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DarkOne-Rob
2014-10-07, 03:45 PM
A month after completing their exploration of the Whispering Cairn, the unlikely company is breaking their fast one foggy morning when a loud knocking is heard at their front door. A young boy is there with a message - "Mr. Balabar Smenk requests the presence of all five of you at his place of business today at midmorning," he says, nervously. "He says he has important things to discuss regarding several altercations with some of his employees, breaking into property and stealing what is not rightfully yours, and a manner by which these, and other, debts can be forgiven. Failure to do so will result in the law being informed of your actions." He swallows loudly, looking very uncomfortable. "He says that the notes you took from his friend, Filge, should have made you uncomfortable, and that he shares your discomfort. What would you like me to tell him when I return with your answer?"

The young man is practically shaking from fear, but stoically refuses to abandon his errand. "I got family that needs the money I make delivering messages for Mr. Smenk - even the unpleasant ones," he says, insisting upon an answer from the assembled group.

Things depend upon the party agreeing to this meeting. Lyr owes him money, and within certain interpretations of the law his issues are legitimate. The PCs should come to the meeting prepared to adventure, and I am going to continue under the assumption that you all go...
Balabar Smenk lives and works out of his mansion, a sodden old building at least a century past its prime. Upon arriving at the open gates the company is greeted by a thin man with spectacles and a notepad. "Ah, yes, Mr. Smenk's midmorning appointment, I presume? Come this way, please." Leading the party through the grounds to a corner room with an outside door they find the mine manager working at a desk inside an office with several large windows. "The five people you needed to see this morning, sir. Will there be anything else?"

No, no, that will be all, Pennysworth, says the rotund man, wheeling his chair around to look at the assembled adventurers.

http://aow-old-schizm.wikispaces.com/file/view/gallery_BalabarSmenk.gif/30500567/gallery_BalabarSmenk.gif
"So, you are the troublemakers who have caused me so much trouble over the last month. First attacking my man Kullen, then breaking and entering in the observatory and assaulting my guest there, to finally robbing him! You all have made quite a mess of things," he begins, standing slowly. "No no, don't bother defending your actions - I know Filge is a necromancer and that Kullen and his men are grave-robbers. None of that matters in this town. They hadn't bothered the people who run things around here, and I have enough influence to see you all thrown behind bars for this. So let's get down to the real reason you are here, shall we?"

As he speaks he leads the party to an antechamber with several chairs and couches, gesturing to the to be seated. "I have a problem, which is beyond the ability of my people to correct. As you have been the ones to prove this fact, I intend for you to take care of this problem in exchange for me forgiving the debts owed by your people." Smenk looks meaningfully at Lyr as he speaks. "For the sake of full disclosure, I will say this: I dislike what you all have done here, and it would pain me not at all for you to fail. However, it would be more profitable for me if you succeeded, and I do not trust my own people to do it.

Last year I made a mistake and got involved with some unusual visitors in town. Apparently underneath one of my competitor's mines is an ancient cave series. Ragnolin Dourstone installed an elevator for these loonies, and enlisted me in providing supplies to them, all for an excellent price. I agreed, sent some men to spy on his business activities, even went there myself once.

These cultists worship something called the 'Ebon Triad' - this conglomeration of three evil gods. I thought I could get away with charging them more for their supplies, seeing as how they were largely stuck down there - it was a mistake. This morning I woke up with my right-hand man's head beside me in bed." He shudders, remembering the experience. "These cultists terrify me, and I want you all to take care of them. While I was there I pocketed something you have already found - the worm in embalming fluid. I overheard them talking about Kyuss and the Age of Worms, and gave the information to Filge. When you all ousted him from the observatory he came and told me about it before leaving for Greyhawk. Seems you all scared him pretty good and he had better things to do there than here... Anyway, I want you all to go down into Ragnolin's mine and deal with this cult for me. Do that, and I will forgive and forget everything that has gone wrong between us. I will even set you all up with disguises to get you to the elevator. If you don't agree, I have already set up a message to be delivered to the sheriff, providing him with all the evidence he needs to arrest, try, and convict you of all that I have described. I can stop this message, but will only do so after you have headed into the mine to handle things. Are we clear?"

Farmerbink
2014-10-07, 07:30 PM
The young man is practically shaking from fear, but stoically refuses to abandon his errand. "I got family that needs the money I make delivering messages for Mr. Smenk - even the unpleasant ones," he says, insisting upon an answer from the assembled group.

Frederick frowns deeply at the boy's words, and after a few moments deliberation, smiles down at him. You may tell Mr. Smenk that we will see him today. No need for more or less.

In addition, you have done well this morning. Bearing unpleasant messages is much harder than pleasant messages, and you have shouldered the burden respectfully. Be well, young man.

He hands the boy a silver piece and sends him on his way, before turning to his companions.

Well, that is an interesting development. I would so dearly love to pay Smenk a visit he is unlikely to forget, but methinks this will not be the time to... make recompense for such debts...

Farmerbink
2014-10-07, 07:43 PM
"So, you are the troublemakers who have caused me so much trouble over the last month. First attacking my man Kullen, then breaking and entering in the observatory and assaulting my guest there, to finally robbing him! You all have made quite a mess of things," he begins, standing slowly. "No no, don't bother defending your actions - I know Filge is a necromancer and that Kullen and his men are grave-robbers. None of that matters in this town. They hadn't bothered the people who run things around here, and I have enough influence to see you all thrown behind bars for this. So let's get down to the real reason you are here, shall we?"

As he speaks he leads the party to an antechamber with several chairs and couches, gesturing to the to be seated. "I have a problem, which is beyond the ability of my people to correct. As you have been the ones to prove this fact, I intend for you to take care of this problem in exchange for me forgiving the debts owed by your people." Smenk looks meaningfully at Lyr as he speaks. "For the sake of full disclosure, I will say this: I dislike what you all have done here, and it would pain me not at all for you to fail. However, it would be more profitable for me if you succeeded, and I do not trust my own people to do it.

Last year I made a mistake and got involved with some unusual visitors in town. Apparently underneath one of my competitor's mines is an ancient cave series. Ragnolin Dourstone installed an elevator for these loonies, and enlisted me in providing supplies to them, all for an excellent price. I agreed, sent some men to spy on his business activities, even went there myself once.

These cultists worship something called the 'Ebon Triad' - this conglomeration of three evil gods. I thought I could get away with charging them more for their supplies, seeing as how they were largely stuck down there - it was a mistake. This morning I woke up with my right-hand man's head beside me in bed." He shudders, remembering the experience. "These cultists terrify me, and I want you all to take care of them. While I was there I pocketed something you have already found - the worm in embalming fluid. I overheard them talking about Kyuss and the Age of Worms, and gave the information to Filge. When you all ousted him from the observatory he came and told me about it before leaving for Greyhawk. Seems you all scared him pretty good and he had better things to do there than here... Anyway, I want you all to go down into Ragnolin's mine and deal with this cult for me. Do that, and I will forgive and forget everything that has gone wrong between us. I will even set you all up with disguises to get you to the elevator. If you don't agree, I have already set up a message to be delivered to the sheriff, providing him with all the evidence he needs to arrest, try, and convict you of all that I have described. I can stop this message, but will only do so after you have headed into the mine to handle things. Are we clear?"

Frederick raises an eyebrow at Smenk's initial accusations, deigns to stand, and by the end of it is doing all he can to restrain himself.

You are the most disgusting excuse for a human being I have ever had the misfortune to encounter. You make claims that are outlandish and absurd, and expect us to play your game based upon some empty threat? Do you have any idea how easy it would be for us to ensure that you never left this room alive? Do you have any idea how much several of us want to do that exact thing?

You speak of troublemaking? I call grave robbing and necromancy more trouble than putting a stop to grave robbing and necromancy! I care not a whit for you and your perceived debts nor your misguided and perverted ideas of justice! By the gods, you fool! Ask for aid where it is needed before attempting to coerce your BETTERS!



As the blood slowly drains from his face, Frederick takes several breaths, and lowers his voice. Staring at the man in stone faced antithetical calm, he speaks quietly. Give us these disguises, and we will deal with your infestation. You had better see to it that you do not need our aid again, else you will wish otherwise.

if you want an intimidate check (it's probably appropriate :-\), [roll0]

Untarr
2014-10-07, 10:48 PM
Arkiana remains quiet throughout Balabar's speech, and only raises an eyebrow at Frederick's tirade.

"Well now...excuse me. I do not believe we are acquainted."She stands up and bows her head towards Balabar." My name is Arkiana VanDuren, student of the Wizard College and apprentice to Allustan the Wizard." she clears her throat "It was at his instruction that we investigated your men and necromancer. If you have an issue with our actions, then I am sure he would be happy to discuss that with you. As for calling the sheriff, as my rather large friend here has pointed out, that will do you little good in the short run."

Casting a quick glance at Lyr, she faces Balabar again. Continuing in a calm voice""You seem like a business man, so I will not play games. We have absolutely no incentive to help you. If we do nothing, you arrest us, this cult finds you and lines up your head next to your goon's. We may be in jail, but you will be dead and your soul off to whatever hell you've been damned eternally to.

If you continue to threaten us, we kill you, silently. Our gnomish friend here sets up an illusion that lasts just long enough for us to skip town and we get off free. Or better, we frame one of the other mine managers for the deed. The gods know that there are plenty of people that would love to see you dead. Perhaps Chaum Gansworth finally got enough support to put you down."she says with a shrug.

Once again, you're dead, and we are in a terrible position. There is, however, a way for us both to get what we want.

You pay us." She points to Lyr."Double what he owes you to each one of us."

MuffinMan
2014-10-08, 01:13 AM
"I have a problem, which is beyond the ability of my people to correct. As you have been the ones to prove this fact, I intend for you to take care of this problem in exchange for me forgiving the debts owed by your people." Smenk looks meaningfully at Lyr as he speaks.
Lyr scowls silently at Smenk and his hand involuntarily clutches into a fist, but he remains silent as the man continues.


"These cultists worship something called the 'Ebon Triad' - this conglomeration of three evil gods. I thought I could get away with charging them more for their supplies, seeing as how they were largely stuck down there - it was a mistake. This morning I woke up with my right-hand man's head beside me in bed." He shudders, remembering the experience.
Lyr's eyebrows raise at the mention of "three evil gods", and he assumes a skeptical posture for the rest of Smenk's description.


"I overheard them talking about Kyuss and the Age of Worms, and gave the information to Filge. When you all ousted him from the observatory he came and told me about it before leaving for Greyhawk. Seems you all scared him pretty good and he had better things to do there than here... "
Finally learning the location of Filge from the very man who'd refused to see him is the last straw for Lyr. Muttering an elven expletive
bloody fat imbecile toadkisser!
he spins away and paces off a few steps away from the others, trying to calm himself.


""You pay us." She points to Lyr."Double what he owes you to each one of us."
When did I ever tell her about...? Lyr tries to remember. Oh, well... bloody woman probably read it in a book somewhere! Doing his best to hide his surprise, he crosses his arms, nods at Arkiana, and glares at Smenk.

Farmerbink
2014-10-08, 07:06 AM
There is, however, a way for us both to get what we want.

You pay us." She points to Lyr."Double what he owes you to each one of us."

Frederick lets out a short gasp, and mutters under his breath. I wish I had thought of that....

Wait, Lyr owes him money?!

JWallyR
2014-10-08, 01:21 PM
The young man is practically shaking from fear, but stoically refuses to abandon his errand. "I got family that needs the money I make delivering messages for Mr. Smenk - even the unpleasant ones," he says, insisting upon an answer from the assembled group.

Jan's annoyance vanishes as she smiles reassuringly at the messenger boy.

Jan's initial expression is one of insulted annoyance as Smenk monologues, but is gradually replaced by one of transfixed curiosity; so much so that Frederick's diatribe startles her into awareness of the current situation.


"...Our gnomish friend here sets up an illusion that lasts just long enough for us to skip town and we get off free."

Jan's face is amiable but otherwise inscrutable.

After Arkiana's outburst, Jan looks nonchalantly at Smenk.

Sense Motive check to anticipate Smenk's reaction to the combined outbursts of the party, planning to interject with a Diplomatic or Intimidating overture as appropriate:
[roll0]

DarkOne-Rob
2014-10-08, 04:02 PM
Smenk remains seated and yawns broadly, weathering the tirades and responses of the company stoically. After letting the silence sit heavily for several moments after they all finish he says, "Are you all quite finished? Good.

To respond to your points," he begins to tick off his fingers as he responds to the PCs' responses, "While you argue passionately, Sir Frederick of Heironeous, your points do not hold water in this town. I have been called much worse, done much worse, and done it all legally. We are not here to discuss the morality of either Filge's nor Kullen's actions - they worked for me, and I willingly take full responsibility for their behaviors. Their actions have been legal in Diamond Lake, while yours have been less so. Finally, 'betters' is a funny word to use with one who has no interest in his standing in regards to you. I have great influence in this town, like it that way, and am uninterested in most of what you have to offer in the form of competition." He shrugs and turns to Arkiana.

"Miss VanDuren, I have already discussed events with your master, and while he and I disagree on many, many things, he actually supports my plan, no doubt for his own reasons. I am a great deal less worried about the short term and your rather empty threats than you likely hope. I am not at all worried about the 'hells' you mention - I have faced greater threats than you five and still kept my skin intact and likely will again. In addition, your statement that you will just up and leave town ignores the home you have all been so industriously working to improve over the last month, as well as any reputation you might hope to salvage or repair. Finally, your resident champion of the Shining One will not stoop to such actions willingly, as he knows they are inappropriate in the eyes of his faith.

I have already prepared myself should anyone in your company rashly attack me, as such tactics have already been attempted once before against my people," he looks pointedly at Jan before continuing. "I think you will find me a great deal more than just some fat businessman without a taste of combat or talent for strategy. Besides, it is bad for business."

Gesturing to Lyr he says, "Regarding debts, I will consider your counter-offer, but given that 'Pilgrim' here has already attempted to settle his debt with me of his own accord, I assume he would like to walk away from here without the baggage that has often followed gamblers of his type before. Attempting to coerce me into paying you all seems to defeat the purpose of returning to a neutral point with me, don't you think?"

Standing, Balabar Smenk walks to a pitcher and pours himself a glass of wine, takes a sip calmly, and turns back to the gathered adventurers. "In any case, I will provide you the disguises, as your half-orc comrade has requested. You are welcome to take the time to speak to Allustan before entering the mines, should you so choose. When he and I spoke earlier he expressed some interest in doing so, but also said that there was little he could do to more effectively prepare you for what you will face there. I will consider the possibility of payment, and we can discuss it again when you return. Do you have any useful questions that I may answer to better prepare you for your errand of cult-disposal?"

Albinobrow
2014-10-08, 08:29 PM
"Do you have any useful questions that I may answer to better prepare you for your errand of cult-disposal?"

Just one. From what you and your spies saw down there with the cultists, would a halfling or a gnome stick out much among them compared to the rest of us here? Disguise or not?

MuffinMan
2014-10-08, 10:21 PM
Gesturing to Lyr he says, "Regarding debts, I will consider your counter-offer, but given that 'Pilgrim' here has already attempted to settle his debt with me of his own accord, I assume he would like to walk away from here without the baggage that has often followed gamblers of his type before. Attempting to coerce me into paying you all seems to defeat the purpose of returning to a neutral point with me, don't you think?"

Lyr's scowl deepens and he crosses his arms as Smenk mentions 'baggage', and he mutters under his breath as the man finishes his point.
It's called 'payment for services rendered', you fat fool.

When Smenk finishes his verbal counterattacks and asks them for questions, Lyr makes an effort to smooth out his features and control his voice as he steps forward. "Yeah, I have a few questions. What do you know about these cultists? ...besides the fact that they're evil, which has been established. How many of them are there? What are they armed with? How long have they been down there, and what do we know about the layout of the caves? And finally..." Lyr takes a breath before continuing, "why can't the garrison handle it? Surely a full squad led by the Lord Commander could drive out these vermin in short order - why involve us?"

Untarr
2014-10-08, 10:40 PM
"Miss VanDuren, I have already discussed events with your master, and while he and I disagree on many, many things, he actually supports my plan, no doubt for his own reasons. I am a great deal less worried about the short term and your rather empty threats than you likely hope. I am not at all worried about the 'hells' you mention - I have faced greater threats than you five and still kept my skin intact and likely will again. In addition, your statement that you will just up and leave town ignores the home you have all been so industriously working to improve over the last month, as well as any reputation you might hope to salvage or repair. Finally, your resident champion of the Shining One will not stoop to such actions willingly, as he knows they are inappropriate in the eyes of his faith.


Arkiana smiles condescendingly.

Oh, bless your heart. I guess you missed the fact that you let an apocalyptic death cult have a foothold in Diamond Lake. That same cult that just sent you a decapitated head? You know that you can't handle them yourself. If you could, we wouldn't be sitting here right now. You need us. And sir, we are worth more than some forgiven debts and threats.

Leaning back in her chair.

And besides. I know you well enough to never take just your word. If you want to offer us payment, we will put it in writing. Otherwise, we can order the carpenter for you. Though he will only need measure up to your neck. You can take solace in the fact that your coffin will be cheaper being a head shorter.

JWallyR
2014-10-09, 12:36 PM
And besides. I know you well enough to never take just your word. If you want to offer us payment, we will put it in writing. Otherwise, we can order the carpenter for you. Though he will only need measure up to your neck. You can take solace in the fact that your coffin will be cheaper being a head shorter.

Jan gives Arkiana a sidelong, askance look before addressing Smenk.

I'm glad to see that your temperament isn't as excitable as that of some I know. Although it may have seemed that we have at times been at cross purposes, I for one don't see any need to unnecessarily complicate this conversation. In fact, I would go so far as to beg forgiveness for the understandable confusion regarding our motives in that... 'disagreement' with Kullen a few weeks ago. If not for that misunderstanding, we might be having a very different sort of meeting today. She smiles blandly at Smenk. While I won't pretend to speak for my friends here, I can assure you that I have no desire to cause you trouble today, and in fact look forward to dealing with our mutual enemies. She grins with twinkling eyes.

To modify Smenk's attitude toward the party: [roll0]

MuffinMan
2014-10-09, 03:48 PM
[roll0]
I keep forgetting to roll these for Smenk's responses. :smallsigh:

Farmerbink
2014-10-09, 04:17 PM
"Finally, your resident champion of the Shining One will not stoop to such actions willingly, as he knows they are inappropriate in the eyes of his faith."

Frederick continues to glare at the man and grumbles, just loud enough to be heard, Clearly, you are ignorant in regards to my faith. There is nothing inappropriate about killing those who do evil. He flexes his fists repeatedly, but holds his ground, standing near the door.

DarkOne-Rob
2014-10-09, 05:00 PM
Just one. From what you and your spies saw down there with the cultists, would a halfling or a gnome stick out much among them compared to the rest of us here? Disguise or not?
"Ah, the doctor speaks, and with such rational maturity! Dourstone uses many of the smaller folk in his mines - your kind can often get into places easier than the larger races. You will have no trouble getting into the mines on account of that. Regarding the cultists, all I can say is that I saw several figures of human size, but none of your size, I am sorry to say."


"...What do you know about these cultists?...How many of them are there? What are they armed with? How long have they been down there, and what do we know about the layout of the caves? And finally...why can't the garrison handle it?...why involve us?"
Looking at Lyr, Smenk nods in response to the questions, saying, "Excellent questions, all of them. In the interest of your success, I will answer as best I can...

I know that these cultists are made up of three separate sects amalgamated into one cult. They do not get along, and largely do not mix. During my only trip into the depths I saw only one, small section of their complex, so I cannot tell you how many there are in total. This visit was made about eleven months ago; prior to this point I am unsure how long they have been there. Once down there I was blindfolded and led to a small chamber where I spoke with three individuals I can only assume were the leaders of their individual sects. One was a militant, older man wearing the emblem of Hextor. He did not speak, instead allowing his companions to do the talking. Another was some monstrous creature who had sewn eyeballs into what were otherwise empty eye sockets on his head." Smenk shudders at the remembered sight. "He spoke in a disjointed way about visions, trust, the future...it made little sense. The last individual wore a mask and did most of the speaking, laying out the cult's needs and negotiating with me for their supplies. After our meeting was over I was escorted out the same way I was brought, blindfolded again. The only bit about the layout I can tell you is that the entrance has a large pool of inky black liquid and three tunnels branching off it. I would suspect each sect dwells in their own area, isolated from the others, but cannot confirm that suspicion."

Taking another sip from his wine, he takes a deep breath and answers Lyr's final question. "The garrison might be capable of handling this cult, but that is neither their purpose nor likely to happen. First, the cult has yet to do anything that we can easily point out as illegal. The death of my right-hand man could have been done by anyone, in theory. Dourstone is within his rights to house whomever he pleases in his mines, and it is not a crime to worship gods, even if those gods are vile and cruel. So far they have remained largely in their caverns, and as such it would be difficult if not impossible to get the garrison to leave it's assigned duties for this purpose. The local police are not capable of handling them. I suspect, however, that all of you are capable of dispatching these fiends. Entering the caverns with stealth and dispatching each sect individually - without letting a general alarm out - should be entirely possible with a party of five. I have done similar work myself, in years past." He leans back, remembering something from his past with a small smile on his face.


Arkiana smiles condescendingly...
Annoyance showing only slightly, Smenk responds, "Miss VanDuren, continuing to stress the dangers of the situation presents no counter to my earlier points, nor any additional reason to acquiesce to yours. To be frank, I was unaware that they were 'apocalyptic' until you brought it up just now. They are murderous, but that isn't uncommon in Diamond Lake. I lack my old adventuring team or I would handle them myself, claiming any loot found within the caverns for myself. I could leave town, return with said team, and remove the threat, but there are business needs that I am loath to leave in the hands of my associates at this time. You are a convenient team that I do not mind losing should things go wrong and feel confident can be pointed in the direction of this vile cult and allowed all the glory of success, should you earn it.

As for my word, what good is a paper contract in any case? You will either succeed in this venture and leave the mines unbeholden to me, likely richer and better equipped than you are now, and knowing that you have done this town - and apparently the entire world - great good. I am not claiming the spoils and can write up said contract, but it will not be worth the parchment it is printed upon if you do not trust me in the first place.

Do you have anything useful to bring to this conversation, then? Or is your master incorrect about the sharpness of your intellect?"


To modify Smenk's attitude toward the party: [roll0]
Smiling, Smenk looks at Jan and says, "I can certainly see how your charm allowed you to get close to my men without them suspecting. Well played!"


Frederick continues to glare at the man and grumbles, just loud enough to be heard, Clearly, you are ignorant in regards to my faith. There is nothing inappropriate about killing those who do evil. He flexes his fists repeatedly, but holds his ground, standing near the door.
"I admit to not being an expert on your faith, but I am somewhat confident that attacking me without using the proper legal measures to first handle the situation is neither valiant, nor chivalrous, nor honorable. If I am such an 'evil' man that I deserve your righteous wrath, then surely it can be meted out in the appropriate court of law, as I am not resisting a legal arrest of any kind at this time and your attack at this moment would be an assault at best..."

Smenk is apparently being honest and forthcoming with his information. He feels confident of his position and believes what he is telling the party.

It is possible his attitude towards the party has been improved by Jan's efforts, though it is difficult to conclude anything.

