8+4)[ 18 ] 

AoO (if granted)  (1d20+5)[ 9 ]  Crit x3  (1d20+5)[ 7 ]  Dmg  (1d8+2)[ 5 ]  Crit dmg  (2d8+4)[ 14 ] 
 
 Spoiler: Character Stats 
   The Grinch   
Male Chaotic Neutral Hobgoblin Toxicant Grenadier Alchemist VMC Oracle,  Level  2,  Init  1,  HP  31/31,  Speed  30ft
 AC  15,  Touch  11,  Flat-footed  14,  CMD  15,  Fort  5*,  Ref  4,  Will  2,  CMB  +4,  Base Attack Bonus  2
 Has a strap on the handle if needing to craft. "Sedative" MW Warhammer (--)   +5 (1d8+2, x3)
 5 splash damage, reflex DC 15 for half. Bomb (4/8 uses a day)   +3 (touch attack) (2d6+4, x2)
   Light Crossbow (bolts)   +3 (1d8, 19-20/x2)
   Lamellar (Leather)  (+4 Armor, +1 Dex)
 Abilities  Str 14, Dex 12, Con 14, Int 18, Wis 10, Cha 7
 Condition  Toxic Secretion: When hit with natural or unarmored attack; DC 15 Fort poison effect, 4dmg and sickened on failed save.
Endure Elements: 24 hr duration.
Heightened Awareness: 29:18
 

 
Ancient
 "Death by furniture! What a way to go!"  Mick fires another round at the remarkably resilient table.

 
 Spoiler: Actions 

Swift Action: Spend 1 Grit for Focused Aim
Standard Action: Shooting at the Large Table (touch AC), to hit: (1d20+9)[ 27 ] 
Damage if hit:  (1d6+5)[ 8 ] 
Move Action: Reload
 