JWallyR
2014-10-09, 05:40 PM
Smiling, Smenk looks at Jan and says, "[COLOR="#B22222"]I can certainly see how your charm allowed you to get close to my men without them suspecting. Well played!"

Jan's eyes twinkle in a friendly, if mischievous way, and she gives a brief, theatrical curtsey before stepping back to run an arm reassuringly around Frederick's muscled calf.

Farmerbink
2014-10-09, 08:12 PM
As you have more than sufficiently made clear, being evil is not necessarily outside the bounds of law. Particularly in Diamond Lake. He raises his lips in a sneer, and continues. Arkiana, I cannot say much good for Smenk, but he is... a man of his word. A ruthless, cunning, vile man of his word, but a man of his word.

Smenk, I would sleep lightly, were I you. Heironeous' wrath will be swift, when it comes.

When will we get these disguises?

Untarr
2014-10-10, 06:02 AM
Annoyance showing only slightly, Smenk responds, "Miss VanDuren, continuing to stress the dangers of the situation presents no counter to my earlier points, nor any additional reason to acquiesce to yours. To be frank, I was unaware that they were 'apocalyptic' until you brought it up just now. They are murderous, but that isn't uncommon in Diamond Lake. I lack my old adventuring team or I would handle them myself, claiming any loot found within the caverns for myself. I could leave town, return with said team, and remove the threat, but there are business needs that I am loath to leave in the hands of my associates at this time. You are a convenient team that I do not mind losing should things go wrong and feel confident can be pointed in the direction of this vile cult and allowed all the glory of success, should you earn it.

As for my word, what good is a paper contract in any case? You will either succeed in this venture and leave the mines unbeholden to me, likely richer and better equipped than you are now, and knowing that you have done this town - and apparently the entire world - great good. I am not claiming the spoils and can write up said contract, but it will not be worth the parchment it is printed upon if you do not trust me in the first place.

Do you have anything useful to bring to this conversation, then? Or is your master incorrect about the sharpness of your intellect?"


Arkiana's condescending smile disappears so fast at Smenks' comments that one would question the sincerity of it in the first place.

"Oh, so you can handle this." Arkiana says, blinking deliberately. "Therefore, when you said "I have a problem, which is beyond the ability of my people to correct" and "these cultist terrify me", you really did not mean that. "Arkiana sighs with relief. "That is good. You see, I was concerned and confused..

Because, on the one hand you were saying to us "I am afraid of the cultists", but also saying "I am not afraid of you". Which meant that while the cultists could harm or kill you, we could not. Meaning, you think the cultists are more powerful than we are. But yet, you were sending us after the cultists. Which only makes sense in the context that you were setting us up to get killed by the cultists.

Therefore, I found it necessary to goad you in the hopes that in your emotional outburst you would reveal more information about just how likely we were to die down there. I needed to make sure that you were not sending us against an adversary that you knew could kill us for you. " Leaning back in her chair... "Which is not a question you would have answered on its own, if, that was your original intent.

Using us as a convenience makes sense. So please, accept my apology. I am working on becoming a more amicable wizard, though at times it is useful to bring out that part of me.

Tilting her head slightly, she continues..."If you could, please tell me what the mask looked like."


[roll0] Knowledge Religion
[roll1] Knowledge Dungeoneering

For more information on the creature he described and the mask.


Sometimes you have to let morons think they've outsmarted you...

DarkOne-Rob
2014-10-10, 12:39 PM
When will we get these disguises?
Nodding, Smenk replies, "I have them prepared in the next room. You may take them immediately after we finish our interview."


"Oh, so you can handle this...

Using us as a convenience makes sense. So please, accept my apology....

If you could, please tell me what the mask looked like."
Furrowing his brow as he listens to Arkiana's response, Smenk shakes his head as he tries to follow her logic. "Apology accepted, I think...The mask was dark brown leather with iron studs. The man spoke with a slight lisp, and had tattoos visible on what little skin I could see outside his green robe. I saw nothing else significant about him that I can recall."

Nothing from Smenk's description of the last sect leader stands out, but it is reasonable to guess that a follower of Vecna might wish to hide his face from others.
"If that will be everything, I will have Pennysworth show you to the disguises prepared and then see you off. There will be a good...distraction at Dourstone's mine later this afternoon - I would advise you to use the opportunity to get into the mines themselves and make your way to the elevator installed there. Take the lift to the bottom, and then dispose of these cultists. Should you wish to speak to Allustan before you begin, you should have time, though I would encourage you to move with purpose and not miss the commotion begins."

Untarr
2014-10-10, 01:55 PM
There is nothing else from me. I think that will be all Mr. Smenks. Arkiana stands and bows before walking into the next room to get her disguise.

After they have left earshot

I apologize for my outburst. He was not making sense. At least, not about threatening us with arrest. Why threaten to arrest us when we were his only option to remove the cult? While I had full intention of going to the caves the whole time, I needed to know why he was choosing us. We have been thorns in his side since we've been here, he could have been using this as an opportunity to kill us.

Looking over her disguise

At least we now know that he isn't certain that we will die.

Farmerbink
2014-10-10, 02:13 PM
Frederick nods curtly, signaling his desire to end the discussion.


After they have left earshot

I apologize for my outburst. He was not making sense. At least, not about threatening us with arrest. Why threaten to arrest us when we were his only option to remove the cult? While I had full intention of going to the caves the whole time, I needed to know why he was choosing us. We have been thorns in his side since we've been here, he could have been using this as an opportunity to kill us.

Looking over her disguise

At least we now know that he isn't certain that we will die.

Frederick appraises Arkiana with a quizzical expression as they leave the building. You are... quite the character, Miss. Remind me to never underestimate you. I doubt I could be so foolish anyway, but that was quite well done.

Though it would have been nice had he agreed to pay us. He continues grumbling under his breath as head towards the street.

JWallyR
2014-10-10, 11:34 PM
I apologize for my outburst. He was not making sense. At least, not about threatening us with arrest. Why threaten to arrest us when we were his only option to remove the cult? While I had full intention of going to the caves the whole time, I needed to know why he was choosing us. We have been thorns in his side since we've been here, he could have been using this as an opportunity to kill us.

Looking over her disguise

At least we now know that he isn't certain that we will die.

Jan's expression of annoyance is quickly replaced with one of surprise and glee! That's great! You even had me going for a minute there! Maybe next time I can help grease the stoop!

MuffinMan
2014-10-11, 12:05 AM
Lyr keeps shooting sideways glances at Arkiana as they go into the next room, try on their disguises, and then leave with them. Is that what she's been learning from Allustan all this time? Burn me! Speaking up, he says, "So, about Allustan... Smenk said he was on board with us investigating this mine... Maybe we should check up on that? It's not that I don't trust him, it's just..." Lyr shrugs, flailing around for a moment and finally failing to find a way to salvage the accusation, "I don't trust him."

DarkOne-Rob
2014-10-11, 05:59 PM
The party find the disguises to be nothing more than basic miners' outfits with assorted paraphernalia. Most of the tools are in poor shape, though the clothing is at least (mostly) clean. Beside each set of clothing is a sheet of parchment with a PC's name written on it, along with some makeup (largely in black). Pennysworth returns and directs the PCs to use the makeup to add smudges and dirty-up themselves when they wish to enter the mines and then escorts them back off the Smenk property, his answers to any questions noncommittal at best.

Allustan's house is close by, if not exactly on the way to the Dourstone mine. As they enter the grounds they are met by the wizard. Upon seeing their disguises he nods, understanding clear in his eyes. "I am sure you will want to have confirmation about what that snake had to tell you," he says, walking with them to the mediation garden. "I can assure you of three things. 1. The law in this town is corrupt, and unless you play his game, it is likely to be unpleasant at best. I have not seen this in my visions, so I cannot say conclusively if it will endanger your efforts to stop the oncoming Age of Worms, but I doubt very much that it will help...2. There is definitely a complex of caves beneath the Doursone Mine, and it is very likely that the archlich, Vecna himself, lived and worked there eons ago as a mortal. Given Vecna's role within the Ebon Triad, it is not hard to imagine that such a location could be central to a cult in this area. And 3. I do think that you all are the best choice for investigating and destroying the cult. The Ebon Triad wishes to usher in the Age of Worms as part of their efforts to create evil Over-God from their three profane patrons, Vecna, Hextor, and Erythnul. While I do not think such efforts are even remotely possible - Combining three greater deities through mortal means? It is preposterous! - these cultists are likely a danger to Diamond Lake, and their involvement with Kyuss and the Age of Worms must be determined and stopped!"

He pauses and looks around at the gathered men and women. "What more can I tell you before you go into the depths of the earth and deal with these madmen?"

Farmerbink
2014-10-11, 07:39 PM
Frederick shakes his head, sullenly. You can tell us some things about your brother, but I doubt there is much you could tell me that I would be happy to hear. The state of this town disgusts me, but I feel like my hands are tied.

While I cannot pretend to be unhappy about dealing with these cultists, I find myself disgusted with the circumstances.

Untarr
2014-10-12, 09:07 AM
"I think I speak for everyone here when I say that we would be in a better mood right now if we had heard of this plan from you."

"But what is done is done. Now, I need to know anything you may have on the defensive tactics of the three religions. How they would typically protect their churches or hideouts. Also, I would like to hear if you had a recommendation for which branch of the cult would be the easiest to remove first."

[roll0] Knowledge Religion to help with knowing anything more about what we are likely to face from each branch of the cult.

In general, the goal is to use their isolation from each other against them. If we can take out a branch without an alert being sent to the others, we may have a chance.

MuffinMan
2014-10-12, 01:45 PM
Lyr looks up from picking at his miner's outfit. "I'm still not sold on these Worms, but defeating cultists and stopping evil Over-Gods sounds real enough. Vecna, Hextor, and Erythnul, huh?" He sighs. "Why can't there ever be cultists of Olidammara? They would at least know how to have a good time..."
Attempt to 'Aid Another' with Arkiana, if possible, otherwise try to recall the same stuff: [roll0]

DarkOne-Rob
2014-10-12, 03:35 PM
Furrowing his brow in annoyance at Frederick, Allustan listens to the requests for information before responding. "Smenk came to me in person early this morning, sharing his plan and threat with me. I did not have the time to intercept all of you before you would meet him at his home.

You want to know about tactics? I am sorry to say I am not an expert in such things. I can tell you about the religions themselves, but this cult is clearly made up of heretics in regards to each of the parent faiths. Therefore, anything we can assume from general knowledge of the original faiths must be taken with a grain of salt.

The deities themselves differ in personality severely. Erythnul is monstrous, violent, and unpredictable. Any cultists from the church of "The Many" are likely to be aggressive and chaotic in their approach. Vecna is duplicitous, secretive, and clever - his sect will enter combat from ambushes and likely attempt to divide the company to isolate the weaker members of your company. Hextor's cult will be as organized and efficient as their deity and is likely to function as a quasi-military unit.

Isolating each sect may be the only way to safely engage them. They are unlikely to trust one another, in any case. The churches of Erythnul and Hextor have been competitors for thousands of years, each attempting to recruit violent, warlike worshipers from all corners of Oerth. Vecna will not be trusted by either of the other two, as the "Maimed One's" ambition and efforts to subvert other deities, much as he did other nations when he was a lich here in the Flanesse, is well known."

Feel free to read any information found in this (http://files.meetup.com/349156/Living%20Greyhawk%20Dieties.pdf) document on the three deities in question.

Untarr
2014-10-12, 04:47 PM
"From what I know about these different religions, they shouldn't even be working together, let alone all under the same roof. As you said, Erythnul and Hextor have a long history since Hextor's rise and subsequent stealing of followers from Erythnul. Vecna's ultimate ambition is the complete domination or eradication of the rest of the pantheon. But, their personalities should shine through, no matter how fringe these cultists may be."

Stopping for a moment, she closes her eyes in deep thought...

"Erythnul is likely to have the least organised defense. We should start with that branch first. The other cults are unlikely to run to Erythnul's aid because the sounds of slaughter that accompany their religious ceremonies are fairly similar to the sounds of us slaughtering their members. Vecna and Hextor will likely present equal, albeit very different, challenges. We will need to evaluate the situation after we deal with Erythnul to decide which we go for next."

Farmerbink
2014-10-12, 05:06 PM
Frederick, looking meaningfully at Lyr and Jan clears his throat to get his companions attention.

It occurs to me, if these factions are as unlikely companions as you say, that we may be able to... encourage them to do some of our work for us. It would simplify our work immensely if the right words were put into the right ears to bring them to blows with each other. I do not know nearly enough about the groups other than Hextor's followers to know what might set them off, but with Arkiana's guidance and Jan and Lyr's quick tongues, could we not accomplish this task without necessarily doing all of the heavy lifting ourselves?

Albinobrow
2014-10-12, 06:51 PM
It occurs to me, if these factions are as unlikely companions as you say, that we may be able to... encourage them to do some of our work for us. It would simplify our work immensely if the right words were put into the right ears to bring them to blows with each other. I do not know nearly enough about the groups other than Hextor's followers to know what might set them off, but with Arkiana's guidance and Jan and Lyr's quick tongues, could we not accomplish this task without necessarily doing all of the heavy lifting ourselves?

While I agree that that would be quite ideal, should that plan not work we will have all three sects at our throats instead of one at a time. Even though those three religions are quite different, let's remember that for some reason they are working together in whatever they are planning. I don't want to count out that option completely, but we must consider this as well.

MuffinMan
2014-10-12, 07:58 PM
"The Doc's right." Lyr speaks up from where he's idly flipping a gold coin. "And going after Erythnul first makes sense. We do have disguises - maybe we can talk 'em into taking each other out. I'd like to see that... But," he shakes his head, "the thing about those guys is: they're unpredictable. Even if we goad them into attacking the others, they might decide to 'sacrifice' us just for the fun of it. We've gotta be ready to have it out."

Casting a glance out the window at the position of the sun, he continues, "Anyway, Smenk said something about a 'diversion' happening at the mine entrance this afternoon. This is gonna be unpleasant enough as it is - maybe we should get going so we don't lose the element of surprise."

JWallyR
2014-10-12, 10:45 PM
Jan shakes her head looks up from a frenzied attempt to keep track of the actors and deities being discussed, saying Okay, I really don't know who we're talking about hitting first or why, but there's caves to 'splore, and meanies to zonk! Let's go! She grins in excited determination!

DarkOne-Rob
2014-10-12, 11:15 PM
Allustan wishes the party good luck and the blessings of their gods as they leave in disguise. As they approach the Dourstone Mine they find themselves part of a developing crowd of miners, all of whom look to be coming onto their shift, making them just five of dozens in the mass of people.

The Dourstone mine is rather poorly run, as even a cursory glance reveals. Several signs advertise open mining positions offering an insulting 2 silver nobles per day of work (plus room and board), and as the PCs approach the mine grounds they find the entrances poorly guarded. One security person slouches by each of the three mine entrances, barely looking at the miners as they come and go. The company makes their way to one of the entrances and are nearly inside when a loud crash is heard at the nearby mine manager's offices, followed by cries of, "Fire! Fire" from inside.

As the alarm is sounded several of the guards get up and move in the direction of the commotion, leaving their entrances open. Ducking inside, the party finds a rough map on a chalkboard inside, with various tunnels labeled and assignments for the day written sloppily on it. One tunnel has no work assigned and a rough elevator drawn, and the company moves in that direction. They see several signs warning miners to keep away from the elevator and tunnel before finding it easily enough. The elevator is behind a simple wooden barrier, clearly boarded up to prevent entry.

As they reach the elevator four guardsmen enter the tunnel behind. One yells, "You there, stop! What are you doing? You know no one is working this tunnel - why are you here?" The men are lightly armed and wear only leather armor. The speaker moves towards the characters purposefully while the other three stop at the entrance to the tunnel and watch.

Untarr
2014-10-13, 05:55 AM
Arkiana places her hand on Frederick's shoulder and nods towards Jan. Otherwise, she remains silent and still.

JWallyR
2014-10-13, 05:34 PM
Jan loudly says to the rest of the party, Hold on, idiots, I'll take care of this. and advances toward the guardsmen imperiously. I take it you lot missed the word? You know, the great big fire in the other shaft area? There's a brawl in full swing, and Foreman Cooper knows we're the only miners with the brains not to trip down this mine shaft if our mom isn't here to hold our hands, so he sent us to point the mouth-breathers back your way. Shouldn't you be watching over the finished product so it doesn't find its way into laborer pockets 'by accident'??

To fool the guard into thinking HE's in the wrong place and needs to GTFO: [roll0] <-- includes +1 of using Bluff specifically to fool.

Farmerbink
2014-10-13, 09:27 PM
[roll0] sense motive

Frederick shifts his weight, and instinctively raises his hand towards his shoulder before catching himself and slowly, deliberately relaxing. He says nothing, eyes the "guards" angrily, and mentally prepares to fight.

DarkOne-Rob
2014-10-13, 09:32 PM
Sense Motive[roll0], [roll1], [roll2], [roll3]
Intimidate [roll4]
Pausing a moment in confusion, the guard in the lead says, "Cooper? Who are you talking about? There isn't any 'Foreman Cooper' here, and besides, everyone knows to keep clear of this tunnel. Signs are everywhere, can't you read? Now, if you know what's good, you will get out of here and get back to work. If there was a fire, the teams will be in place to handle it. Move it!" While not very intimidating, the guard doesn't seem to be taking any of Jan's bluff. The three in the back look even more bewildered than the one in front, but all four of them look determined to see the group of "miners" get away from the elevator.

You all still have several ways to handle these guards without resorting to combat. Should you decide to fight them, however, use this (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) (new) map.

Farmerbink
2014-10-13, 09:41 PM
[roll0] bluff untrained

Frederick meets the gaze of the guard in front. Just as you say, we must have gotten turned around in the confusion... Which way is out from here? To the left? I cannot abide these tunnels.

He heads past the man, making for the tunnel to the left. (4/H)

DarkOne-Rob
2014-10-13, 09:48 PM
Sense Motive [roll0], [roll1], [roll2], [roll3]
The last guard in the back grunts, but all four guards move aside to let Frederick pass, looking expectantly at the other PCs.

Untarr
2014-10-13, 10:04 PM
Using Frederick as a distraction Arkiana slips in close to the front guard, whispering as she opens up her belt pouch.

Here is 8 gold orbs for you and your friends to split. Leave now and tell no one what you saw. If you tell no one, there will be another 12 gold orbs for your silence in a week.

DarkOne-Rob
2014-10-13, 10:14 PM
A look of confusion crosses the guards face as Arkiana makes her offer. Raising a lantern and looking at the PCs more closely, he says, "What are you talking about?" He and the other guards begin to shift, uncomfortably, but do not move to take the offered bribe...

Untarr
2014-10-13, 10:43 PM
I'm talking about you getting more right now than you make in a month to walk away right now and never tell anyone that you saw us here.

She casts an eye towards Frederick.

Or, we can make you forget. Your choice.

magicae deprehendere! she says as her eyes begin to glow white.

Cast detect magic, mostly for the eye effect, but you know, if they are magical constructs, that would be good to know too.

Farmerbink
2014-10-14, 04:58 AM
As Arkiana shouts, Frederick explodes into action, with a bellow of his own!


Move upward, through the two guards in I/3 & I/4, knocking them prone w/ successful overrun. Then drawing the great sword while standing in I/3.
[roll0] initiative

[roll1] overrun 1 vs CMD (flat footed?)
[roll2] overrun 2 vs CMD (probs not flat footed?)


He turns his attention to the other guard in the back as he draws his sword. I would stay out of our way, were I you, he growls.

MuffinMan
2014-10-14, 01:45 PM
Lyr groans inwardly at the interruption, drawing his club and getting ready to fight.

Draw club & shield while moving up to K6, preferably pushing Jan back. No attack, but ready an action to attack to nonlethally attack the leader if he tries to draw a weapon.
Initiative: [roll0] if this gets messy

Readied attack: [roll1] (w/ -4 for nonlethal attempt)
CC [roll2] (threat 20/x2)
Damage [roll3]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +8, HP 24/24, Speed 30 (40 base)
AC 21, Touch 12, Flat-footed 19, CMD 17, Fort +4, Ref +3, Will +6, CMB +5, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Shield, +2 Dex)
Abilities Str 16, Dex 14, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

Untarr
2014-10-14, 02:48 PM
As Arkiana shouts, Frederick explodes into action, with a bellow of his own!

He turns his attention to the other guard in the back as he draws his sword. I would stay out of our way, were I you, he growls.

A grimace crosses Arkiana's face as she stares a hole through the back of Frederick's skull. Quickly wiping it away she turns to the "leader" and says, in a conciliatory voice,

"My advice is to take the bribe."

JWallyR
2014-10-14, 04:09 PM
Jan grumbles under her breath before walking up to the frontmost goon, saying: Ugh. I was trying to save us all a little bit of trouble. We don't want to hurt you, and believe it or not, we're helping keep the town safe. Take the coin, have a holiday on us, and nobody has to get hurt! She looks pleadingly at any of the guards still on their feet.

Diplomacy - I'm guessing this falls into the "make request of" category? [roll0]
Jan is sincere, and is not trying to intimidate, but if the circumstances make that a more appropriate roll: [roll1]

DarkOne-Rob
2014-10-14, 06:01 PM
Seeing the drawn weapons, armor, and magic being displayed, the guards immediately back off. Frederick holds down the two guards on the ground while the lead guard says, "Whoa, whoa! We didn't know you worked for the Faceless One and his birds! If you people were less sneaky and just said that, we would have opened the damned door for you..." A look of confusion crosses his face. "What do you mean about keeping Diamond Lake safe, though? Is this another one of your kind's tricks?"

The guards have a faint evil aura, no magic.

JWallyR
2014-10-14, 06:13 PM
Seeing the drawn weapons, armor, and magic being displayed, the guards immediately back off. Frederick holds down the two guards on the ground while the lead guard says, "Whoa, whoa! We didn't know you worked for the Faceless One and his birds! If you people were less sneaky and just said that, we would have opened the damned door for you..." A look of confusion crosses his face. "What do you mean about keeping Diamond Lake safe, though? Is this another one of your kind's tricks?"

Jan looks at the guard with obvious disdain. Of course, we'll just tell anybody we happen to meet that we serve the Faceless One, that won't attract suspicion! She looks furtively past the group (and over Frederick's bulk over the 2 downed guards) before continuing, Just get back there and see to it that we aren't followed!

Bluff, to fool them into thinking that we really are for reals guys Vecna dudes: [roll0]

Farmerbink
2014-10-14, 06:41 PM
Frederick shifts his gaze back and forth between Jan and the two downed warriors several times, growling softly. After a long several seconds, he slowly sheathes the huge blade, glaring angrily at the men. As he walks back towards Jan, he grumbles-loudly enough to be heard by all of them, "You never let me have any fun.

We should get it over with, then.

DarkOne-Rob
2014-10-14, 07:09 PM
The guards look at each other nervously before one of them, still on his backside from Frederick's moves, says, "I don't care who they are. Let them go inside - we aren't a match for them in any case."

Nodding, the lead guard moves forward to the boarded up passageway and reaches through to a well concealed latch. Moments later the passageway to the elevator stands clear.

The elevator is a crude chamber in which a large, wooden platform with a 5-foot wall built around its edges is supported by struts forming an "X" above. A thick iron chain runs through the X's midpoint to a large, wooden spool set in the middle of the square box. The entire contraption looks sturdy enough, though it will be very tight inside. Making multiple trips would probably be safest, just given the close confines of the elevator.

At least one PC (and as many as three) will need to operate the hand crank to lower or raise the device, or risk losing control. Looking around, Arkiana notices a brake mechanism which can be released when everyone is ready.

Looking down into the depths the PCs see no light to indicate how far down they must descend. There is easily over 150 feet of chain on the spool, so it is likely quite a ways down. Controlling the elevator's descent looks to be crucial to a safe entrance into the cult's domain.

MuffinMan
2014-10-14, 07:42 PM
Lyr walks up and pats Jan on the shoulder as the guards disappear from sight. "Nice going!" he congratulates her in a low voice. "But next time, see if you can convince them to pay us!"

Walking onto the elevator, he paces the perimeter of the wall, kicking lightly at it until he's satisfied of its sturdiness. Gesturing at the narrow standing space, he addresses the others, "Looks pretty tight - maybe we should make two trips. Frederick, you think you could lower Jan and the Doc, and then come back up for us?"

Farmerbink
2014-10-14, 07:57 PM
Frederick nods at Lyr. If possible, I will send the elevator back up empty. Perhaps there is a crank on the exterior at the bottom. I would rather not leave them down there without... company. He grins in self-amusment, before stepping into the rickety-looking box.

JWallyR
2014-10-14, 11:11 PM
Lyr walks up and pats Jan on the shoulder as the guards disappear from sight. "Nice going!" he congratulates her in a low voice. "But next time, see if you can convince them to pay us!"

Jan blushes at the compliment before inspecting the mechanism and then eyeing the yawning blackness below them with obvious trepidation. After giving long glances to the pit and then Frederick, she nods and furrows her brows in determination before preparing to enter the elevator.

Untarr
2014-10-15, 11:54 AM
Waiting for the three inside the elevator to approve, Arkiana releases the break to allow the elevator to begin its descent.

After watching it descend, Arkiana moves back to the corner to watch for any more people that may be coming.


[roll0] Arkiana
[roll1] Bigby

DarkOne-Rob
2014-10-15, 02:25 PM
As Jan uses low-light vision and Olofire has no special vision at all, I am going to write this assuming that at least a torch-worth of light is being provided by the PCs, somehow. This needs to be clarified...Who is carrying something providing such light?
The descent moves along quickly enough, the crank easily handled by Frederick. The chain makes enough noise to be heard clearly as they descend easily one hundred feet into the earth. About the time that Dr. Olofire loses sight of the top of the shaft the space opens up in all directions and the elevator floats downwards with only the supports in reach as the stone walls spread out wide. After about 150 feet the floor comes into view.

Three short passages lead from this chamber, one to the north, east, and west. Each ends in a marble doorway several feet from the main space. The door to the north is marked with a symbol of a human hand grasping an eye. A pair of crimson banners flanks the door to the east, each marked with the symbol of a gauntlet fist clutching six arrows. The door to the west is unmarked. To the south, the chamber opens into a vast, domed hall. In stark contrast to the rough mine passages above, this places bears the mark of an expert artisan. The black, marble tile floor glistens in the light of several glowing torches, while elaborate, carefully worked marble pillars and arches sweep over the chamber. Toward the back of the chamber, opposite the elevator's door, is a large pool of dark liquid. A stairway carved into the curved wall around the pool ascends to a platform thirty feet above the pool. The chamber's domed ceiling arches to a height of sixty feet over the pool's surface.

Standing complacently about ten feet from where the elevator will settle are two humanoid figures. They are both clearly armed, but look rather bored as they watch the elevator descend.

You can find the map updated here (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit#gid=1939470624).

JWallyR
2014-10-15, 02:29 PM
As the elevator descends, Jan worriedly whispers to Frederick, Wait- if there were guards above, there might be guards below! What do we do? If there's nobody down there, I can hide the doc and myself, but...? She trails off worriedly.

Farmerbink
2014-10-15, 02:41 PM
As the elevator starts to move, Frederick looks up from his hands, letting them complete the repetitive cranking motion without watching. Jan, when we get to the bottom, tell one of the guards that meet us to get on the elevator and take it back up to fetch the others. If he asks why, let me answer, but otherwise, make them think we belong down there.

Oh! and make them think that I am not deigning to speak to them because they are beneath me. That should be fun. He grins at the gnome, and continues cranking.

He steadily continues to crank and lower the elevator to the floor of the hall. As the doors open, he steps out, looking angrily at the two figures standing before him. What is this? First we are accosted at the entrance, and no one is present to receive us? What a paltry, pathetic little place you have here. He spits on the ground, making no effort to reign in his disgust. He points at the man on the left. You there, miscreant. I can only assume you have not been informed of our arrival. He motions into the open elevator doors with his other hand. Get in there and go retrieve the companions we had to leave up top. To himself, he adds, This will be much easier once we do away with these mines and install a proper entrance...

Assuming some sort of "who the **** are you?"

Frederick squints his eyes at the man, and slowly draws his great sword, leveling the point at his chest. Who am I? WHO am I?!? I am the herald of your death, if you do not get on that elevator, get up top, and retrieve my companions!

[roll0] to make him act friendly ^_^

Sneering angrily, he adds as an afterthought:
When you see them, tell them I said to show you our plans for the reorganization... We might as well get started.

JWallyR
2014-10-15, 03:08 PM
Jan tilts her head and looks at Frederick curiously, before flashing a fierce grin which melts into an imperious sneer almost instantly.

As the elevator leaves the narrow shaft and the guards become visible, Jan launches into a mid-sentence rant......pathetic, weak-minded fools! When the new order comes, they will be made to grovel at the feet of... As the elevator touches down, she fixes a contemptuous stare on one of the guards. You! Your betters have need of your mindless meat. My guard's talents are wasted operating this crude machinery, and your betters have clearly failed to prepare for our arrival. The rest of our enclave wait at the pitiful entrance to this crude entryway, and I will not have them dirty their hands with such menial work! She walks confidently toward the guards, impatiently waving the doctor along behind her.

To fake them out: [roll0]

Farmerbink
2014-10-15, 03:12 PM
As the elevator doors open, Frederick steps out- staying immediately behind Jan's left shoulder- and glares angrily at the guards with a sneer planted firmly upon his face, before scanning the room. He never leaves his eyes in one place, and stands relaxed, but ready to fight.

From his vantage behind Jan, Frederick uses detect evil on both guards, if given time to do so.

DarkOne-Rob
2014-10-15, 03:21 PM
Sense Motive [roll0], [roll1]
These guards are tieflings (http://paizo.com/pathfinderRPG/prd/monsters/tiefling.html#tiefling), native outsiders with fiendish heritage. (Their stats are not identical to the tiefling rogue linked.)
Both guards display faint evil auras.
Confusion crosses the faces of both guards, their small horns twitching as they look at each other for a moment. Something unspoken goes down between them as they nod to each other. One turns towards the eastern passageway while the other says, "Please accept our apologies, oh great ones! We were woefully uninformed of your arrival, but will announce your arrival to our commander immediately. Who shall my comrade say is here, while I assist your people?" The guard stands respectfully, with strict, military bearing at attention as he speaks, while the other moves towards the door...

JWallyR
2014-10-15, 04:42 PM
As the guard begins to turn, Jan makes a dismissive gesture that ends with a flourish, as a burst of colored energy explodes toward the guards!

Color Spray at the guards!!
DC 17 negates
1-2 HD: [roll0] Unconscious plus
3-4 HD: [roll1] Blinded plus
5 HD: 1 round stunned

Initiative: [roll2]

DarkOne-Rob
2014-10-15, 04:46 PM
Surprise Round

The two guards fall, unconscious in response to Jan's spell. Unless you take more than 7 rounds to act and neutralize them, combat is over.

Jan casts Color Spray, DC 17
T1 Saves Will [roll0]
T2 Saves Will [roll1]
Update your positions on the map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing), roll initiative, and give me actions!

JWallyR
2014-10-15, 04:58 PM
As the guards slump to the floor, Jan frowns, confusedly. For some reason, I really thought they were going to be tougher than that. After a brief shrug, she looks at Frederick. I guess you can take it from here? She smiles innocently up at him.

Farmerbink
2014-10-15, 06:32 PM
For some reason, I really thought they were going to be tougher than that.

Frederick shrugs. I would have warned you not to waste your spells. Only the lowest-ranking grunts would be assigned such a menial, and presumably boring task. Since you two are in no danger, I will return with the others shortly. Be careful.

He heads back into the lift, and begins cranking.

MuffinMan
2014-10-15, 08:47 PM
As the elevator descends carrying Jan, Olofire, and Frederick, Lyr arches an eyebrow at Arkiana while keeping an eye on the tunnel ahead. "Offering bribes, now; is that one of Allustan's lessons? I'd figured you for the other sort - or is this part of becoming a 'kinder, gentler' wizard?"

If applicable, [roll0]

Untarr
2014-10-15, 09:46 PM
As the elevator descends carrying Jan, Olofire, and Frederick, Lyr arches an eyebrow at Arkiana while keeping an eye on the tunnel ahead. "Offering bribes, now; is that one of Allustan's lessons? I'd figured you for the other sort - or is this part of becoming a 'kinder, gentler' wizard?"


Arkiana keeps looking forward, face unchanging.

Do not be mistaken. I am neither kind, nor gentle. What I have learned, if anything, is that a poisoned syringe is just as deadly as a great axe; that there is a time and place for both; and that one should not limit themselves exclusively to either.

Turning around at the sound of the lift reaching the room again.

Let's go. I do not want to leave Jan and Olofire by themselves for very long.

_____________________After she descends_______________________



I'm assuming that Jan/Doc/Frederick decided to either tie them up or beat them unconscious.

[roll0] vs 12 Planes
Detect Magic
[roll1] Spellcraft to identify auras.

Descending on the bodies, she stands over them briefly before beginning to search their pockets.

Tieflings. How interesting. It would seem that these are on guard from the Temple of Hextor. With their level of organization, these guards will soon be missed. We must move quickly and silently to take down as much of their camp as possible before they know we are here. Once the alarm is raised, their response will be rehearsed, swift, and deadly.

Turning down the Hextor tunnel...

Prepare yourselves.

DarkOne-Rob
2014-10-16, 05:44 PM
By the time the party is back together, Dr. Olofire has used his sap to guarantee the unconscious guards remain that way for several hours. Searching the tieflings the party finds that each carry a masterwork glaive, composite longbows (+2 Str), two breastplates with the (un)holy symbol of Hextor emblazoned clearly on the chest, two potions (each) of Cure Light Wounds (http://paizo.com/pathfinderRPG/prd/spells/cureLightWounds.html#cure-light-wounds), and one potions (each) of Shield of Faith (http://paizo.com/pathfinderRPG/prd/spells/shieldOfFaith.html#shield-of-faith) (+2). Between them can be found 54 gold orbs as well.

So far none of the three doorways have displayed any sign that the party has been heard. Likely hiding places for the unconscious guards include the pool (in which they would surely drown), the elevator (if they are bound and gagged), or one of the raised platforms on the east, south, or west of the pool. While searching these platforms the company finds a basket in which a silver idol of Erythnul (in a humanoid form with no eyes) lies.

This monstrous humanoid form is that of a grimlock (http://www.dandwiki.com/wiki/SRD:Grimlock). Please note, that the link is for D&D 3.5 - I have updated the race somewhat to be more in line with Pathfinder.
The idol could be worth as much as 300 gold orbs to the right buyer.

Farmerbink
2014-10-16, 09:30 PM
Frederick strings one of the composite longbows and tests it's pull. Finding it to his liking, he replaces the long bow in his sheath with this one. He will likely not be needing it anytime soon, and besides, should be glad he may still live through the encounter. Pilgrim! Help me with this rope. I dislike using it for this, but we cannot very well leave these two to their own devices when they wake.

He strips the two guards of their valuables, leaving most of them out of reach in a corner on the edge of the raised platform where the two guards are bound and gagged. (the East one)

Valuables at O/16, tieflings bound and gagged at O/18.

Depending on the method you want to use, the grappling rules for "tie up" involve a DC of 20+CMB to get free. It seems like 50 feet of rope should be sufficient to all-but permanently bind two persons, but there aren't explicit rules since "use rope" isn't a skill any more.

Arkiana, do you recognize the potions? It would be foolish to do anything other than try to make the best of what is available in such a situation.


...still, this presents a problematic situation. The Hextorites will certainly miss these two guards once they are discovered. They will also be most prepared and organized in the first place. Still, they certainly do not get along well with their allies.... A sudden look of realization comes across his features.

Jan! Those two tieflings, at least for the moment, believed you. Even if they are asked, they might well say that some high lord of Vecna knocked them out and bound them! We should leave them. We should deal with the followers of Erythnul first. They are least likely to ask for help from the other factions, and least likely to be given help, even if they do.

He leads the party toward the door to the west, allowing Olofire ample time to search for traps. Doctor, if you would?

Untarr
2014-10-16, 11:02 PM
[roll0] Knowledge Nature
[roll1] Appraise

Frederick, a moment if you please.

Arkiana motions over the Paladin, away from the rest of the party.

You cannot possibly believe that the Hextorite leaders would believe such a flimsy story. Especially when it doesn't make sense. Vecna has no reason to attack the Hextorites, and furthermore, no reason to let the Hextorites know that it ever happened. Beyond that, even if they did believe the story, that would still put them on high alert.

The difference between a surprised Erythnuul and a prepared Erythnuul is negligible, they never prepare for anything really. But right now, we have a moment where we could catch the Hextorites unaware. They will be expecting an alarm from their guards. Why would you waste such an opportunity? Surely you are not shying away from confronting a few Hextorites...

MuffinMan
2014-10-16, 11:11 PM
After helping Frederick secure the guards, Lyr picks up one of their glaives and takes a few experimental swipes with it. Frowning, he tosses it back onto the pile with their armor and other gear.

Returning to the middle of the chamber, he looks right and left down the passageways to the Erythnul and Hextor areas, respectively. "I'm still liking the plan where we hit the crazies first," he says, gesturing down the Erythnul tunnel. "Jan, Doc, you two ready for this? This isn't beetles or undead or crazy wind warriors - these are living, breathing people that want to do us harm. When the time comes, it's gonna be us or them. Make sure you're ready..."

His face taking on a far-off look, he unslings his flying blade and starts twirling it idly, seemingly lost in thought.

Farmerbink
2014-10-17, 08:47 AM
Frederick responds to Arkiana while binding the tieflings and setting their gear aside. Frederick takes several slow breaths before speaking, his eyes slowly shifting from indignant to indifferent. I do not take kindly to your suggestion that I am afraid to meet the forces of Hextor head on. If you do not already know how foolish such a suggestion sounds, you will understand better before the day is out. On the contrary, I saw the tieflings eyes. They were fully convinced that we were high-ranking members responsible for the entire order. They were going to bring their superior officer to meet us when Jan decided to not let them.

.... and of COURSE Vecna's worshippers have a reason to attack the Hextorites! They are bent on bringing the whole of the pantheon to their will! The leaders need not believe their underlings for this to work out to our benefit. If they try to explore or invade Vecna's quarters to confront them, or indeed Erythnul's quarter, at the very least, we may have the opportunity to fight the Hextorites outside of their fortifications. I would almost rather kill the tieflings and use their body placement as "clues" that Vecna's followers did it, but I would not imagine committing such butchery. Let the Hextorites stew in their own confusion for a time. No one knows they have been invaded, and if anything, the guards up top will back up the tieflings' story, saying that we were much too strong for them to overcome, and spoke as if we were involved with Vecna.

This is too perfect of an opportunity to let slide, in my opinion, but if you convince the others that we should begin with Hextor, I will follow the will of the majority.


As he is about to descend the steps from where the tieflings are, he stops suddenly Anyone see a problem with tossing the breastplates into the pool? The rest of these are likely worth more money, so it makes sense to save them, but I have no desire to be seen with, or even touch for long, these defiled garments. He makes to grab them and dump them in the pool, unless someone speaks up to prevent it.

Untarr
2014-10-17, 09:46 AM
I do not take kindly to your suggestion that I am afraid to meet the forces of Hextor head on. If you do not already know how foolish such a suggestion sounds, you will understand better before the day is out. On the contrary, I saw the tieflings eyes. They were fully convinced that we were high-ranking members responsible for the entire order. They were going to bring their superior officer to meet us when Jan decided to not let them.

.... and of COURSE Vecna's worshippers have a reason to attack the Hextorites! They are bent on bringing the whole of the pantheon to their will! The leaders need not believe their underlings for this to work out to our benefit. If they try to explore or invade Vecna's quarters to confront them, or indeed Erythnul's quarter, at the very least, we may have the opportunity to fight the Hextorites outside of their fortifications. I would almost rather kill the tieflings and use their body placement as "clues" that Vecna's followers did it, but I would not imagine committing such butchery. Let the Hextorites stew in their own confusion for a time. No one knows they have been invaded, and if anything, the guards up top will back up the tieflings' story, saying that we were much too strong for them to overcome, and spoke as if we were involved with Vecna.

This is too perfect of an opportunity to let slide, in my opinion, but if you convince the others that we should begin with Hextor, I will follow the will of the majority.



Arkiana looks at Frederick with confusion for a moment.
I do apologize for that last comment. It was out of line. The blood between Hextor and Heironeous is known. I did not mean to question your faith.

I think you miss-heard me. I did not say to "meet the forces of Hextor head on", and I agree that any such plan would indeed be foolish.

You are making a gross assumption about the Vecna followers in this temple. Normally Vecna's tenant is to take over the pantheon. However, this particular sect is a part of the Ebon Triad, whose goal is to link the three deities into one in order to usher in a new age. While they may not like each other, it is in both parties' mutual interest to work together to share in the power of the newborn deity.

If you do not believe me, believe Allustan, who said "this cult is clearly made up of heretics in regards to each of the parent faiths. Therefore, anything we can assume from general knowledge of the original faiths must be taken with a grain of salt. "


If we do not attack the Hextorites now, they will be prepped and ready for us by the time we are done with Erythnuul. While I originally thought that Erythnuul would be the best first choice, the guards have changed all that. I made that original decision based off the idea that we would be able to infiltrate each sect's area without the others knowing we were there.

As of now, none of the three likely know we are here. If we attack Erythnuul first, the Hextorites will discover the guards and have time to prepare for an attack. Even if they believe it was Vecna, which is not likely, they will be prepared for an attack from Vecna. Which, is still prepared for an attack.

If we attack the Hextorites first, we still will be able to take Vecna and Erythnuul by surprise.

We will need to go in silently, as Frederick pointed out in our discussion, attacking a Hextorite temple head on is a fool's errand.

JWallyR
2014-10-17, 10:46 AM
"Jan, Doc, you two ready for this? This isn't beetles or undead or crazy wind warriors - these are living, breathing people that want to do us harm. When the time comes, it's gonna be us or them. Make sure you're ready..."

The smile on Jan's face from Frederick's implied compliment fades into a look of solemnity. I've learned a few things since I left Grossetgrottel, and one of them is that I can't expect everybody to be my friend. I didn't really understand a lot of the religious mumbo-jumbo, but it sounds like these guys want to make some super god of evil, right? After seeing the nods of her companions, she continues: Well, especially if it has something to do with this Age of Worms thing that we're all supposed to stop, we are going to have to fight pretty hard, and not just for us, but for all the people that can't protect themselves! If that means I have to play a little rough, her solemn expression shifts into one of sardonic amusement then I think I better get ok with that.


If we do not attack the Hextorites now, they will be prepped and ready for us by the time we are done with Erythnuul. While I originally thought that Erythnuul would be the best first choice, the guards have changed all that. I made that original decision based off the idea that we would be able to infiltrate each sect's area without the others knowing we were there.

As of now, none of the three likely know we are here. If we attack Erythnuul first, the Hextorites will discover the guards and have time to prepare for an attack. Even if they believe it was Vecna, which is not likely, they will be prepared for an attack from Vecna. Which, is still prepared for an attack.

If we attack the Hextorites first, we still will be able to take Vecna and Erythnuul by surprise.

We will need to go in silently, as Frederick pointed out in our discussion, attacking a Hextorite temple head on is a fool's errand.


Jan nods at Arkiana. A prank isn't any fun when the prank-ee knows it's coming! She smiles an uncharacteristically dark and knowing grin. I suppose we'd better get on with it, no?

MuffinMan
2014-10-19, 12:08 PM
Lyr sighs. "You're probably right, as usual. The only thing worse than invading a Hextorite temple would be invading a prepared Hextorite temple... Cheer up , Frederick - there'll be plenty more tieflings for all of us soon enough!" Wryly shaking his head, he unsheathed his flying blade and takes a few practice swipes to warm up before turning to start down the Hextor tunnel. "Oh, right, quiet." He pauses, and his chain mail clinks lightly in the silence. "Maybe someone else should go first?"

Farmerbink
2014-10-19, 12:24 PM
Frederick surveys his companions in turn before nodding simply. Very well, the Hextorites it is. Doctor, would you care to inspect the door for us?

DarkOne-Rob
2014-10-20, 01:43 PM
While placing the tiefling guards the PCs find another pouch with 100 gold orbs inside.
--------------------------------

Dr. Olofire shuffles up to the door quietly, searching for traps and checking to see if it is locked. He finds no traps but the door is locked. Taking his tools out he gets to work on the lock in the massive marble door. It takes him several minutes of diligent work before he nods to signify that the door is unlocked.

There has been no sound from the other side of the door.

If you are reading this, please actually write a post to include the following as soon as you enter. The whole point of these spoilers is to put the action in your hands as players (and to save us all time). If you don't want to put forth the effort to copy and paste, then stop reading now...

A dozen suits of armor, rnging from battered leathers to rusted plate, line this chamber's walls. The bleached bones of human, dwarf, and orc skeletons contrast with the dark, bloodstained armor. The suits are carefully arranged, as if the dead were preparing to march to war. Each has a mace hooked to its belt, while bells of varying shapes and sizes hang from the armor on long, leather strips.

As you enter, several of the suits appears to animate as the skeletons inside move to attack! The attached bells ring, loudly enough for people in neighboring rooms to hear, but not deafeningly so.

Roll initiative and describe your first round actions. No one is surprised. The map is found here (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing). Please place your PCs no further than the first square inside the door.

Untarr
2014-10-21, 05:48 AM
A dozen suits of armor, rnging from battered leathers to rusted plate, line this chamber's walls. The bleached bones of human, dwarf, and orc skeletons contrast with the dark, bloodstained armor. The suits are carefully arranged, as if the dead were preparing to march to war. Each has a mace hooked to its belt, while bells of varying shapes and sizes hang from the armor on long, leather strips.

As you enter, several of the suits appears to animate as the skeletons inside move to attack! The attached bells ring, loudly enough for people in neighboring rooms to hear, but not deafeningly so.


Roll initiative and describe your first round actions. No one is surprised. The map is found here (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit#gid=534064083). Please place your PCs no further than the first square inside the door.

Round 1

Initiative [roll0]

Cast Grease (N-O, 27-28))

Clever...
she mutters before shouting out Lubricus! causing a puddle of grease to appear in the doorway.

Let them come to us. They know we are here now. We should not overextend into a position of weakness as well.


http://www.myth-weavers.com/sheet.html#id=17178

HP: 16/16
AC: 14

JWallyR
2014-10-21, 01:05 PM
Round 1

Jan gulps and points an Acidic Ray at the furthest skeleton...

Initiative: [roll0]

Acidic Ray
Attack: [roll1]
CC: [roll2]
Damage: [roll3]

Stay close to the front line, but behind melee.

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

Albinobrow
2014-10-21, 07:54 PM
Appraise DC 20 [roll0]
Knowledge Nature DC 11 [roll1] (LOL never mind on these rolls. I'll try again tomorrow.)
And I do all the things y'all said I do. Thanks for being patient with me this week! :smallbiggrin:

Round 1

Oh my.. Dr. Olofire unsheathes one of his scalpels and readies himself for the musical armored undead.


Initiative [roll2]
I want to enter the room and get into a flanking position of possible. But I don't think I want to be the first one in. I would like to delay my entering the room till either Frederick and/or Lyr enter, then get into a flanking position. If there is a chance for an attack, I'll gladly do so.

Attack [roll3] crit on 19-20 (does not include flanking)
CC [roll4]
Damage [roll5] + SA (if applicable) [roll6]

Farmerbink
2014-10-22, 09:09 AM
Round 1

Frederick grimaces at the racket. They are Hextorites.... Tightening his grip on the great sword, he moves forward to intercept the skeletons.


move action: draw sword, and move to O/29. Ready an attack for the first enemy in range.

[roll0] POWER attack
[roll1] (19-20, X2)
[roll2] damages

Farmerbink
2014-10-22, 09:10 AM
[roll0] and filler

MuffinMan
2014-10-22, 10:38 AM
Round 1

[roll0]

Lyr casts a spell on himself as he moves into position with Frederick, just behind the pool of grease Arkiana has summoned.
Cast True Strike (http://paizo.com/pathfinderRPG/prd/spells/trueStrike.html#true-strike) on self while moving up to N29.

Here's two AoOs, if relevant:
Attack [roll1] (not including True Strike)
CC [roll2] (threat 20/x3)
Damage [roll3]

Attack [roll4] (not including True Strike)
CC [roll5] (threat 20/x3)
Damage [roll6]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +8, HP 24/24, Speed 30 (40 base)
AC 19, Touch 12, Flat-footed 17, CMD 17, Fort +4, Ref +3, Will +6, CMB +5, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Dex)
Abilities Str 16, Dex 14, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

DarkOne-Rob
2014-10-22, 07:19 PM
Round 1

As the party sees the armored skeletons approach Arkiana bursts into action, casting a spell to hinder their approach. Jan also throws a glob of acid, eating away at one of the skeletons. The mass of animated bones swarms towards the door, the bells attached to their armor jangling loudly as they draw weapons and approach. The two skeletons closest to the doorway move into the grease and attack, one falling in the process and the other taking a blow from Lyr's flying blade (which seems largely ineffective). Though both skeletons miss, they are pressed upon from behind as two more undead maneuver the greased spot in the entry. Frederick swings his newly enchanted greatsword, mightily cleaving the prone skeleton in half and flinging the remains across the room. Lyr casts a spell to empower his next attack while Olofire takes a stab at the undead in front of him, missing as his scalpel hits the rusty armored figure.

Arkiana casts Grease in front of the doorway to slow the skeletons
Jan uses Acidic Ray to hit AS1 for 6 damage
Skeletons move to attack the PCs

AS1 Acrobatics [roll0] vs. DC 10 (pass)
AS1 Reflex [roll1] vs. DC 15 or falls prone

AS2 Acrobatics [roll2] vs. DC 10 (pass)
AS2 Reflex [roll3] vs. DC 15 or falls prone
AS2 attacks Olofire (AC 17) if able
Heavy Mace [roll4] attack, [roll5] (critical threat 20/x2), [roll6] (miss)

AS3 Acrobatics [roll7] vs. DC 10 (pass)
AS3 Reflex [roll8] vs. DC 15 or falls prone

AS (dead after Frederick's turn) Acrobatics [roll9] vs. DC 10 (fail)
AS (dead after Frederick's turn) Reflex [roll10] vs. DC 15 or falls prone (fail)
AS (dead after Frederick's turn) Frederick (AC 19) if able
Heavy Mace [roll11] attack, [roll12] (critical threat 20/x2), [roll13] (miss)
Lyr hits AS2 for 6 damage with an AoO (reduced by the skeleton's DR)
Frederick hits a skeleton, destroying it
Lyr casts True Strike on self
Olofire attacks AS2, hitting for 9 damage if it is prone (miss)
I apologize for confusion regarding the map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing). One skeleton is down with two more damaged.

Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton, Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None

Cultists arrive in [roll14] rounds

Guards Perception [roll15] vs. DC 9
If they pass, they arrive in [roll16] rounds

Farmerbink
2014-10-22, 10:01 PM
Round 2

Frederick swings his blade in a wide arc, cleaving into the next skeleton in front of him. A grin erupts across his features, and he proclaims above the din, Osgood will hear of this! That man is a blessing of unparalleled virtue!


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 27/27, Speed 20
AC 17, Touch 12, Flat-footed 17, CMD 19, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (2d6+7, 19-20/x2)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 18, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 4(of 4)
either attack AS2, or the next one to close in front of me.

[roll0] power attack
[roll1] (19-20, x2)
[roll2] damages

if I take more than 4 damage before my turn, LoH myself for [roll3] HP.

MuffinMan
2014-10-22, 11:22 PM
Round 2

"That's laying it on a bit thick, don't you think!" Lyr responds as he aims a slash over Olofire's head at the nearest skeleton!

Attack any skelly I can while remaining behind Frederick and Olofire:
Attack [roll0] (including True Strike)
CC [roll1] (threat 20/x3)
Damage [roll2]

And some AoOs, if relevant:
Attack [roll3] (NOT including True Strike)
CC [roll4] (threat 20/x3)
Damage [roll5]

Attack [roll6] (NOT including True Strike)
CC [roll7] (threat 20/x3)
Damage [roll8]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +8, HP 24/24, Speed 30 (40 base)
AC 19, Touch 12, Flat-footed 17, CMD 17, Fort +4, Ref +3, Will +6, CMB +5, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Dex)
Abilities Str 16, Dex 14, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

Untarr
2014-10-23, 05:44 AM
Round 2

Raising her hand, Arkiana fires a ball of ice at the same Skeleton Jan did.


[roll0]
[roll1]
[roll2] Frost DMG

No cover shennanigans in my rolls. Aim for a previously injured skeleton.

JWallyR
2014-10-23, 06:17 PM
Round 2

Jan lets out a giggle of excitement as the acid eats away at the skeleton. Grinning wildly, she glares purposefully at it again...


Acidic Ray! Preferentially aimed at damaged but not down skeletons (if any exist). Rolls do not reflect anything but her normal ranged attack bonus.
Attack: [roll0]
CC: [roll1]
Damage: [roll2]

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

Albinobrow
2014-10-23, 07:41 PM
Round 2

Come on! We need to silence these creatures! Dr. Olofire swings again!

Stab the one right in front of me, or other closest one. If there is a chance for me to move into flanking position without provoking AoOs, I would also like to do that.
Attack [roll0] (does not include any sort of combat advantage)
Crit on 19-20/x2
CC [roll1]
Damge [roll2] SA (if applicable) [roll3]

DarkOne-Rob
2014-10-23, 08:56 PM
Round 2

Arkiana and Jan both hit skeletons - Arkiana's target stops moving, the magic animating it destroyed. The skeletons continue to try and swarm forward, two attacking and hitting (Olofire for 5 damage and Frederick for 5 damage) while two fall in the grease. Frederick's swing misses (and he heals himself for 1 HP) while Lyr's hits, destroying another skeleton while Olofire's attack also misses.

Arkiana destroys AS1 with a Ray of Frost
Jan hits AS2 for 4 damage

AS2 attacks Olofire (AC 17)
Heavy Mace [roll0] attack, [roll1] (20/x2), [roll2] damage (hit)

AS3 tries to move and attack Frederick (AC 17)
Acrobatics [roll3] vs. DC 10 (Fail)
Reflex [roll4] vs DC. 15 or fall prone (Fail)
Heavy Mace [roll5] attack, [roll6] (20/x2), [roll7] damage

AS4 tries to move and attack Frederick
Acrobatics [roll8] vs. DC 10 (pass)
Reflex [roll9] vs DC. 15 or fall prone
Heavy Mace [roll10] attack, [roll11] (20/x2), [roll12] damage (miss)

AS5 tries to move and attack Frederick
Acrobatics [roll13] vs. DC 10
Reflex [roll14] vs DC. 15 or fall prone
Heavy Mace [roll15] attack, [roll16] (20/x2), [roll17] damage (hit)

AS6 prepares an action to attack anyone that gets in reach

AS7 moves
Acrobatics [roll18] vs. DC 10 (Fail)
Reflex [roll19] vs DC. 15 or fall prone (Fail)

AS8 moves

AS9 attacks Olofire
Heavy Mace [roll20] attack, [roll21] (20/x2), [roll22] damage (miss)
Frederick misses AS2
Lyr attacks and destroys AS2
Olofire misses AS4
Two more skeletons down. The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.

Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton, Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None

Cultists arrive in 1 round.

Guards automatically hear and arrive in [roll23] rounds

Untarr
2014-10-24, 07:14 AM
Round 3


Bigby Will Climb up the wall and keep a lookout for people entering the room. Would like for him to be at the corner of (N,28) so that he can see all three doors.

[roll0] Climb
[roll1] Perception
[roll2] Stealth

Let out a warning through the empathic link if he does see something.

Arkiana will fire another Frost Ray, preferred target being one of the skeletons who have fallen down.

[roll3] Attack
[roll4] CC
[roll5] Frost DMG

On a side note, it is very satisfying how effective this spell is at knocking them over.


The new sheets do not have a stat block, I'll put down pertinent information here, it just won't be formatted the same.

HP: 16/16
AC: 14 (Touch 14) (FF 10)

Fort +3, Ref +5, Will +5

http://www.myth-weavers.com/sheet.html#id=17178

Opening a pocket from insider her robes, Bigby scurries out and climbs up the wall. Meanwhile Arkiana points her hand and lets loose another ray of frost, this time at the fallen skeletons.

Farmerbink
2014-10-24, 09:21 AM
Round 3

Frederick grimaces at the miss. Bah! Thought he was going to... He takes a little more time to focus on a better opportunity, and lashes out again with the great blade.


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 23/27, Speed 20
AC 17, Touch 12, Flat-footed 17, CMD 19, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (2d6+7, 19-20/x2)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 18, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 3(of 4)

[roll0] attack (no power attack)
[roll1] (19-20,x2)
[roll2] damages

if I take another hit, for any damage, LoH for +[roll3] HP

JWallyR
2014-10-24, 09:59 AM
Round 3

Jan's grin widens eerily, and she glares at another skeleton. Breaking her silence, she quietly says to Frederick, If we see anything else, let me touch you before you run off!

If something else shows up in the room before Jan's action, she wants to Enlarge Person on Frederick and move to use a corner of the doorway as cover. Otherwise, Acidic Ray, preferring wounded skeletons.

Attack: [roll0]
CC: [roll1]
Damage: [roll2]

No change in statblock, can't edit sheet from current PC

MuffinMan
2014-10-24, 02:05 PM
Round 3

Lyr frowns at the oncoming horde of skeletons. "With the racket we're making, we won't have surprise on our side for long..." he warns as he aims another blow.

Attack any skeleton in reach w/ flying blade:
Attack [roll0]
CC [roll1] (threat 20/x3)
Damage [roll2]

And some AoOs, if applicable:
Attack [roll3]
CC [roll4] (threat 20/x3)
Damage [roll5]

Attack [roll6]
CC [roll7] (threat 20/x3)
Damage [roll8]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +8, HP 24/24, Speed 30 (40 base)
AC 19, Touch 12, Flat-footed 17, CMD 17, Fort +4, Ref +3, Will +6, CMB +5, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Dex)
Abilities Str 16, Dex 14, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

DarkOne-Rob
2014-10-25, 02:00 PM
Round 3

Arkiana casts a defensive spell on herself while Bigby moves to take up a lookout position. Jan throws an acid bolt, hitting AS6. The skeletons struggle forward again - the two prone ones stand up, clumsily, while others move in to attack. Frederick takes two hits, one glancing narrowly off the corner of the passageway and barely missing his head (13 total damage). Olofire dodges one attack from around the corner while a skeleton moves forward, slips, and falls in front of the halfling. The paladin disposes of the prone skeleton and heals himself while Lyr destroys the skeleton in front of his half-orc companion. Dr. Olofire is unable to hit the skeleton around the corner.

"For the Scourge of Battle!" comes the cry from several (9) cultists wearing studded leather armor and wielding longspears as they surge out of the room on the left. Seeing the skeletons engaged with the PCs the cultists spread around the room, preparing to engage the party. Several of the cultists look vaguely familiar - miners whom the PCs have seen about town. None of their names spring to mind, but it is likely these men have helped manage the cult's needs by running errands around town as needed.

Arkiana casts Mage Armor on herself.
Bigby moves into a "lookout" position.
Jan hits a skeleton for 5 damage.

AS3 stands

AS4 attacks Frederick (AC 17)
Heavy Mace [roll0] attack, [roll1] (20/x2), [roll2] damage (hit)

AS5 attacks Frederick (AC 17)
Heavy Mace [roll3] attack, [roll4] (20/x2), [roll5] damage (hit - Critical threat was unconfirmed due to cover provided by the corner of the wall/hallway)

AS6 moves

AS7 stands

AS8 moves and tries to attack Olofire (AC 17)
Acrobatics [roll6] vs. DC 10 (fail)
Reflex [roll7] vs. DC 15 (fail)
Heavy Mace [roll8] attack, [roll9] (20/x2), [roll10] damage

AS9 attacks Olofire (AC 17)
Heavy Mace [roll11] attack, [roll12] (20/x2), [roll13] damage (miss)
Lyr's attacks of opportunity cannot reach the two skeletons standing from prone
Frederick either misses (if standing) or destroys (if prone) AS8 and heals himself for 1 HP
Lyr destroys AS4
Olofire stabs at AS9
Scalpel (Dagger) [roll14] attack, [roll15] (19-20/x2), [roll16] damage (miss)

Cultists arrive.
Complications are developing for the PCs. The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.

Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton, Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None

Guards arrive in 2 rounds

MuffinMan
2014-10-25, 02:48 PM
Round 4

"Spears!" Lyr cries in alarm as the cultists rush into the room. "Jan, Frederick could use some help to even the odds!" After touching the half-orc with a healing spell, he moves back to let Jan have access.

Convert Comprehend Languages into CLW and heal Frederick for [roll0]. Then 5ft step if needed to give Jan room to get to Frederick, but preferentially stay put and AoO as much as possible: Staying put as per Arkiana's orders! :smallwink:
AoOs:
Attack [roll1]
CC [roll2] (threat 20/x3)
Damage [roll3]

Attack [roll4]
CC [roll5] (threat 20/x3)
Damage [roll6]

Untarr
2014-10-26, 08:48 AM
Round 4

"Their numbers count for naught in these narrow confines. Let them come, like cattle to slaughter."

Backing up a step she fires another frost ray, this time at the cultists

"Lyr, you stay put. Jan, take my place!"


[roll0] vs Touch
[roll1] CC
[roll2] Frost DMG

Target Cultist 6

[roll3] Bigby Perception (within the room and behind us)

Albinobrow
2014-10-26, 01:36 PM
As he sees the cultists approaching, Dr. Olofire reaches for one of his extractions and chokes it down. A shimmer of energy pops into existence before him floating to block any incoming attacks.

Drink the shield extract. If I get any AoO's in the meantime:
Attack [roll0]
CC [roll1]
Damage [roll2] + SA (if applicable) [roll3]

Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 18/23, Speed 30 ft
AC 21, Touch 15, Flat-footed 17, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +4 Dex, +1 Size)
Abilities Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 9
Condition None
Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x2
# of unprepared extracts: 1

Farmerbink
2014-10-27, 06:54 AM
Round 4

Have at ye, foul cretins!


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 11/27, Speed 20
AC 17, Touch 12, Flat-footed 17, CMD 19, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (2d6+7, 19-20/x2)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 18, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 2(of 4)


Definitely NOT moving into the grease. If Arkiana suggests something about stepping backwards, will do so. Hopefully Jan is going to make me bigger. I'll delay actions until her initiative if she does.
[roll0] attack (hopefully as a size category larger)
[roll1] (19-20,x2)
[roll2] damage
+[roll3] more if I'm large

self LoH for[roll4] HP (remind me to also add Ian's heal from this round- has not been applied yet)

JWallyR
2014-10-27, 10:43 AM
Round 4

As the cultists surge into the room, Jan claps Lyr heartily on the back, causing his form to surge in size. She eyes the room, taking a small step away from the fray...

Enlarge Person on Frederick, 5ft step back to try and avoid stabbity from any spears.

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

DarkOne-Rob
2014-10-27, 05:16 PM
Round 4

Arkiana tosses a ray of frost, hitting a cultist, before she steps backwards. Jan causes Lyr to enlarge and steps back to give him room. The skeletons make another attempt to rush forward, but this time Olofire and Lyr are ready for them, cutting down three as they move forward to attack. One skeleton nips Frederick (for 7 damage) while another misses Olofire. Frederick destroys the skeleton who attacked him, heals himself, and receives a healing spell from Lyr while Olofire drinks an extract to provide him more protection from attacks. The cultists, seeing the devastation wrought by the PCs circle warily, making a large arc of spears pointed in the company's direction. One cultist heads towards a small door down the hall where Bigby sees two skeletons who have not moved from their posts at one of two sets of large double doors. The cultist ducks inside the smaller door, closing it behind him.

Arkiana hits a cultist for 3 cold damage and steps back 10-ft.
Jan casts Enlarge Person on Lyr and steps back 5-ft.

All skeletons besides AS5 and AS9 are destroyed by Attacks of opportunity

AS5 Attacks Fredrick (AC 17)
Heavy Mace [roll0] Attack, [roll1] (20/x2), [roll2] damage (hit)

AS9 Attacks Olofire (AC 17)
Heavy Mace [roll3] Attack, [roll4] (20/x2), [roll5] damage (miss)
Two AoOs from Lyr destroy skeleton targets without cover
One AoO from Olofire destroy a previously wounded skeleton
Frederick destroys a skeleton and heals for 5 HPs
Lyr heals Frederick for 4 HPs
Olofire drinks a Shield Extract

Cultists move out of reach of the PCs to create a spear wall of sorts.
Only one skeleton remains. The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.

Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton, Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None

Guards arrive in 1 round

Farmerbink
2014-10-27, 07:38 PM
Frederick grins at the cultists, an eager gleam in his eyes. Oh, you have us outnumbered, and still you lack the courage to act on your feigned beliefs?! Where is your zeal, your dedication?! PATHETIC, ALL of you!


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 13/27, Speed 20
AC 17, Touch 12, Flat-footed 17, CMD 19, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (2d6+7, 19-20/x2)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 18, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 1(of 4)


I'm not going to look at these until we decide what to do. I really doubt I'm going to use the bow. Not much of a bonus, and at least one move action to draw it, but if that's the best option, *shrugs*

[roll0] non-power attack
[roll1] (19-20,x2) CC
[roll2] damage


[roll3] shoot
[roll4] (20,x3) CC
[roll5] damage

[roll6]
[roll7]

uhhhh, working on that part.

Untarr
2014-10-27, 08:49 PM
Round 5

Ranged attacks only. Do not charge in there. Lyr, tell me you can reach those guys...

She holds up her hands fires another ice bolt at the same cultist.



[roll0]
[roll1]
[roll2] Frost DMG

vs C6

MuffinMan
2014-10-28, 12:26 AM
Round 5

"Let's find out!" Lyr bellows as he aims an exploratory blow at the formation of cultists.

I'm not actually sure if I can reach. Enemies are 20ft away. Enlarged increases my natural reach to 10ft. The rules for reach weapons (http://paizo.com/pathfinderRPG/prd/equipment.html#reach-weapons) say they "usually double the creature's reach", but also say "large creatures have 15-20ft reach".

Anyway, if they are in range, attack!
Attack [roll0]
CC [roll1]
Damage [roll2]

If not in range, use Bit of Luck on self to prepare for next round.

In any case, prepare for AoO's if they close in! (Max 2 b/c -2 Dex from enlarged :smallfrown:)
Attack [roll3]
CC [roll4] (threat 20/x3)
Damage [roll5] (<-- Please tell me I just hit a dude for 51! :smallcool:)

Attack [roll6]
CC [roll7]
Damage [roll8]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 24/24, Speed 30 (40 base)
AC 17, Touch 10, Flat-footed 16, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

JWallyR
2014-10-28, 03:50 PM
Round 5

Jan eyes the arc of spears with visible disdain. Ha. You think you have us surrounded? It is YOU who is surrounded!

She reaches down, makes fists, and pulls them up as a wall seemingly made of spinning, razor-sharp blades grows up through the floor behind the arc of foes!

Silent Image to form said wall of spinning razor blades behind the dudes. DC 17

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

Albinobrow
2014-10-28, 04:03 PM
Round 5

I guess i'll go stabby on the skeleton next to me?
Attack [roll0]
CC [roll1]
Damage [roll2] + SA (if applicable) [roll3]

If it's already down, then sling a bullet as C6.
Attack [roll4]
CC [roll5]
Damage [roll6] + SA (if applicable) [roll7]

If he is down, then fire at any other cultist.

Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 18/23, Speed 30 ft
AC 21, Touch 15, Flat-footed 17, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +4 Dex, +1 Size)
Abilities Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 9
Condition None
Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x1
# of unprepared extracts: 1

DarkOne-Rob
2014-10-28, 08:03 PM
Round 5

It is a good round for our heroes. Arkiana kills a cultist while Jan causes a massive illusion of blades to form behind the cultists, drawing a gasp from several of them and grunts of frustration from others. The remaining skeleton tries to move onto the grease only to be destroyed by a brutal blow from Lyr's flying blade. Piece of armor and bone go flying across the room as the figure is obliterated. Frederick's challenge draws forth a startled wince from the cultist, who is clearly shaken by his words (and the paladin heals himself for 3 HPs).

In the back of the room, beyond the image of the blades can be seen two more tiefling guards exiting from the hallway. Stopping short of the illusion both guards tentatively move forward, their weapons drawn. Their amazement at Jan's magic is balanced only by their fear of the wall of death, and they watch from behind it, clearly believing the spell to be real. Lyr swings his now massive chained blade again, violently killing another cultist while Olofire loads a sling and hits another with his stone.

The cultists verbally encourage each other, shouting as they swarm forward at Frederick. Several look to be trying to pin the paladin down to make it easier for another to impale him, but their efforts are in vain! Two slip on the grease, falling prone, and none of the rest hit their mark.

Arkiana hits C6 with a ray of frost for 2 frost damage, killing it
Jan casts Silent Image, mimicking Blade Barrier
AS9 tries to move to O27 but is destroyed by Lyr's AoO (crit for 51 damage)
Frederick intimidates C7 (3 rounds of Shaken) and heals himself for 3 HPs
Two guards enter from the hallway to the east and attempt to interact with and disbelieve the illusion
Will [roll0], [roll1] vs. DC 17 (both fail)
Lyr kills a cultist
Olofire hits C9 for 2 damage

C5 moves and is killed by Lyr's AoO
C1, C3, C4, and C7 move and use Aid Another to give C9 bonuses to hit Frederick (AC 17)
C4 Acrobatics [roll2] vs. DC 10 (fail)
Reflex [roll3] vs. DC 15 (fail)
C7 Acrobatics [roll4] (-2 from shaken) vs. DC 10 (fail)
Reflex [roll5] (-2 from shaken) vs. DC 15 (fail)
Aid Another (Longspear) [roll6] vs. AC 14 (fail), [roll7] vs. AC 14 (fail), [roll8] vs. AC 10, [roll9] v. AC 10
C9 attacks Frederick (AC 17)
Longspear [roll10] attack (not including bonuses from aid another), [roll11] (20/x3), [roll12] damage (miss)
Control of this room looks to be swinging towards the PCs. The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.

Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton, Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None
LE Human Commoner, Level 1, Init +1, HP 5/5, Speed 30 ft.
AC 13, Touch 10, Flat-footed 13, CMD 11, Fort +1, Ref +0, Will +0, CMB +, Base Attack Bonus 0
Longspear +1 (1d8+1, 20/x3)
Studded Leather (+3 Armor, +5 Dex)
Abilities Str 12, Dex 10, Con 13, Int 10, Wis 11, Cha 9
Condition None
Tiefling Guard (http://www.myth-weavers.com/sheetview.php?sheetid=994706)
LE Tiefling Fighter, Level 2, Init +2, HP 25/25, Speed 20 ft.
AC 18, Touch 12, Flat-footed 16, CMD 16, Fort +5, Ref +2, Will +2, CMB +4, Base Attack Bonus 2
Reach MW Glaive +5 (1d10+3, 20/x3)
Composite Longbow (20 Arrows) +4 (1d8+2, 20/x3)
Breast Plate (+6 Armor, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Condition None
C2 moves and warns the guards in area 6.

MuffinMan
2014-10-29, 12:58 AM
Round 6

"Hah! Not so tough now!!!" Lyr crows triumphantly as he aims another series of blows at the beleaguered cultists.

Attack anyone in range who doesn't have cover:
Attack [roll0]
CC [roll1] (threat 20/x3)
Damage [roll2]

If no enemies in range, use Bit of Luck on self.

And two AoOs for good measure: (stand up, I dare ya!)
Attack [roll3]
CC [roll4] (threat 20/x3)
Damage [roll5]

Attack [roll6]
CC [roll7] (threat 20/x3)
Damage [roll8]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 24/24, Speed 30 (40 base)
AC 17, Touch 10, Flat-footed 16, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

Farmerbink
2014-10-29, 07:09 AM
Round

Frederick grins triumphantly as he steps forward to engage the remaining cultists. Hextor cares so little for your lives. Do you still not grasp the folly of your choices?Submit, or you will meet him sooner than you think!


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 16/27, Speed 20
AC 17, Touch 12, Flat-footed 17, CMD 19, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (2d6+7, 19-20/x2)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 18, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 0(of 4)

5-foot step forward, into the grease? (yikes!) HOLY CRAP SO MANY HIGH ROLLS
[roll0] acrobatics vs DC 10?
[roll1] reflex save vs DC 15?

attack C9
[roll2] non-power attack
[roll3] (19-20,x2)
[roll4] damages

Untarr
2014-10-29, 10:11 AM
Round 6

Arkiana waves her hand, "Sucirbul!" and the Grease on the ground disappears.


Dismiss the Grease Spell.

Albinobrow
2014-10-29, 11:47 AM
Rounds 6

Dr. Olofire seizes the opportunity of no more grease and nimbly steps forward to accurately strike the prone cultist in front of him, in hopes of incapacitating him.

If I'm looking at the map correctly (and more so understand the rules) I'm only being threatend by C9. So I'd like to take an acrobatic 5ft step forward and attack the prone cultist.

Acrobatics check [roll0] VS. C9's CMD
Move up to O27.
Attack with scalpel! [roll1]
CC [roll2]
Damage [roll3] + SA!!!! [roll4]

Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 18/23, Speed 30 ft
AC 21, Touch 15, Flat-footed 17, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +4 Dex, +1 Size)
Abilities Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 9
Condition None
Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x1
# of unprepared extracts: 1

JWallyR
2014-10-29, 07:06 PM
Round 6

Jan laughs mockingly at the remaining guards, hands raised with palms reaching toward the roof of the chamber as the blades behind the cultists spin...

Maintain Silent Image. No movement. No stat block change.

DarkOne-Rob
2014-10-29, 07:38 PM
Round 6

As Arkiana dismisses her spell and Jan concentrates on hers, Frederick steps forward and dispatches one of the Hextorites. The tiefling guards attempt to find an opening in the illusion, and still look to believe it is real. One invokes darkness around him, plunging the pair into complete darkness. Lyr's attack misses, though Olofire's acrobatics pay off as he tumbles past the remaining cultists and stabs one in the back, killing him. The remaining cultists attempt to rise (and are summarily killed by Lyr) or back up into the darkness created by the tiefling.

In the far hallway the cultist who ran off can be seen exiting the door he first entered and moving towards the set of large doors on left side of the hallway.

Arkiana dismisses the grease spell
Jan concentrates to maintain her illusion
Frederick moves and kills C9
G1 prods the illusion with his weapon (interacts) and tries to disbelieve
Will [roll0] vs. DC 17 (fail)
G2 uses Darkness on a stone, plunging the area around him into complete darkness
Lyr misses with his attack
Olofire tumbles past Frederick and C1 and then attacks and kills the cultist
C3 backs towards the visible guards, looking for help
C4 tries to stand and is killed by Lyr's AoO
C7 tries to stand and is killed by Lyr's AoO
The darkness created by the tieflings prevent anyone without darkvision from seeing them, but those with darkvision can still see them just fine.

We need to determine who is providing light for Olofire (who lacks any for of special vision) and Lyr and Jan (who both have lowlight vision but still cannot see without a light source). The spaces inside the Hextorite temple are largely kept pitch black unless noted otherwise (the tieflings and undead don't need light, and the humans have it in their quarters or carry it otherwise). The cultists use(d) two handed spears, so they were not carrying light and used the light sources provided by you all.

The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.

Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton, Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None
LE Human Commoner, Level 1, Init +1, HP 5/5, Speed 30 ft.
AC 13, Touch 10, Flat-footed 13, CMD 11, Fort +1, Ref +0, Will +0, CMB +, Base Attack Bonus 0
Longspear +1 (1d8+1, 20/x3)
Studded Leather (+3 Armor, +5 Dex)
Abilities Str 12, Dex 10, Con 13, Int 10, Wis 11, Cha 9
Condition None
Tiefling Guard (http://www.myth-weavers.com/sheetview.php?sheetid=994706)
LE Tiefling Fighter, Level 2, Init +2, HP 25/25, Speed 20 ft.
AC 18, Touch 12, Flat-footed 16, CMD 16, Fort +5, Ref +2, Will +2, CMB +4, Base Attack Bonus 2
Reach MW Glaive +5 (1d10+3, 20/x3)
Composite Longbow (20 Arrows) +4 (1d8+2, 20/x3)
Breast Plate (+6 Armor, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Condition None
C2 warns guards in area 6 and turns to release the beast at their direction. One guard goes to warn the clergy while the other two follow the cultist and prepare to defend the corridor.

C3 readies an attack should a PC get in range (apply in next round)
Longspear [roll1] attack, [roll2] (20/x3), [roll3] damage (miss - natural "1")

MuffinMan
2014-10-30, 06:58 AM
Round 7

The sudden lull in combat causes Lyr to appreciate just how pitch-black the interiors of Hextor's caves really are. "Frederick, can you see them?!?" Moving forward, he reaches out to bless the half-orc with temporarily enhanced luck.

I think Frederick is the only one of us with darkvision, as I far as I know we've so far been relying on the ambient light from torches in 'the dark cathedral'.

Lyr will move forward to squares M25-N26 and use Bit of Luck on Frederick. Reroll them d20's!

If someone gets dropped to < 10 HP (and if that's a thing Lyr could reasonably detect), he'll instead convert Liberating Command to CLW for [roll0] HP. (Not my day for healing rolls :smallsigh:)

AoOs if applicable:
Attack [roll1]
CC [roll2] (threat 20/x3)
Damage [roll3]

Attack [roll4]
CC [roll5] (threat 20/x3)
Damage [roll6]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 24/24, Speed 30 (40 base)
AC 17, Touch 10, Flat-footed 16, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

Farmerbink
2014-10-30, 07:23 AM
Round 7

Frederick nods curtly, unaware that the half elf may have difficulty noticing it. Indeed. Their paltry tricks will not protect them from the wrath of Heironeous!


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 16/27, Speed 20
AC 17, Touch 12, Flat-footed 17, CMD 19, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (2d6+7, 19-20/x2)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 18, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 0(of 4)

free action to drop (lay down?) the sword, move action to draw the bow, standard action to fire at C2
[roll0] attack
[roll1] attack bit of luck (if applicable)
[roll2] CC (20,x3)
[roll3] CC BoL
[roll4] damage (x3 on crit)

Untarr
2014-10-30, 06:47 PM
Round 7

You cannot hide. Darkness is not your friend here.

Raising her hand, she fires another bolt of ice. This time, it disappears into the dark cloud created by the tieflings.


Attack Cultist
[roll0] vs touch
[roll1]

[roll2]

JWallyR
2014-10-31, 10:40 AM
Round 7

Jan looks concerned at the sudden darkness, but concentrates on maintaining her illusion...

Maintain Silent Image, no statblock changes.

DarkOne-Rob
2014-10-31, 02:41 PM
Round 7

Arkiana fires a bolt of frost while Jan continues to concentrate on her illusion. Seeing a cultist down the hall, Frederick changes weapons and fires a killing shot at the Hextorite.

Recognizing that no quarter is likely, the two guards nod at each other and rush into the illusionary blades, attempting to dodge them as they slice and dice. They appear to do so and continue to look like they believe the blades are real. As they move, one addresses the cultist, saying, "Defend the inner temple with your life! For our lord!" The circle of darkness follows the guards, keeping them out of the light.

Lyr steps forward to touch Frederick with luck-granting magic as Olofire tumbles towards the remaining cultist. Dodging the man's clumsy spear he stabs deep and kills the man before he can react.

You hear the sound of a heavy wooden beam falling into place, presumably to bar a heavy door, from somewhere down the north hallway.
Arkiana hits C3 for 2 frost damage and follows Lyr further into the hallway when he moves
Jan maintains her illusion and follows Lyr further into the hallway when he moves
Frederick shoots C2, killing him
G1 and G2 decide to risk the illusory blades, making a dash for the north hallway and ordering the cultist to slow the attackers (attempting to avoid blades so moving at half speed) (Lyr cannot AoO yet due to range)
Will Saves [roll0], [roll1] vs. DC 17 (both fail)
Lyr takes a 5-ft. step forward and uses bit of luck on Frederick
Olofire moves to attack the cultist
Acrobatics [roll2] vs. CMD 10 (success)
Dagger [roll3] attack, [roll4] (19-20/x2), [roll5] damage (no sneak attack) (hit, killing him)
C3 moves out of melee range of Olofire (incurring attacks of opportunity) and attacks Olofire
Lyr disposes of the cultist with his first attack of opportunity
The guards are attempting to retreat to the north hallway, clearly outnumbered. Down the north hallway the two skeletons on guard appear to animate at the death of the nearby cultist (but haven't acted yet).

Frederick has the Bit of Luck re-rolls during the next round due to initiative order.

The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.


Tiefling Guard (http://www.myth-weavers.com/sheetview.php?sheetid=994706)
LE Tiefling Fighter, Level 2, Init +2, HP 25/25, Speed 20 ft.
AC 18, Touch 12, Flat-footed 16, CMD 16, Fort +5, Ref +2, Will +2, CMB +4, Base Attack Bonus 2
Reach MW Glaive +5 (1d10+3, 20/x3)
Composite Longbow (20 Arrows) +4 (1d8+2, 20/x3)
Breast Plate (+6 Armor, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Condition None
Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton , Level , Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None
Offscreen - One guard warns the clergy. Two guards bar the door to the smaller hallway.

MuffinMan
2014-10-31, 06:40 PM
Round 8

1d20+4

"Nice work, Doc!" Lyr cries at Olofire's acrobatics. "Here!" he calls, casting a spell. "Don't let 'em get away!"

Cast Light on Olofire's weapon (since he's the once most in need of it), and move up to N25-O26
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 24/24, Speed 30 (40 base)
AC 17, Touch 10, Flat-footed 16, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

Farmerbink
2014-10-31, 06:58 PM
Round 8

Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 16/27, Speed 20
AC 19, Touch 12, Flat-footed 17, CMD 19, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (2d6+7, 19-20/x2)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 18, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 0(of 4)

Frederick dashes in front of the tieflings. By Heironeous, justice comes for you!

free action to drop the bow, move action to N/24 (3 up, one right) while drawing warhammer and shield. Standard action to power attack the front tiefling with said warhammer.

[roll0] attack
[roll1] (20, x3)
[roll2] damage

Untarr
2014-11-01, 08:51 AM
Round 8

You should surrender. He's a paladin, you know he won't execute you.

The grotesque language seems to grate on your ears as Arkiana continues to address the tieflings in what sounds like nothing more than despair itself made audible...

Her hand raises again and she fire another ray of frost into the circle of darkness.


Ray of Frost
[roll0]
[roll1]
[roll2] vs G1

Farmerbink
2014-11-01, 02:12 PM
Round 8 (contd)


[roll0] power attack reroll
[roll1] PA crit reroll

AoO:
[roll2] AoO PA
[roll3] AoO PA bitoluck
[roll4] AoO CC (20,x3)
[roll5] AoO CC bitoluck
[roll]1d8+6[roll] damage


perception:
[roll6]
[roll7] BoL

Lyr Perception:
[roll8]

Farmerbink
2014-11-01, 02:13 PM
Round 8... still.


[roll0] damages for that AoO

DarkOne-Rob
2014-11-01, 02:22 PM
Round 8

Arkiana's ice bolt hits while Jan continues to concentrate on her spell. Down the hallway the two armored skeletons move, one to open the large double doors on the left wall and the other to move through those doors.

Frederick's efforts to slow the guards have mixed results. He misses with his attack, but as they withdraw past him he gets a second chance and hits G1 solidly. Lyr also gets a swing at the guards, slicing the trailing guard with is flying blade. The two guards exit the illusion's space, and the lead guard says, "The blades weren't real! We have to hurry before the beast is released!" The orb of darkness follows the guards as they move into the hallway.

Lyr casts an orison to invoke light on Olofire's weapons, and the halfling bravely charges after the guards, slashing at the heals of the second guard but missing.

Arkiana hits G1 for 2 frost damage and follow Lyr into the room
Jan concentrates on her illusion and follow Lyr into the room
AS1 and AS2 move to open the door and enter the hallway on the left
Frederick changes weapons, moves, and misses G1
G1 and G2 withdraw (moving at half speed due to the illusion, incurring a single AoO from Frederick (hits G1 for 10 damage) and a single AoO from Lyr
Will Saves [roll0] (pass), [roll1] (fail) vs. DC 17
Lyr's Flying Blade [roll2] attack, [roll3] (20/x2), [roll4] damage (hit G2)
Lyr casts Light on Olofire's weapon and moves into the room
Olofire follows the guards, stabbing at G2 as they retreat
Dagger [roll5] attack, [roll6] (19-20/x2), [roll7] damage (no sneak attack) (miss)
No one passed the Perception check from the previous round of combat. I have added to the map, as the cultists and guards left those doors open. To learn more than the general shape of those rooms will require time looking inside (out of combat). The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.


Tiefling Guard (http://www.myth-weavers.com/sheetview.php?sheetid=994706)
LE Tiefling Fighter, Level 2, Init +2, HP 25/25, Speed 20 ft.
AC 18, Touch 12, Flat-footed 16, CMD 16, Fort +5, Ref +2, Will +2, CMB +4, Base Attack Bonus 2
Reach MW Glaive +5 (1d10+3, 20/x3)
Composite Longbow (20 Arrows) +4 (1d8+2, 20/x3)
Breast Plate (+6 Armor, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Condition None
Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton , Level , Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None
Offscreen - G3 and G4 prepare to defend the hallway. G5 moves to warn Theldrick of the attack. Kendra and Garras move to check on G3 and G4 and then to the balcony.

Farmerbink
2014-11-01, 03:01 PM
Round 9

Frederick continues to harry the tieflings as they attempt to flee. Turn from your wickedness and you will experience redemption! Else there is NO ESCAPE FROM THE JUSTICE OF HEIRONEOUS!

Jan! Bring my sword! Quickly!


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 17/28, Speed 20
AC 17, Touch 12, Flat-footed 17, CMD 19, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (2d6+7, 19-20/x2)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 18, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 0(of 4)

5-foot step diagonal to attack the rear guard
[roll1] non-power attack
[roll0] (20,x3) CC
[roll2] damages

JWallyR
2014-11-01, 04:57 PM
Round 9

Muttering something unintelligible, Jan darts into the room and peers into the gloom, looking for something at which to bring her talents to bear...

Movement to around M27 to look down the hallway.

Readied action to Daze a humanoid that becomes visible.

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

MuffinMan
2014-11-02, 12:30 PM
Round 9

"Here, Frederick!" Scooping up the greatsword, Lyr passes it over. As he hands it off, his hands glow again with healing energy.

If Lyr can pass Frederick his greatsword as a move action, do so, and then convert Liberating command into CLW in order to heal him for [roll0]

AoOs if applicable:
Attack [roll1]
CC [roll2] (threat 20/x3)
Damage [roll3]

Attack [roll4]
CC [roll5] (threat 20/x3)
Damage [roll6]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 24/24, Speed 30 (40 base)
AC 17, Touch 10, Flat-footed 16, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

DarkOne-Rob
2014-11-02, 07:05 PM
Round 9

As Arkiana's magic coalesces, an extra-dimensional pit yawns open in the hallway before the retreating tiefling guards. The nearby skeleton falls in clumsily, though both guards hop back and narrowly avoid falling, crying out, "Help us cross the pit, skeleton!" Jan moves, trying to get a shot to Daze a guard, but none leaves the safety of their orb of Darkness.

Inside the pit the skeleton stands and readies a weapon to attack any enemies that get in range, and in the side hallway a loud bellow can be heard as an enormous boar comes into view at the edge of the hallway. The beast stops at the unfamiliar pit, its enormous snout sniffing curiously at the gaping hole.

Frederick attacks and hits the rear guard with a glancing blow before the guard leaps across the pit, barely catching the lip of the pit and pulling himself up. The tiefling then stumbles forward away from danger. His partner is not so lucky, falling into the pit with a grunt. Lyr passes Frederick his greatsword and heals him (9 HPs) as Olofire swipes at the retreating tieflings, missing as they fall out of reach.

Arkiana casts Create Pit
AS1 Reflex Save [roll0] vs. DC 17 or Prone (Fail)
Falling Damage [roll1]
G1 Reflex Save [roll2] vs. DC 17 or Prone (Pass)
Falling Damage [roll3]
G2 Reflex Save [roll4] vs. DC 15 or Prone (Pass)
Falling Damage [roll5]
Jan moves
AS1 stands if necessary and attempts to Aid Another to help G2 out of the pit if he fails to jump across jump across the pit
Climb Acrobatics [roll6] vs. DC 10 (succeed)
(The skeleton is unable to attempt to Aid Another without direction from its controller - the guards cannot give it meaningful direction)
AS2 moves to Beast and releases him
Beast moves towards the conflict, stopping before the pit
Frederick hits G2 for 5 if G2 did not fall into the pit
G1 stands if necessary and attempts to Aid Another to help G2 get out of the pit or help G2 leap over the pit
Climb or Acrobatic [roll7] vs. DC 10 (Fail)
G1 then falls into the pit taking 1 damage (failed save off-screen due to DM error, see above for damage roll)
G2 stands if necessary and attempts to climb out or jump over the pit and move away from the edge, dropping the stone with Darkness cast upon it into the pit
(The guards' Acrobatics modifiers are -4; with the assistance from the skeleton this still enables G2 to make the leap.)
Climb or Acrobatic [roll8] vs. DC 25 (Climb) or DC 20 (Acrobatics) (Pass)
Lyr moves Frederick's greatsword to within reach and heals Frederick for 9 HPs
Olofire attacks a guard if within reach
Dagger [roll9] attack, [roll10] (19-20/x2), [roll11] damage, no Sneak Attack due to Darkness (concealment)
The orb of darkness extends from the pit to the ceiling of the hallway, blocking all sight beyond it unless a PC has darkvision. Olofire's weapon is not strong enough to pierce the magical darkness, but provides him enough light to avoid the sloping edge of the pit. The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.


Tiefling Guard (http://www.myth-weavers.com/sheetview.php?sheetid=994706)
LE Tiefling Fighter, Level 2, Init +2, HP 25/25, Speed 20 ft.
AC 18, Touch 12, Flat-footed 16, CMD 16, Fort +5, Ref +2, Will +2, CMB +4, Base Attack Bonus 2
Reach MW Glaive +5 (1d10+3, 20/x3)
Composite Longbow (20 Arrows) +4 (1d8+2, 20/x3)
Breast Plate (+6 Armor, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Condition None
Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton , Level , Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None
Offscreen - G3 and G4 Stand guard at the door to their hallway. G5 warns Theldrick of the attack and remains with the high priest. Theldrick stands and retrieves his weapons. Kendra and Garras check on G3 and G4 before turning to go to the balcony.

DarkOne-Rob
2014-11-02, 09:14 PM
G2 Reflex Save [roll0] vs. DC 20 or fall into the pit

MuffinMan
2014-11-03, 01:03 AM
Round 10

Lyr hears the roar as the new enemy hears the battle, but can't make anything out beyond the sphere of darkness encompassing the tiefling guard. "What in Fharlanghn's name was that?!" he cries as he moves up behind Frederick and Olofire, peering into the darkness. "Oh Dweller, guide our blades that they might strike true!" he intones as he holds up his holy symbol for a spell.

Move up to N24-O25 and cast Bless (http://paizo.com/pathfinderRPG/prd/spells/bless.html#bless) - everyone gets +1 on Attack rolls for the next 3 min.

AoO rolls: (d'oh - and here I forgot to include the Bless bonus myself! +1 more to attack rolls :smallredface:)
Attack [roll0]
CC [roll1] (threat 20/x3)
Damage [roll2]

Attack [roll3]
CC [roll4] (threat 20/x3)
Damage [roll5]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 24/24, Speed 30 (40 base)
AC 17, Touch 10, Flat-footed 16, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

Farmerbink
2014-11-03, 10:05 AM
Round 10

Standing on the edge of the slopes, Frederick calmly returns his hammer and shield to their sheathes, before accepting the sword from Lyr. My thanks, Pilgrim. T he pit was well-placed, Arkiana! It appears to have hampered this huge boar greatly. Now, to prepare.


I think it'll count as a single move action to sheathe both? I don't think I can safely attack anything, so if it takes my entire turn to have the sword out again, I'm good with that. If I can, I would like to use detect evil on the boar. Just for funzies.

Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 17/28, Speed 20
AC 17, Touch 12, Flat-footed 17, CMD 19, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (2d6+7, 19-20/x2)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 18, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 0(of 4)

JWallyR
2014-11-03, 12:50 PM
Round 10

Jan gives a sidelong look at Lyr at the sound of the bellow, and steps forward (reaching unnaturally far) to gently tap Frederick on the back.

Move to M25, Enlarge Person on Frederick (longer touch range woo).

No statblock change other than the +1 from bless?

Untarr
2014-11-04, 06:39 AM
Round 10

Arkiana raises he hand and fires another frost ray, this time at the guard who made the jump across the pit.


[roll0]
[roll1]
[roll2] Frost DMG on G2

Then take 5 ft step to right to facilitate Frederick growth.

Farmerbink
2014-11-04, 08:39 AM
(still round 10)

Arkiana, how long will this pit last? I could put a few arrows into that beast while the pit lasts more easily than use my blade.

Untarr
2014-11-04, 12:55 PM
Should run twenty four seconds or so... though I wouldn't count on the boar sitting there for the duration.

Ends on Arkiana's Initiative in Round 13

DarkOne-Rob
2014-11-04, 10:49 PM
Round 10

Arkiana hits the retreating guard with an ice bolt. Jan moves and reaches out unnaturally and enlarges Frederick. The skeleton in the pit stands and moves to the edge of the pit but is unable to escape. The boar remains in place, unwilling to leap into the pit and unable to cross it.

Frederick changes weapons and focuses upon the boar intently. The guard in the pit stands and backs away from the party, feeling for a handhold inside the pit and finding none. The other guard opens one of the two large doors at the end of the hallway, slips inside, and closes it behind him.

Lyr casts a spell (+1 to attack and +1 Will Saves vs. Fear) while Olofire steps out from underneath Frederick's feet.

Arkiana is not sure what type of creature it is - it is large sized, but she cannot tell more than the fact that it is clearly an enormous boar.
The enormous boar is not evil.
Arkiana hits Beast with Ray of Frost for 1 cold damage
Jan moves forward and casts Enlarge Person on Frederick
AS1 moves but cannot get out of the pit
Beast cannot reach enemies
Frederick changes weapons and uses Detect Evil on Beast
G1 stands and moves to the far side of the pit, unable to climb out
G2 opens the double doors, slips through, and closes it behind him
Lyr casts Bless
Olofire moves out of the way of Frederick
The enemies are currently unable to meaningfully threaten the PCs at the moment. I am still tracking rounds of combat due to spell durations. The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.


Tiefling Guard (http://www.myth-weavers.com/sheetview.php?sheetid=994706)
LE Tiefling Fighter, Level 2, Init +2, HP 25/25, Speed 20 ft.
AC 18, Touch 12, Flat-footed 16, CMD 16, Fort +5, Ref +2, Will +2, CMB +4, Base Attack Bonus 2
Reach MW Glaive +5 (1d10+3, 20/x3)
Composite Longbow (20 Arrows) +4 (1d8+2, 20/x3)
Breast Plate (+6 Armor, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Condition None
Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton, Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None
Offscreen - AS2 moves to behind Beast. G3 and G4 Stand guard at the door to their hallway. Theldrick moves to his throne, bringing the zombies and G5 with him. Kendra and Garras go to the balcony.

MuffinMan
2014-11-05, 11:40 AM
Round 11

Lyr stares blankly at Arkiana for a second before remembering their recent purchase. "Oh, right - the wand! Hold on..." Draping the flying blade around his shoulders temporarily, he rummages in his pack until he can finds the wand. Assessing his companion's injuries, he decided to use it on Olofire. "Anyone else hurt?" he calls out.
Draw wand and use on Olofire. If memory serves, wands and scrolls use the minimum required caster level to determine their effects, so heal for [roll0].
(Wand has 9 charges left after - I'll update it on my sheet)

EDIT: We determined that no one was injured last round, so this has retroactively changed to casting Bull's Strength on Frederick.
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 24/24, Speed 30 (40 base)
AC 17, Touch 10, Flat-footed 16, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 0 / 5
Agile Feet 0 / 5

Untarr
2014-11-05, 11:56 AM
Round 11

Lyr, use the wand! We've got eighteen seconds before that pit goes away. Make it count.

Arkiana moves over to a cultist corpse and picks up a long spear. She holds it out towards Frederick, shaft first.

Here. Use this. You should be able to reach the boar with it.


I'm not sure I have enough actions to do this, but I would like to grab a spear off the ground and give it to Frederick. The purpose of which is so that he doesn't have to burn two move actions to grab it from the middle of the room and then move back into position.

JWallyR
2014-11-05, 01:51 PM
Round 11

Uh oh. says Jan, a look of dismay clear on her face. You guys hear that door close? We better finish this up quick! She points into the orb of darkness, willing a blue ray into existence to pierce it...

Ray of Frost at the following, in descending order of priority, preferring non-concealed targets:
Boar, Guard, Skeleton
Attack: [roll0]
CC: [roll1]
Damage: [roll2]

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

Farmerbink
2014-11-05, 10:21 PM
Round 11

Frederick looks quickly at the great sword in his hands and the long spear extended towards him by Arkiana, grinning. Good idea.



Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 26/28, Speed 20
AC 15, Touch 9, Flat-footed 16, CMD 18, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (3d6+8, 19-20/x2)
Longspear +7 (2d6+7, 20/x3)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 20, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 0(of 4)
Enlarge Person 3 min

sheathe blade/take spear, make poke

[roll0] power attack. -_- brilliant.
[roll1] CC (20, x3)
[roll2] damage, piercing

Albinobrow
2014-11-05, 10:31 PM
Round 11

Pilgrim thank you for the light, but I still can't make out anything beyond the darkness. What was that sound?! He bites his scalpel to keep its light available for him, and loads a bullet into his sling waiting to see anything he can sling it at.

Ready action to attack with sling if a chance presents itself.
Attack [roll0] O how I hope something pops up for me to hit! :smallbiggrin:
CC x2 [roll1]
Damage [roll2] ...TAKE THAT!

Otherwise just chill until I can see something.

DarkOne-Rob
2014-11-06, 12:09 AM
Round 11

The party takes a moment to get situated while Jan shoots a frost bolt wildly into the dark. None of the enemies can reach the party.

As Frederick jabs with the magically enlarging longspear he hits the board but fails to pierce its thick hide. The enormous beast roars in anger, shaking itself and pawing angrily at the ground beneath it. The tiefling guard below cringes as he grabs his halberd and prepares for the beast to charge headlong into the pit!

Lyr heals Frederick (for 8 HPs) with the party's wand and Olofire swings his sling over his head, waiting for an enemy to show itself.

Arkiana gets a longspear to Frederick
Jan shoots a frost bolt into the darkness blindly, but is unable to target any enemies (cover plus Darkness (total concealment) means it misses, sorry, James)
AS1 cannot reach an enemy
Beast cannot reach an enemy
Frederick jabs the boar, hitting it lightly as the spearhead bounces off its thick hide
G1 picks up his halberd from where it has fallen and prepares to try and defend himself
Lyr heals Frederick (Olofire is unwounded) for 8 HPs
Olofire never gets a clear shot of a visible enemy
The boar is p***ed. It didn't like getting poked and may dive into the pit next round. The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.


Tiefling Guard (http://www.myth-weavers.com/sheetview.php?sheetid=994706)
LE Tiefling Fighter, Level 2, Init +2, HP 25/25, Speed 20 ft.
AC 18, Touch 12, Flat-footed 16, CMD 16, Fort +5, Ref +2, Will +2, CMB +4, Base Attack Bonus 2
Reach MW Glaive +5 (1d10+3, 20/x3)
Composite Longbow (20 Arrows) +4 (1d8+2, 20/x3)
Breast Plate (+6 Armor, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Condition None
Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton, Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None
Offscreen - AS2 stays behind Beast. G3 and G4 Stand guard at the door to their hallway. Theldrick reaches his throne, bringing the zombies and G5 with him. Kendra and Garras arrive on the balcony.

Farmerbink
2014-11-06, 08:50 AM
Round 12

Frederick grunts in disgust at his previous attempt. Bah! Have at, you beast!


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 26/28, Speed 20
AC 15, Touch 9, Flat-footed 16, CMD 18, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (3d6+8, 19-20/x2)
Longspear +7 (2d6+7, 20/x3)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 20, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 0(of 4)
Enlarge Person 3 min - 1 round

more different make poke at boar:
[roll0] power attack
[roll1] (20, x3) CC
[roll2] damage
Both plus whatever additional nonsense from bull's strength?

MuffinMan
2014-11-06, 09:57 AM
Round 12

"Nice work!" Lyr cheers on Frederick. "See if you can get that bugger causing the darkness next!"

Hmm, if we're saying Lyr cast Bull's Strength last round, then just stay put this round (otherwise that's what he'd cast).

AoOs if applicable:
Attack [roll0]
CC [roll1] (threat 20/x3)
Damage [roll2]

Attack [roll3]
CC [roll4] (threat 20/x3)
Damage [roll5]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 24/24, Speed 30 (40 base)
AC 17, Touch 10, Flat-footed 16, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 1 / 5
Agile Feet 0 / 5

Untarr
2014-11-06, 12:52 PM
Round 12

Keep poking it. It can't see you I don't think. You'll frustrate it enough to do something stupid.


[roll0]
[roll1]
[roll2] vs Boar

Albinobrow
2014-11-06, 08:13 PM
Round 12

Lather, Rinse, Repeat.
Attack [roll0]
CC x2 [roll1]
Damage [roll2]

Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 18/23, Speed 30 ft
AC 21, Touch 15, Flat-footed 17, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +4 Dex, +1 Size)
Abilities Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 9
Condition None
Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x2
# of unprepared extracts: 1

JWallyR
2014-11-06, 08:19 PM
Round 12

Jan determinedly fires another ray into the darkness...

Ray of Frost
Attack: [roll0]
CC: [roll1]
Damage: [roll2]

No stat change

DarkOne-Rob
2014-11-06, 10:39 PM
Round 12

Arkiana sends a frost bolt with unerring precision, hitting the boar squarely in an eye while Jan's misses entirely. The enraged creature screams/squeals in pain and anger and charges into the pit! In a moment the cries from the guard and the crunching of bones are drowned out by another cry of surprise and pain from the creature as it lands and falls prone.

Suddenly, the light comes back as the magical shadow seems to retreat to underneath the enormous creature! Frederick stabs the creature with the longspear, Lyr enhances the paladin's strength (+4 Str for three minutes), and Olofire hits the beast in the rump with a well aimed sling stone!

Arkiana crits Beast for 6 cold damage
Jan misses with her frost bolt.
AS1 cannot reach enemies
Beast falls forward into the pit, covering the Darkness-stone
Falling Damage [roll0] 4 to Beast and it falls prone (fail DM typing - dropping the 10s digit)
Damage from Beast Falling onto AS1 [roll1] (destroying it)
Damage from Beast Falling onto G1 [roll2] (killing him)
Frederick stabs Beast for 16 damage
G1 huddles in the corner, avoiding further damage from Beast
Lyr casts Bull's Strength on Frederick
Olofire crits Beast for 4 damage (dice rolls from last round)
The boar killed both the guard and skeleton in the pit and is itself prone in the pit. The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.


Tiefling Guard (http://www.myth-weavers.com/sheetview.php?sheetid=994706)
LE Tiefling Fighter, Level 2, Init +2, HP 25/25, Speed 20 ft.
AC 18, Touch 12, Flat-footed 16, CMD 16, Fort +5, Ref +2, Will +2, CMB +4, Base Attack Bonus 2
Reach MW Glaive +5 (1d10+3, 20/x3)
Composite Longbow (20 Arrows) +4 (1d8+2, 20/x3)
Breast Plate (+6 Armor, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Condition None
Gnoll Skeletons (http://www.myth-weavers.com/sheetview.php?sheetid=1040679)
NE Gnoll/Skeleton, Init +5, HP 9/9, Speed 20 ft.
AC 17, Touch 11, Flat-footed 16, CMD 14, Fort +0, Ref +1, Will +3, CMB +3, Base Attack Bonus 1
Heavy Mace +3 (1d8+2, 20/x2)
Full Plate (+4 Armor, +1 Dex, +2 Natural)
Abilities Str 15, Dex 12, Con -, Int -, Wis 10, Cha 10
Condition None
Offscreen - AS2 moves forward to towards the pits edge but does not go far enough to fall. G2 moves to the far end of the Battle Temple and attempts to climb the walls with the assistance of the zombies and Garras.
Climb [roll3] (fail) vs. DC 20 (with rope provided by Garras), Aid Another [roll4] (fail), [roll5] (fail) vs. DC 10

G3 and G4 Stand guard at the door to their hallway. Theldrick and Kendra begin buffing (Theldric: Magic Vestment on Garras, Kendra: Protection from Good on Garras).

Farmerbink
2014-11-06, 11:03 PM
Round 13

Frederick stops short for a moment, shocked at the crash of the boar. Huh. That went about as well as could have been imagined. What is it, 12 more seconds? I shall end its misery.


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init +0, HP 26/28, Speed 20
AC 15, Touch 9, Flat-footed 16, CMD 18, Fort +7, Ref +4, Will +5, CMB +7, Base Attack Bonus 3
Greatsword +1 +8 (3d6+8, 19-20/x2)
Longspear +7 (2d6+7, 20/x3)
Spiked Banded Mail, Heavy Steel Shield (+7 Armor, +2 Shield)
Abilities Str 24, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Lay on Hands uses remaining: 0(of 4)
Enlarge Person 3 min - 2 rounds
Bull's Strenght 3 min

[roll1] 19 w/ bull'syou probably figured this out by now. I'm hoping with it prone and me on higher ground I will all-but guaranteed hit with this power attack
[roll0] 11x3
[roll2] 21damage

oh, and I forgot the +2 to attack/CC and the +3 to damage...

Untarr
2014-11-06, 11:11 PM
Round 13


Firing another bolt of ice, Arkiana calls out to the party.

Here it comes!
as the pit disappears...


Ray of Frost

[roll0]
[roll1]
[roll2] -1 = 4 half is 2 for 2 Frost DMG instead

Farmerbink
2014-11-06, 11:16 PM
round 13



[roll0] P.A.
[roll1] CC (x3)
[roll2] damage

MuffinMan
2014-11-07, 01:19 AM
Round 13

"Hahahhaaa!!!" Lyr laughs in triumph as the boar falls. "Come on, Hextor scum! You have anything more?!"

Stay put and wait for something to become available to hit! (No readied actions, though)

Also, since Frederick is now Large and Olofire is still Small, I believe O can occupy one of F's squares and stab at the boar from behind F's ankles, as it were!

AoOs if applicable.
Atk [roll0]
CC [roll1]
Damage [roll2]

Atk [roll3]
CC [roll4]
Damage [roll5]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 24/24, Speed 30 (40 base)
AC 17, Touch 10, Flat-footed 16, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 1 / 5
Agile Feet 0 / 5

JWallyR
2014-11-07, 04:51 PM
Round 13

Eyes widening as the boar becomes visible, Jan very deliberately points at the Boar, fingertip glowing blue...

Ray of Frost at the boar!

Attack: [roll0]
CC: [roll1]
Damage: [roll2]

No Statblock changes

Albinobrow
2014-11-07, 05:46 PM
Round 13

Dr. Olofire gets into position to sling the beast again. I believe I need to move to see the beast though I'm not sure. Either way:
Attack [roll0]
CC x2 [roll1]
Damage [roll2]

Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 18/23, Speed 30 ft
AC 21, Touch 15, Flat-footed 17, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +4 Dex, +1 Size)
Abilities Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 9
Condition None
Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x2
# of unprepared extracts: 1

DarkOne-Rob
2014-11-07, 06:20 PM
Round 13

Arkiana and Jan pelt the boar with bolts of ice and frost before a skeleton squeezes past to attack Frederick. Lyr destroys it with a stray swing of his flying blade.

The boar struggles to rise, blood and foam showing from multiple wounds. As Frederick and Lyr stab it there is a moment of even greater frenzy before its wounds become too great and it slumps down, instantly dead.

Arkiana hits Beast with a Ray of Frost for 2 cold damage
Jan hits Beast with a Ray of Frost for 3 cold damage
AS2 moves to attack
Lyr's AoO destroys it.
Beast rises and moves to attack Frederick
Frederick and Lyr AoOs kill Beast
Frederick
Lyr
Olofire
Combat is over. The Boar fought (actively) until it was at -17 HPs due to it's Ferocity (http://paizo.com/pathfinderRPG/prd/monsters/universalMonsterRules.html#ferocity) trait. The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated. I am continuing to track round durations (not initiative) due to the rest of the Hextorites knowing you all are there, so please describe actions in terms manageable with a round's time length (about six seconds). Conversation can take longer, but if it is too long I will just estimate how many rounds of preparation the enemies receive...


Offscreen - G2 fails to climb the walls with the assistance of the zombies and Garras.

G3 and G4 Stand guard at the door to their hallway. Theldrick continues buffing (Enlarge Person on Garras).

JWallyR
2014-11-07, 08:55 PM
After breathing a momentary sigh of relief, Jan turns to Arkiana. What now?

Farmerbink
2014-11-07, 09:09 PM
Frederick takes a moment to breathe deeply twice. Now, we press the attack. They know we are here. Additional delay will only benefit them. Come. He leads the group further down the wide hallway. Olofire, I would appreciate your eyes up here with me.

(round 14?)


Frederick moves forward to 20/M-21/N, hopefully keeping Olofire in the square beside him for trap finding and such, and peers down the hallway to the left.

[roll0] perception. Lol.

Untarr
2014-11-07, 10:52 PM
The beast's pen is likely down that way. she says pointing down the left hallway. We must move forward and clear the rest of the temple.

Stopping as she looks to the "north" and "right" hallways.

It is likely a trap either way, but at least through the large ones you two she says indicating Lyr and Frederick can remain large. If we hurry, we may catch them in the middle of their preparations.

MuffinMan
2014-11-08, 12:31 AM
Round 14

"So much for surprise..." Lyr groans as he steps over the carcass of the felled boar. "Alright, lead the way!"

Follow Frederick up the north hallway until we see what's up!

DarkOne-Rob
2014-11-08, 05:05 PM
The party moves forward deliberately, with Frederick in the lead followed by Arkiana and Olofre, then Lyr and Jan. As the pass the room on the left is clearly the den of the late boar, though a more thorough look later may provide more details.

The single door on the right is locked.

You can hear the sound of something standing quietly about five feet behind the door.
The large double doors in front of the half-orc paladin are unlocked. The pair are well decorated wood, with carvings and decor fitting an unholy temple dedicated to the Scourge of Battle.

Farmerbink
2014-11-08, 05:53 PM
Frederick looks briefly to the halfling near his feet. Shall I kick it in, or do you want to unlock it?


[roll0] vs DC 20. hmm.

assuming something to the tune of "go for it!" Frederick will attempt to kick in the door.

[roll1] str check to break in the door.

Untarr
2014-11-08, 06:34 PM
[roll0] Arkiana Perception
[roll1] Bigby Perception

The door to our right, though locked, has someone behind it. Watch the rear when the fight starts.

The door to our right, though locked, has someone behind it. Watch the rear when the fight starts.

MuffinMan
2014-11-08, 07:46 PM
[roll0]


The door to our right, though locked, has someone behind it. Watch the rear when the fight starts.

Lyr nods at Arkiana. "Well, Frederick, what say we go pay our respects to the Scourge of Battle?" he asks, indicating large the double doors.

Albinobrow
2014-11-09, 12:24 AM
Perception check.. Cause I wanna know what's going on too. [roll0]

Are you sure we should ignore whoever is behind the door? Do we need more surprises in this venture?

DarkOne-Rob
2014-11-09, 01:41 PM
At Frederick's hand signal everyone back up a bit and the enlarged half-orc aims a kick at the smaller door. The noise echoes ominously throughout the chambers and the door shakes violently, but the heavy wood holds fast.


Offscreen - G2 climbs the walls with the assistance of the zombies and Garras.

G3 and G4 Stand guard at the door to their hallway. Theldrick casts Fog Cloud and continues buffing (Bless on the living Hextorites in the Temple). Kendra heals G2 for 11 HPs.

DarkOne-Rob
2014-11-09, 10:40 PM
As Frederick turns to the set of double doors they begin to silently open (away from the party) into what appears to be a thick fog bank. No enemies can be seen.

You can hear the sound of voices speaking quietly in the distance, past the fog, but cannot make out what they are saying.
The speaker is a man - he is speaking with some authority, as if praying out loud.
The man is casting Silence (http://paizo.com/pathfinderRPG/prd/spells/silence.html#silence).
The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated. Do not roll initiative yet.


Offscreen - G3 and G4 Stand guard at the door to their hallway.

Kendra casts Aid on Garras andTheldrick casts Silence on Garras. Then he opens the door as Garras jumps down to the floor.

JWallyR
2014-11-09, 10:45 PM
For the earlier one: [roll0]
For the later one: [roll1]

Untarr
2014-11-09, 10:51 PM
As the doors open, Arkiana's eyes begin to glow...

Cast Detect Magic
[roll0] For Spells detected

[roll1] Arkiana
[roll2] Bigby

Untarr
2014-11-09, 10:52 PM
[roll0] vs DC 17 Spellcraft to identify spell being cast

He's casting Silence (http://paizo.com/pathfinderRPG/prd/spells/silence.html#silence). They have also centered a Fog Cloud around the door.

Walking through that is going to be...suicidal? I'm not sure I have a better word.

Untarr
2014-11-09, 11:04 PM
[roll0] Arcana
[roll1] Religion

DarkOne-Rob
2014-11-09, 11:11 PM
The fog is a result of the spell Fog Cloud (http://paizo.com/pathfinderRPG/prd/spells/fogCloud.html). It will last for at least thirty minutes after being cast.

Arkiana's efforts to identify the magic took about twenty seconds. The clock is ticking on the buffs cast on Frederick and Lyr...

(About thirty seconds have elapsed since combat ended. Lyr's enlarge has less than two minutes left (16 rounds), while Frederick's buffs have a little more than two minutes left (22 rounds of Enlarge, 24 for Bull's Strength.)

MuffinMan
2014-11-10, 09:21 AM
Lyr tightens his grip on the flying blade. "These guys are full of surprises..." Lowering his voice, he confers softly with Arkiana...
What do you think - try to flush them out with arrows and spells? Light a fire and smoke them out? With a blanket, maybe Frederick and I could blow the fog away, but we'd be exposed while doing it...

JWallyR
2014-11-10, 09:58 AM
I hope you guys have an idea... says Jan as her eyes peer worriedly into the fog.

Farmerbink
2014-11-10, 10:01 AM
As the doors open, Frederick reaches down to his belt. Pulling his pouch free, he tosses is back to Jan or Arkiana. There are several sets of caltrops in there. Scatter them on the floor in front of that locked door. At least give our tail something to think about while we go on. He turns to Lyr and asks, Shall we?

Albinobrow
2014-11-10, 10:39 AM
Looking into the thing! [roll0]

Dr. Olofire looks up (way up) to the paladin waiting to see what move he makes and ready to follow.

Untarr
2014-11-10, 11:24 AM
Arkiana takes the caltrops and distributes them in front of the locked door before signaling she's ready.

DarkOne-Rob
2014-11-10, 03:52 PM
The fog is too thick to see past five feet beyond you, and nothing can be seen inside it from where the PCs stand. Arkiana spreads the caltrops as the party begins to inch into the fog.

You hear a male voice speaking with authority in a language other than common.

Have patience. I have opened the door - now we must see if they have the courage to enter or if they will be cowardly instead...Describe the invaders, Private.
Another voice, which you recognize as that of the guard that escaped responds in the same language.
There are five of them - two of the little folk, an elf, a huge half-elf, and a half-orc. Several can use magic of some kind. The half-orc wears spiked armor but claims to bring the bastard Heironeous' so-called justice...

JWallyR
2014-11-10, 04:09 PM
Cautious on Lyr's heels, Jan suddenly freezes, turning to point one ear into the fog...

Perception check: [roll0]

Scowling in consternation, she silently points and makes a shrugging gesture into the fog.

MuffinMan
2014-11-10, 04:38 PM
As they begin to inch into the fog, Lyr exchanges his flying blade for club and shield, peering intently ahead to make out any sign of movement.
[roll0]

Untarr
2014-11-10, 05:04 PM
[roll0] Bigby auto succeeds on Aid Another with a +10 to the skill.

Ear tilting slightly, Arkiana listens intently for a moment.

They know we are here, and they our numbers. They know we can cast spells, but not whom. Frederick, your spiked armor confuses them. She says that last part with a smile before stepping into the fog.

Farmerbink
2014-11-10, 09:38 PM
Just before Frederick leads the party into the fog, he whispers to Lyr, Hug the right wall, see if we can get past where the cloud begins. Be aggressive, but quiet. Perhaps I can draw their attention away from you. He then creeps into the fog, trading the spear for the great sword.


[roll0] perception lol
[roll1] stealth. even more lol.

I'M TRYING TO BE QUIET, GUYS!

DarkOne-Rob
2014-11-10, 09:59 PM
To move into the next encounter, I need the following from everyone:

1. One more Perception check (this is opposed, so I cannot provide a DC at this time)
2. Any actions your character would make while in the fog
3. A rough guideline of how your character will move through the fog to the other side
4. Whether or not your character(s) will remain close enough to see each other or not
5. and stealth checks (if desired) as you move through the fog

There are (obviously) enemies ahead. I won't tell you if they are in the fog or not, but I do need to know those five things to move us forward.

Farmerbink
2014-11-10, 10:11 PM
1: [roll0] perception :(

2: just making ready to make paste out of a bad guy.

3: trying to stay close to the left wall. If it gets too far away from the door without a break in the fog (I have dark vision!) I will move back and try to reconnect with the party.

4: not really. Maybe if everyone thinks we should. I don't like the idea of moving straight forward, and cannot imagine that they will not hear me moving in the fog.

5: can I just keep the modified 11? if not: [roll1]

Untarr
2014-11-10, 10:21 PM
[roll0] Bigby
[roll1] Arkiana
Prepare an Action to Teleport back towards the door if attacked.
Hum continuously to self to find the area of silence (should be Theme from Nimrod (https://www.youtube.com/watch?v=NhnMd1Jl7SA))
Hand on a wall, moving left behind everyone else.
Yes
[roll2] <-lol
(I suppose it doesn't matter with Mr. McROLLEDAONEONASTEALTHCHECK, but it never hurts.)

Albinobrow
2014-11-10, 11:10 PM
Perception [roll0]

Albinobrow
2014-11-10, 11:17 PM
Sorry I missed the post about the 5 things.
1. See previous post.
2. I believe the only action I will make is hiding the light from my scalpel (if it's still shining) so it can't be seen. But not sheathing it, in case I need to use it. Side note: about how much longer do you think I have on my shield elixir?
3. I will follow behind Lyr hopefully being stealthy and looking for a way to get into a flanking position. Cause I miss my sneak attack die.
4. Again close behind Lyr looking to flank.
5. Stealth [roll0]

DarkOne-Rob
2014-11-10, 11:25 PM
Olofire's Shield extract will expire one round before Lyr's Enlarge Person.

MuffinMan
2014-11-11, 12:50 AM
1. Perception [roll0]
2. Lyr will be ready to attack and cry out if he sees an enemy, but otherwise no actions except movement.
3. Lyr will take Frederick's advice to stay near the right wall while moving through the hallway and next room.
4. Lyr will not make a special attempt to stay in visual range of allies
5. Lyr will use Bit of Luck (2/5) to take the better of [roll1] and [roll2] on Stealth

DarkOne-Rob
2014-11-11, 02:39 AM
The party creeps forward, with Frederick and Arkiana going left, Lyr and Olofire going right, and Jan staying closer to Lyr but in the middle. The two large PCs keep an arm on their respective walls, and as they move forward Arkiana taps Frederick's shoulder and directs his attention to the noise of armor creaking in front of them.

Continuing forward, Frederick, Lyr, and Jan find an enormous statue of Hextor (a brutal looking, six-armed figure) in the center of the fog. Arkiana and Olofire see that there is a lip about twenty feet above them on the wall as they move.

As Frederick peeks out of the fog (his blindsight not helping him inside the unnatural cloud) he sees another enlarged half orc wearing spiked banded mail wielding a massive two-handed heavy flail. The other orc cries out a wordless challenge as he prepares to move forward and attack, his surprise spoiled by the sound of his armor!

Garras uses Detect Good and Readies an action to move 5-ft. and attack to Trip
Stealth [roll0] vs. DC 14 (Frederick aided by Arkiana/Bigby) (Fail)
MW Heavy Flail [roll1] trip vs. Frederick's CMD 21
Theldrick [roll2]
Kendra [roll3]
Garras [roll4]
Guards [roll5], [roll6]
Zombies [roll7], [roll8]
Roll initiative and give me your first round actions! At this point most of the party cannot see much, but everyone is in combat. Until your PC leaves the fog they cannot see anything past 5-ft away (even with darkvision or low-light vision). PCs cannot move through the statue's squares. The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated with what you can see - please describe your actions taking that into account. If you want to present more than one option for your actions based on what you see during your turn, please be as clear as possible.

The fog can either help or hurt you - I would advise you to use it defensively if you can while managing how it limits your sight of the enemies...

About a minute has elapsed since the last combat ended. Lyr's enlarge has less than 13 rounds left. Frederick's buffs have 19 rounds of Enlarge and 21 for Bull's Strength. Olofire's Shield extract has 12 rounds left.

Untarr
2014-11-11, 06:51 AM
Round 1
Arkiana opens her robes, letting Bigby fall to the floor before moving past Frederick to fire a sickly green ray at Garrus before disappearing back into the fog!



[roll0] Initiative
[roll1] Bluff to get across the idea that Jan should consider using silent image

Drop Bigby, have him climb the wall to take a look at things
[roll2] Perception
[roll3] Stealth
[roll4] Climb


Move to (J,11)

Check the ledges for people standing around.

Cast Ray of Enfeeblement (http://paizo.com/pathfinderRPG/prd/spells/rayOfEnfeeblement.html#ray-of-enfeeblement) at Garras
[roll5]
[roll6]
[roll7] Str Penalty for 4 rounds
DC 15 Fort for Half

Swift Action to Teleport back to (L,13)




Arkiana VanDuren (http://www.myth-weavers.com/sheetview.php?sheetid=1046818)
F TN Elf Wizard, Level 3, Init +14, HP 16/16, DR -, Speed 30
AC 14, Touch 14, Flat-footed 10, CMD 12, Fort +3, Ref +5, Will +5, CMB -2, Base Attack Bonus 0
Cantrip Ray of Frost (Touch) (-) +5 (1d3, x2/20)
(+4 Dex)
Abilities Str 7, Dex 18, Con 12, Int 19, Wis 14, Cha 7
Condition None

MuffinMan
2014-11-11, 12:01 PM
Round 1

Lyr nods silently at Jan and Olofire and continues to move move carefully forward, club at the ready.

Move as far as O9-P10 unless an enemy is encountered.

If enemy encountered, attack with club!
Attack [roll0]
CC [roll1] (threat 20/x2)
Damage [roll2]

If no enemy encountered by end of movement, use Bit of Luck (3/5) on Olofire if he's in reach, or self if not.

AoOs (w/ club) if applicable:
Attack [roll3]
CC [roll4] (threat 20/x2)
Damage [roll5]

Attack [roll6]
CC [roll7] (threat 20/x2)
Damage [roll8]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 24/24, Speed 30 (40 base)
AC 17, Touch 10, Flat-footed 16, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 2 / 5
Agile Feet 0 / 5

JWallyR
2014-11-11, 01:27 PM
Round 1

Jan reaches one eerily-long arm to rest on Lyr's back to follow him out of the fog, eyes darting in every direction in search of a foe to blast!

Initiative: [roll0]

Plan to delay action until Lyr's turn to follow him out of the fog unless an enemy becomes visible before then.

If an enemy becomes visible before Lyr moves: Daze on that enemy, Will DC 15 to ignore; readied (or delayed if that's not allowed) action to follow Lyr.

If Lyr moves out of the fog and Janstina follows behind him:
If multiple targets are clustered just in front of Lyr, step into Lyr's space to Color Spray into them *if* such can be done without hitting a visible friendly (and take effort to avoid shooting into fog).
If multiple targets are clustered at moderate range, Grease to cover as many of their squares (but for sure including the closest members to the party) as possible.
If no clustered enemies are seen, Daze a single prominent enemy (up-close melee or scary-looking caster), Will DC 15

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

MuffinMan
2014-11-11, 02:18 PM
[roll0] and filler characters

Farmerbink
2014-11-11, 05:31 PM
Round 1

Frederick lets out a bellow as he bursts forth from the cloud of fog! You will pay for your crimes, betrayers!


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init -1, HP 26/28, Speed 20
AC 15, Touch 8, Flat-footed 15, CMD 20, Fort +7, Ref +3, Will +5, CMB +11, Base Attack Bonus 3
Magic Greatsword +1 +8 (2d6+7, 19-20/x2)
Warhammer +7 (1d8+4, x3)
(+2 str) Composite Longbow (40 standard arrows) +3 (1d8+2, x3)
mainhand locked gauntlet Spiked Banded Mail, Heavy Steel Shield (+7 Armor, -1 Dex, -1 Size)
Abilities Str 24, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Condition Lay on hands: 0/4
Enlarge person: 3 minutes -
Bulls strength: 3 minutes -
Bless: 1 round less than bull's strength

-2 AC: charge

Swift action to mark the big orc as my smite evil target
Charge the big ol' baddy.

[roll1] great sword power attack (+7 str, +3 BAB, +1 magic weapon, -1 magic weapon (+10), +3 cha for smite, +2 for charge, +1 bless, -1 for P.A.)
[roll0] (19-20, x2)
[roll2] damage (+10 str, +3 cha, +3 P.A., +1 magic)

Can you tell I don't like other big orcs?

Farmerbink
2014-11-11, 05:35 PM
[roll0] perhaps because I had too many modifiers last time.....

Albinobrow
2014-11-11, 05:57 PM
Round 1

Initiative [roll0]


I will keep moving forward with Lyr. Again hoping to either see someone and possibly flank.

If I see someone to attack:
Attack [roll1]
CC 19-20/x2 [roll2]
Damage [roll3] SA (if applicable) [roll4]
+2 two attack if I am able to flank.

If I do not come across an enemy I'd like to stay as hidden as possible.
Stealth [roll5]
Perception to look for baddies [roll6]

Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 23/23, Speed 30 ft
AC 21, Touch 15, Flat-footed 17, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +4 Dex, +1 Size)
Abilities Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 9
Condition None
Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x1
# of unprepared extracts: 1

DarkOne-Rob
2014-11-11, 07:33 PM
Round 1

Lyr moves out of the fog to see quite a sight:


This long, wide chamber is surrounded on three sides by a balcony perched twenty feet above the floor. Six torches equally spaced along the walls provide light. The side opposite the large, bronze-plated wooden doors features a sizable viewing box with a sloped floor and several ostentatious wooden chairs position to allow easy view of the chamber below. A huge statue of a six-armed humanoid clutching a bewildering array of weapons stands in the midst of the chamber. A fist-sized red gem set in the statue's forehead glitters in the flickering light. A thick layer of sand cover the floor to a depth of a few inches. The walls are smooth, polished rock, while a crimson banner with the symbol of a black, gauntleted hand clutching six barbed arrows is set above the double doors leading into the bottom level of this chamber.
The fog surrounds the statue behind him and reaches to the ceiling, but the true threats are the assembled Hextorites standing and looking down upon the half-elf from above. There are two tiefling guards, two humanoid zombies, a woman wearing armor with the unholy symbol of Hextor on it and a scarred, older man.

As Lyr is getting his bearings the man with a jagged scar where his left eye should be begins chanting in a foreign language and gesturing with deadly intent.

http://www.roleplaymarket.com/topicimages/28487.png
Jan steps up to the edge of the fog and sees her chance - casting a spell she causes an oily slick to appear beneath the feat of four of the Hextorites, causing all but one guard to slip and fall. The man casting a spell does not loose his concentration, however. Within the fog Arkiana sends Bigby to scout and then fires a ray of weakening magic into the enormous half-orc in front of Frederick before blinking back into the fog suddenly. Bigby climbs the wall, trying to get to the top and over the fog and makes it most of the way.

One guard takes a shot with his bow at Lyr, hitting him (for 5 damage) as the woman begins casting her own spell from a prone position. A transparent flail glowing a sickly shade of red appears beside Lyr and swings, missing him.

Frederick sees an opening in the other half-orc and smites him, hitting and bloodying the Hextorite. Olofire darts about the fog, sees a safer route to get to enemies, and moves that direction. The other tiefling guard stands and fires at Lyr, missing. Finally the massive half-orc swings his flail at Frederick crying, "Die, paladin of the weaker brother!", hitting him hard (20 damage).

Theldrick is casting Summon Monster III (http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#summon-monster-iii)
Kendra is casting Spiritual Weapon (http://paizo.com/pathfinderRPG/prd/spells/spiritualWeapon.html#spiritual-weapon)
Lyr moves and uses Bit of Luck on himself
Theldrick begins casting Summon Monster III
Jan moves and casts Grease DC 16
Theldrick saves [roll0] Reflex or falls prone (fails)
Concentration DC 19 (if saving throw failed) [roll1] or lose Summon Monster III (passes)
Kendra saves [roll2] Reflex or falls prone (fails)
G2 saves [roll3] Reflex or falls prone (passes)
G5 saves [roll4] Reflex or falls prone (fails)
Arkiana drops Bigby, moves, hits Garras with Ray of Enfeeblement DC 15 for 2 Str damage, then teleports back into the fog
Garras saves [roll5] Fortitude for half Str damage (passes)
Bigby climbs 15 feet up the wall
G2 tries to stand and shoot at Lyr AC 17
Acrobatics [roll6] vs. DC 10 or stay prone
Acrobatics [roll7] vs. DC 10 or stay prone (for second move action this turn if needed)
Composite Longbow (+2) [roll8] attack, [roll9] (20/x3), [roll10] damage (hit)
Kendra casts Spiritual Weapon, has it attack Lyr AC 17, and tries to stand
Force Flail [roll11] attack, [roll12] (20/x2), [roll13] force damage (miss)
Acrobatics [roll14] vs. DC 10 or stay prone (fails)
Frederick moves and smites Garras for 29 damage
Zombies protect the clerics
Olofire moves to the edge of the fog, sees Garras, ducks back into the fog to get to him more safely
G5 tries to stand and shoot at Lyr AC 17
Acrobatics [roll15] vs. DC 10 or stay prone (passes)
Acrobatics [roll16] vs. DC 10 or stay prone (for second move action this turn if needed)
Composite Longbow (+2) [roll17] attack, [roll18] (20/x3), [roll19] damage (miss)
Garras smites Frederick AC 18 and then takes a 5-ft. step back
MW Heavy Flail [roll20] attack, [roll21] (19-20/x2), [roll22] (hit - unconfirmed critical)
The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated. If you are concerned with the difficulty of reaching the Hextorites from the floor, be creative - the writers have provided an option to help you out if you use it.

Offscreen G3 and G4 move towards the temple.

Farmerbink
2014-11-11, 07:47 PM
Round 2

Frederick staggers under the blow, and steps forward, pressing the attack, all the while laughing at the half-orc in front of him. HAH! WEAKER brother?! Even with his demonic arms, Hextor is no match for the might of Heironeous! Justice shall be met, this day!


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init -1, HP 26/28, Speed 20
AC 15, Touch 8, Flat-footed 15, CMD 20, Fort +7, Ref +3, Will +5, CMB +11, Base Attack Bonus 3
Magic Greatsword +1 +8 (2d6+7, 19-20/x2)
Warhammer +7 (1d8+4, x3)
(+2 str) Composite Longbow (40 standard arrows) +3 (1d8+2, x3)
mainhand locked gauntlet Spiked Banded Mail, Heavy Steel Shield (+7 Armor, -1 Dex, -1 Size)
Abilities Str 24, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Condition Lay on hands: 0/4
Enlarge person: 3 minutes -
Bulls strength: 3 minutes -
Bless: 1 round less than bull's strength

[roll0] power attack (+7 str, +3 BAB, +1 magic weapon, +3 cha for smite, +1 bless, -1 P.A., -1 size)
[roll1] (32-33, x2)
[roll2] damage (+10 str, +3 cha, +3 P.A., +1 magic)

MuffinMan
2014-11-11, 09:46 PM
Round 2

Lyr grunts as the arrow strikes him. "Six on the balcony - two casters!" he calls out. Seeing Frederick and the other half-orc locked in combat, and Frederick having the upper hand, he yells provocatively, "Make peace with your dark god! You also face the Dweller on the Horizon!". Then, raising his shield to ward off the ghostly flail, he retreats to the safety of the fog and takes cover behind the statue.

Standard action to demoralize (http://paizo.com/pathfinderRPG/prd/skills/intimidate.html#intimidate) 'Gar':
Intimidate (untrained): [roll0] or [roll1] (bit of luck)

Then move back to N13-O14. (CUrrently using the shield, so AC is 19)
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 19/24, Speed 30 (40 base)
AC 19, Touch 10, Flat-footed 18, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Shield, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 3 / 5
Agile Feet 0 / 5

Untarr
2014-11-12, 10:00 AM
Round 2

The high cleric is summoning! she says as she exits the fog again, another spell prepared in her glowing hands. Pointing to the balcony, she yells out Efficio Pit! before teleporting back into the fog again.



Move to (Q,10)
Cast Create Pit centered on (M4 and N5), where the grease is. DC 17 Reflex

Swift Action to Shift to (O,14)

[roll1] Spellcraft vs DC 18
[roll0] Spellcraft vs DC 17

Send a feeling of "Behind" to Bigby to have him walk over to the door and listen for the guards from behind.

JWallyR
2014-11-12, 11:20 AM
Round 2

Jan's eyes narrow at Arkiana's warning... She watches for an opportunity to strike!


Spellcraft: [roll0] vs DC 18
Spellcraft: [roll1] vs DC 17

Potential actions in order of approximate preference:
Color spray the summoned beast if it is visible and such can be done without hitting a friendly. Will DC 17, please roll appropriate dies: 2d4 unconscious (plus following) if 1-2 HD, 1d4 blinded (plus following) if 3-4 HD, 1 rd stunned. Please include that Jan shouts a warning to the party concerning the location of the beast.
If sounds of attackers are heard from behind, Grease the square created by M16 through N17. DC 16 (I believe) reflex save. Include appropriate commentary.
If neither of the above applicable, move to Q, 11. If the beast becomes visible, see above. If the beast is not visible, Daze a standing visible hostile (preferring casters, then ranged attackers), Will DC 15.

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

Farmerbink
2014-11-12, 06:49 PM
Round 2

Olofire creeps forward through the fog, pulling out and drinking small extract as he nears the edge.


move to L/11 and down a shield extract.

Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 18/23, Speed 30 ft
AC 21, Touch 19, Flat-footed 17, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +4 Dex, +1 Size)
Abilities Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 9
Condition None
Mutagen Prepared: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x1
Extracts used: Shield, x1
# of unprepared extracts: 1

Farmerbink
2014-11-12, 06:53 PM
Would also be attempting to be sneaky: [roll0] stealth

JWallyR
2014-11-13, 12:02 PM
Cast Shocking Grasp
Move to M8

Rolling to attack Gar: [roll0] <--- not including +3 for Shocking Grasp if target has metal
Crit confirmation: [roll1] <-- still not including +3, not sure if it counts?
Damage from Shocking Grasp: [roll2]

Save against soiled pants: [roll3]

DarkOne-Rob
2014-11-13, 12:18 PM
Round 2

Lyr ducks back into the fog as the summoning is completed. A massive ape with glowing red eyes appears in the space between Frederick and the other enlarged half-orc and brutally attacks the paladin! One blow hits and something inside of Frederick looks to break. He remains standing, but something is very wrong...

The high priest stoically rolls away from the grease and begins casting again...

Theldrick is casting Silence (http://paizo.com/pathfinderRPG/prd/spells/silence.html#silence)
Jan chants something, darts out towards the enemy half-orc, and reaches out with her abnormally long limbs to touch him. The resulting electric shock clearly hurts, and the enemy begins looking for somewhere to go. From above the party a female voice can be heard speaking loudly in a foreign language.

"That was a shocking grasp, sir. Garras may need help!"
Arkiana darts out of the fog, conjures a pit at the feet of the enemy, and both guards and the female cleric fall inside. Arkiana disappears back into the fog as the high priest speaks, again in another language.

"They have a mage - she cast the spell that conjured the pit in which you now lie..."
Bigby climbs back down the wall and skitters towards the back door. A moment later the sounds of groans and grunts can be heard from the gallery, presumably inside the pit. As the red flail retreats back out of sight the woman's voice can be heard again.

"Zombies! Defend the champion! Get down there and kill them!"
Frederick swings his blade, dispatching the fiendish ape back to its extraplanar home, takes a step back, and breathes heavily. In response to their mistress the two zombies leap down from their perch and fall prone on the temple floor. Olofire moves in the fog and drinks his mutagen. In response his body begins changing as his more feral form takes shape.

The enemy half-orc steps back and pulls a potion off his belt and drinks it hastily, some of his wounds healing as he does so.

In the back of room two guards emerge from a hidden hallway and fire two arrows down at Arkiana, missing her in the fog.

Lyr moves
F. Ape (5 rounds) smites and attacks Frederick
Slam [roll0] attack, [roll1] (20/x2), [roll2] damage (miss - concealment in the next post)
Slam [roll3] attack, [roll4] (20/x2), [roll5] damage (hit - includes concealment in the next post)
Theldrick crawls 5-ft and begins to cast Silence
Jan casts Shocking Grasp, moves to M8, and touches Garras Touch AC 9 for 9 electrical damage
Theldrick's Spellcraft [roll6] vs. DC 16 to identify (fail)
Kendra' Spellcraft [roll7] vs. DC 16 to identify (pass)
Arkiana moves, casts Create Pit DC 17, and teleports back into the fog
Theldrick's Spellcraft [roll8] vs. DC 17 to identify (pass)
Kendra' Spellcraft [roll9] vs. DC 17 to identify (fail)
Kendra cannot save (Prone, not standing), so falls [roll10] damage taken
G2 save [roll11] Reflex to jump away (O4) or fall prone (fail)
Falling Damage [roll12]
G5 save [roll13] Reflex to jump away (L4) or fall prone (fail)
Falling Damage [roll14]
Bigby moves back down the wall and towards the doorway
G2 moves to P5 if able and attacks Jan AC 13
Composite Longbow [roll15] attack, [roll16] (20/x3), [roll17] damage
or tries to stand and help Kendra stand
Acrobatics [roll18] vs. DC 10 (fail)
Acrobatics [roll19] vs. DC 10 (if first attempt failed) (fail)
Aid Another [roll20] vs. DC 10
Kendra tries to stand, twice if needed, and directs the zombies to protect Garras
Acrobatics [roll21] vs. DC 10 (pass)
Acrobatics [roll22] vs. DC 10
Spiritual Weapon returns to Kendra and hovers by her
Frederick takes a 5-ft step back and kills F. Ape
Zombies leap down to the temple floor
Acrobatics [roll23] vs. DC 15 to take no damage from falling (undead are immune to nonlethal damage) or fall prone (fail)
Falling Damage [roll24]
Acrobatics [roll25] vs. DC 15 to take no damage from falling (undead are immune to nonlethal damage) or fall prone (fail)
Falling Damage [roll26]
Olofire moves to L11 and drinks his Mutagen
G5 moves to K5 if able and attacks Jan AC 13
Composite Longbow [roll27] attack, [roll28] (20/x3), [roll29] damage
or tries to stand and help Kendra stand
Acrobatics [roll30] vs. DC 10 (pass)
Acrobatics [roll31] vs. DC 10 (if first attempt failed)
Aid Another [roll32] vs. DC 10 (fail)
Garras moves and drinks a potion
G3 arrives and attacks Arkiana AC 18
Composite Longbow [roll33] attack, [roll34] (20/x3), [roll35] vs. concealment, [roll36] damage (miss)
G4 arrives and attacks Arkiana AC 18
Composite Longbow [roll37] attack, [roll38] (20/x3), [roll39] vs. concealment, [roll40] damage (miss)
The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated. Frederick is in negative HPs and needs healing. The two guards in the rear are acting last in initiative.

Garras heals for [roll41] HPs.

DarkOne-Rob
2014-11-13, 12:34 PM
Two from the F. Ape - [roll0], [roll1] - 1-20 misses

Farmerbink
2014-11-13, 01:59 PM
Round 2 culmination

Heaving greatly, Frederick backs into the fog and collapses.


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init -1, HP -6/28, Speed 20
AC 15, Touch 8, Flat-footed 15, CMD 20, Fort +7, Ref +3, Will +5, CMB +11, Base Attack Bonus 3
Magic Greatsword +1 +8 (2d6+7, 19-20/x2)
Warhammer +7 (1d8+4, x3)
(+2 str) Composite Longbow (40 standard arrows) +3 (1d8+2, x3)
mainhand locked gauntlet Spiked Banded Mail, Heavy Steel Shield (+7 Armor, -1 Dex, -1 Size)
Abilities Str 24, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Condition Lay on hands: 0/4
Enlarge person: 3 minutes -
Bulls strength: 3 minutes -
Bless: 1 round less than bull's strength

[roll0] vs DC 10 to stabilize, otherwise, -1 HP.

-_- Couldn't have just crit the damned half-orc in the first place. No. I had to save a nat 20 for THAT.

Farmerbink
2014-11-13, 02:09 PM
Round 3

Olofire, having seen Frederick fall, bursts forth from the fog, and attacks the other half-orc! DIE, YOU BIG MEANIE!


Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 23/23, Speed 30 ft
AC 27, Touch 23, Flat-footed 19, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +6 Dex, +1 Size, +2 Nat armor, +2 fight defensively)
Abilities Str 10, Dex 22, Con 12, Int 16, Wis 10, Cha 9
Condition Fighting defensively
Mutagen Prepared Used: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x2
# of unprepared extracts: 1

[roll0] acrobatics vs G's CMD to avoid AoO(s)
[roll2] claw (fighting defensively)
[roll1] CC (20, x2)
[roll3] damage
(if the half-orc for some reason provides an opening for sneak-attack-dice)
[roll4]

MuffinMan
2014-11-13, 02:39 PM
Round 3

Lyr lets out a loud curse in Elven as he hears Frederick collapse. Dashing through the fog, he comes upon his unconscious friend and reaches out with healing power. "Come on, you big baby - don't quit on me now!!"

5ft step to M13-N14 while dropping shield, then convert Grace into Cure Moderate Wounds, healing Frederick for [roll0]. Then move action to draw the wand of CLW, so hands are holding club and wand.

AoOs if relevant (doubtful, from the middle of the fog):
Attack [roll1]
CC [roll2] threat 20/x2
Damage [roll3]

Attack [roll4]
CC [roll5] threat 20/x2
Damage [roll6]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 19/24, Speed 30 (40 base)
AC 19, Touch 10, Flat-footed 18, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Shield, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 3 / 5
Agile Feet 0 / 5

Farmerbink
2014-11-13, 03:50 PM
Round 3

Invigorated by Lyr's ministrations, Frederick rises, drawing his longbow, and fires on the orc. By Heironeous and the Dweller on the Horizon, you shall fail, false champion!

Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init -1, HP 8/28, Speed 20
AC 15, Touch 8, Flat-footed 15, CMD 20, Fort +7, Ref +3, Will +5, CMB +11, Base Attack Bonus 3
Magic Greatsword +1 +8 (2d6+7, 19-20/x2)
Warhammer +7 (1d8+4, x3)
(+2 str) Composite Longbow (40 standard arrows) +3 (1d8+2, x3)
mainhand locked gauntlet Spiked Banded Mail, Heavy Steel Shield (+7 Armor, -1 Dex, -1 Size)
Abilities Str 24, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Condition Lay on hands: 0/4
Enlarge person: 3 minutes -
Bulls strength: 3 minutes -
Bless: 1 round less than bull's strength

[roll0] +3 for smite (22)longbow. So bad when large :(
[roll1] +3 for smite (22)CC (20, x3)
[roll2] +3 for smite (12)damages

Untarr
2014-11-14, 06:46 AM
Round 4

Hah! That's not even a scratch. I've seen you do worse shaving Frederick! Arkiana yells from within the fog.

The high priest is casting silence!


[roll0] Spellcraft

Move to (Q,16)
Cast Glitterdust (http://paizo.com/pathfinderRPG/prd/spells/glitterdust.html#glitterdust) DC 17 Will Negates Blind

Trying to catch G3 and G4 in its effect (10 foot burst)

JWallyR
2014-11-14, 09:58 AM
Round 4

Anger and fear mixing in her eyes, Jan screams her frustration at the giant enemy and prepares to let loose a burst of magic!

If the antipaladin is still alive, Acidic Ray at him:
Attack: [roll0]
CC: [roll1]
Damage: [roll2]

After which she wants to move back into the fog (say, L12).

If the antipaladin is dead, Daze (DC 15) on a visible ranged target (casters preferred) and move to L12

If antipaladin is dead and no visible ranged targets, Frost Ray (damage: [roll3]) on whichever zombie looks closest to falling apart and move to L12.

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

DarkOne-Rob
2014-11-14, 01:00 PM
Round 4

Lyr moves and heals Frederick, returning the spark of life to the paladin's eyes. The high priest of Hextor finishes his spell and total silence envelops the party as he rolls further from the pit and rises to his feet.

Jan lets loose an acid bolt in the unearthly silence, hitting the enemy anti-paladin. Arkiana takes a moment to move out of the silence and further into the fog, throwing a magical spell at the two guards in the rear on her way. Bigby returns to the safety of her robes. The party cannot hear anything outside the magical silence and cannot see anything outside the fog. Frederick, revived by Lyr's magic, rises with his bow drawn and fires an arrow at the enemy half-orc, hitting him with divine power. The enemy falls, his wounds overwhelming him.

The two zombies stand slowly before Olofire charges forward and claws one of them. The enemy guards move towards their allies, one of them slowly with his arms against the wall beside him.

Lyr takes a 5-ft step and heals Frederick for 14 HPs and then draws wand of Cure Light Wounds
Theldrick casts Silence centered on the statue (intersection of M11 and N12), rolls away from the pit and stands
Jan hits Garras with an Acidic Ray for 3 damage and then moves to L12
Arkiana moves to O15 and casts Glitterdust DC 17 on G3 and G4
G3 saves [roll0] Will or blinded for 3 rounds (fail)
G4 saves [roll1] Will or blinded for 3 rounds (pass)
Bigby returns to Arkiana

G2 tries to stand
Acrobatics [roll2] vs. DC 10 (fail)
Acrobatics [roll3] vs. DC 10 (if needed to stand or for Aid Another) (fail)
Kendra tries to stand waits for the pit to expire
Acrobatics [roll4] vs. DC 10 (pass)
Acrobatics [roll5] vs. DC 10 (if needed)
Frederick rises, draws his bow, and shoots Garras for 12 damage
Garras falls unconscious
Zombies take a move action to rise from prone
Olofire moves and hits Z1 for 3 damage

G5 tries to stand and tries to assist G2
Acrobatics [roll6] vs. DC 10 (pass)
Acrobatics [roll7] vs. DC 10 (if needed to stand or for Aid Another)
Garras [roll8] Fortitude vs. DC 10 to stabilize
G3 double moves towards the Hextorite leadership
G4 double moves towards the Hextorite leadership
The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated. The anti-paladin is unconscious and one guard is blinded. Currently the party is silenced except for Arkiana and Olofire, who have moved out of the spell effect.

JWallyR
2014-11-14, 02:13 PM
Round 4

Seeing the satisfaction in Frederick's eyes, Jan tries to celebrate with a whoop to find that her voice is magically silenced. Brow furrowed in sudden suspicion, she heads out of the fog to take stock...

Based on what happens:
Jan wants to move to K10. If Gar is no longer unconscious, Acidic Ray!

Attack: [roll0]
CC: [roll1]
Damage: [roll2]

If Gar is unconscious, but a caster is visible and acting, Daze (DC 15 Will). If not, and a ranged martial opponent is visible and NOT prone or otherwise disabled, Daze (DC 15 Will). If Gar is unconscious and no ranged targets are visible to disable, proceed to K8 and Coup De Grace (damage: [roll3] x 2) Gar if possible from that square. If not possible from that square, stay at K10 and Ray of Frost (using above attack?) for [roll4] damage to the more damaged (to the degree that Jan can tell) of the 2 zombies.

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

Farmerbink
2014-11-14, 06:40 PM
Round 4

Frederick, from his position in the fog, looks at the rooms higher ledge. Picking a new target, he draws his bow back and fires!

Olofire cackles maniacally while he assaults the zombie, forgoing weaponry for claws and a bite (ew). BLAHAHAHAHAMMMPHGH!!




Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init -1, HP 8/28, Speed 20
AC 15, Touch 8, Flat-footed 15, CMD 20, Fort +7, Ref +3, Will +5, CMB +11, Base Attack Bonus 3
Magic Greatsword +1 +8 (2d6+7, 19-20/x2)
Warhammer +7 (1d8+4, x3)
(+2 str) Composite Longbow (40 standard arrows) +3 (1d8+2, x3)
mainhand locked gauntlet Spiked Banded Mail, Heavy Steel Shield (+7 Armor, -1 Dex, -1 Size)
Abilities Str 24, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Condition Lay on hands: 0/4
Enlarge person: 3 minutes - Large sized, +2 Str, -2 Dex, -1 AC, -1 attack
Bulls strength: 3 minutes - +4 Str
Bless: 1 round less than bull's strength - +1 attack, +1 savesStay put. Standard action to fire the bow at (in order of preference) Thel, G4, or G5
[roll0] VS AC
[roll1] CC (22,x3)
[roll2] damages

Followed by a move action to sheathe the bow.

Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 23/23, Speed 30 ft
AC 25, Touch 21, Flat-footed 19, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +6 Dex, +1 Size, +2 Nat Armor)
Abilities Str 10, Dex 22, Con 12, Int 16, Wis 8, Cha 9
Condition Shield extract: +4 shield AC
Mutagen active
Mutagen Prepared Consumed: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x2 x1
# of unprepared extracts: 1

FULL ATTACK ACTION!
[roll3] claw1
[roll4] CC (29,x2)
[roll5] damages
[roll6] sneak attack?

[roll7] claw 2
[roll8] CC (29,x2)
[roll9] damages
[roll10] sneak attack?

[roll11] bite
[roll12] CC (29,x2)
[roll13] damages
[roll14] sneak attack?

MuffinMan
2014-11-14, 09:49 PM
Round 4

Relieved to (barely) see Frederick back on his feet, Lyr tries to shout a word of encouragement, only to frown at the magic silence swallowing his voice. He turns around just in time to see Arkiana rush into the fog. Scowling, he drops his club in order to put away the wand and free his hands for the flying blade, which he draws while creeping back to the edge of the fog in the direction she came from.

Move action to put away wand, drop club, then draw flying blade while moving to fog edge O11-P12.

Ideally that'd put G3 in Lyr's threatened area (not that he can see them from here!). In any case, AoOs if applicable:
Attack [roll0]
CC [roll1] (threat 20/x3)
Damage [roll2] (remembering enlarged weapon dmg this time!)

Attack [roll3]
CC [roll4] (threat 20/x3)
Damage [roll5]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 19/24, Speed 30 (40 base)
AC 19, Touch 10, Flat-footed 18, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Shield, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 3 / 5
Agile Feet 0 / 5

Untarr
2014-11-14, 11:32 PM
Round 4

Stepping out of the back of the fog, she fires a ray of frost.


Move Q-16, cast frost ray at either guard on catwalk, preference for the not blind one.

[roll0]
[roll1]
[roll2]

DarkOne-Rob
2014-11-15, 02:34 AM
Round 5

In frustration at the silence Lyr changes his weapons and moves into position to begin attacking the enemy. Theldrick begins casting another spell...

He is casting another Summon Monster III (http://paizo.com/pathfinderRPG/prd/spells/summonMonster.html#summon-monster-iii).
Jan moves (a bit further than she wanted to originally) out of the silence and casts a spell to daze a guard, but he seems unaffected. Arkiana moves out of the fog and hits the same guard with a frost ray.

Jan and Olofire hear more grunting from the guards above and the voice of the female cleric calling out.

"Garras, are you alright? Say something!" - a moment later she continues, "Zombies, protect the champion at all costs! Do not let him fall!"
She then begins casting a spell of her own.

She is casting Divine Favor (http://paizo.com/pathfinderRPG/prd/spells/divineFavor.html#divine-favor).
Frederick misses with his shot and puts away the bow while Olofire dodges both the zombies' attacks and then claws and bites one to tear it apart! The two remaining guards keep moving towards their allies, one taking a shot at Jan and missing.

Lyr changes weapons and moves
Theldrick begins casting another Summon Monster III
Jan moves out of the silence and casts Daze DC 15 Will at G4
G4 saves [roll0] Will or dazed for 1 round (pass)
Theldrick Spellcraft [roll1] vs. DC 15 (fail)
Kendra Spellcraft [roll2] vs. DC 15 (fail)
Arkiana hits G4 with Ray of Frost for 3 damage

G2 attempts to stand
Acrobatics [roll3] vs. DC 10 (including Aid Another from G5 last round) (fail)
Acrobatics [roll4] vs. DC 10 (if needed) (fail)
Kendra cries out to Garras and when he doesn't answer casts Divine Favor and draws her MW Heavy Crossbow as she directs the zombies to protect him
Frederick misses with his bow and then puts it away
Z1 attacks Olofire AC 25
Slam [roll5] attack, [roll6] (20/x2), [roll7] damage (miss)
Z2 charges Olofire
Slam [roll8] attack, [roll9] (20/x2), [roll10] damage (miss)
Olofire hits Z1 with a claw and bite for 8 total damage

G5 tries to Aid Another G2 to stand
Acrobatics [roll11] vs. DC 10 (fail)
Acrobatics [roll12] vs. DC 10 (if needed) (pass)
Garras saves [roll13] Fortitude vs. DC 10 to stabilize (pass)
G3 passes his save to remove the blindness (rolled off screen due to DM error) and double moves towards his leadership
G4 moves and fires at Jan AC 13
Composite Longbow [roll14] attack, [roll15] (20/x3), [roll16] damage (miss)
The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated. One zombie has been destroyed. It appears both guards can now see. Please note the (corrected) round # (I screwed that up last post) and be aware of spell expirations. By my count the Ray of Enfeeblement has worn off and the Create Pit is about to go away (at the end of Arkiana's next turn). The Grease and buffs still have some time.

Untarr
2014-11-15, 08:08 AM
Round 5
Double Move to (L,12)
Arkiana VanDuren (http://www.myth-weavers.com/sheetview.php?sheetid=1046818)
F TN Elf Wizard, Level 3, Init +14, HP 16/16, DR -, Speed 30
AC 14, Touch 14, Flat-footed 10, CMD 12, Fort +3, Ref +5, Will +5, CMB -2, Base Attack Bonus 0
Cantrip Ray of Frost (Touch) (-) +5 (1d3, x2/20)
(+4 Dex)
Abilities Str 7, Dex 18, Con 12, Int 19, Wis 14, Cha 7
Condition None

MuffinMan
2014-11-15, 11:30 AM
Round 6(?)

Peeking out of the fog, Lyr spies Olofire doing battle with the remaining zombie. Seizing the opportunity, he dashes up behind it, just below the balcony, and aims a vicious sweeping slash at its back!

Move up to P6-Q7 (in order to flank Z2 w/ Olofire) and attack Z2 w/ flying blade.
Attack [roll0] (including +2 from flanking)
CC [roll1] (threat 20/x3)
Damage [roll2]

AoOs if applicable (oh please let me threaten the archers! :smalltongue:)
Attack [roll3]
CC [roll4] (threat 20/x3)
Damage [roll5]

Attack [roll6]
CC [roll7] (threat 20/x3)
Damage [roll8]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 19/24, Speed 30 (40 base)
AC 19, Touch 10, Flat-footed 18, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Shield, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 3 / 5
Agile Feet 0 / 5

JWallyR
2014-11-15, 06:42 PM
Round 6

With a look of consternation, Jan points emphatically at the guard, focusing on his forehead.


Another attempted Daze, preferring humanoid casters, then non-casters. Otherwise Coup-De-Grace on the antipaladin, if none of those 3 are options Ray of Frost on a zombie.


Spellcraft: [roll0] vs DC 18
Spellcraft: [roll1] vs DC 17

Attack: [roll2]
CC: [roll3]
Damage: [roll4] (Acidic Ray)
Damage: [roll5] (Ray of Frost or dagger)

Farmerbink
2014-11-17, 11:28 AM
Round 6

Grinning widely, Frederick bursts out of the fog. He draws his great sword as he approaches the recently appeared devil. Looking askance at Olofire, he attacks the zombie behind the halfling.


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init -1, HP 8/28, Speed 20
AC 15, Touch 8, Flat-footed 15, CMD 20, Fort +7, Ref +3, Will +5, CMB +11, Base Attack Bonus 3
Magic Greatsword +1 +8 (2d6+7, 19-20/x2)
Warhammer +7 (1d8+4, x3)
(+2 str) Composite Longbow (40 standard arrows) +3 (1d8+2, x3)
mainhand locked gauntlet Spiked Banded Mail, Heavy Steel Shield (+7 Armor, -1 Dex, -1 Size)
Abilities Str 24, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Condition Lay on hands: 0/4
Enlarge person: 3 minutes - Large sized, +2 Str, -2 Dex, -1 AC, -1 attack
Bulls strength: 3 minutes - +4 Str
Bless: 1 round less than bull's strength - +1 attack, +1 saves

Move to discussed location while drawing sword
Attack zombie:
[roll1] non-power attack
[roll0] CC (30-31, x2)
[roll2] slashing damage

Farmerbink
2014-11-17, 11:31 AM
Round 6

Olofire meets Fredericks eye and nods. He steps behind the devil, and cackles as he assaults the creature. He heh. Hehehe. DIIIIEEEE!!!



Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 23/23, Speed 30 ft
AC 25, Touch 21, Flat-footed 19, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +6 Dex, +1 Size, +2 Nat Armor)
Abilities Str 10, Dex 22, Con 12, Int 16, Wis 8, Cha 9
Condition Shield extract: +4 shield AC
Mutagen active
Mutagen Prepared Consumed: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x2 x1
# of unprepared extracts: 1

5-foot step to flank the devil. (lol)

[roll0] claw1
[roll1] CC (31,x2)
[roll2] damage
[roll3] sneak attack

[roll4] c2
[roll5] CC (31,x2)
[roll6] damage
[roll7] sneak attack

[roll8] bite
[roll9] CC (31,x2)
[roll10] damage
[roll11] sneak attack

DarkOne-Rob
2014-11-17, 11:35 AM
Round 6

Lyr moves to attack the zombie, missing it but getting to a point directly below two of the guards. As the high priest's spell is completed two points of darkness coalesce into a disgusting mass of fatty flesh and claws and the smell of brimstone assaults the senses of all.

http://img3.wikia.nocookie.net/__cb20090214205838/forgottenrealms/images/e/e0/3.5e_lemure.jpg
These are Lemure devils (http://paizo.com/pathfinderRPG/prd/monsters/devil.html#devil-lemure), summoned from the Nine Hells.
The fiends attack Olofire (missing) and Jan (hitting once for 4 damage) with their two claws. The high priest then begins casting another spell as he moves to his throne and deliberately presses a large gem on one armrest.

He is casting Divine Favor (http://paizo.com/pathfinderRPG/prd/spells/divineFavor.html#divine-favor).
Jan steps back from the foul devil and casts a spell at the high priest, who seems to shrug it off effortlessly. Arkiana darts through the silent fog as her conjured pit stops warping reality and the female cleric and two guards come back into sight of the party (one guard is prone, the others have a bow and crossbow drawn and ready). The prone guard tries to stand and Lyr takes the opportunity to dispatch him with a sickening cut that cleaves off most of his upper torso.

Seeing her guardian killed the woman fires her crossbow at Lyr, hitting him (for 6 damage). She cries out in a foreign tongue.

Garras! Get up! Don't make me come down there to save you!
Frederick makes a bold move and charges out of the fog, cleaving the head off the remaining zombie. As the undead falls to the ground the skull rolls to his feet where he gets a good look at the face...It is his grandfather's face, decayed and ruined, but clear as day. The sight is shocking, but as he raises his eyes he sees the remains of the other animated corpse and his fears are confirmed - his uncle lies there, desecrated by foul magic.

While the paladin is distracted Olofire moves around and gets several devastating attacks on one of the summoned abominations, his claws and teeth sinking deep into the squishy flesh. As he rips it apart an audible "pop" can be heard and the creature disappears back to the foul lower planes from which it was summoned.

While Frederick stares at the bodies of the only family he ever knew the guards attack. The bowman near the priests gets off a shot and punctures his armor - the blood loss is too much and Frederick collapses from shock and injury. The other two guards drop their bows and attack Lyr with glaives, missing him.

Lyr moves and misses Z2
Theldrick finishes casting Summon Monster III - 2 Lemures (number summoned rolled offscreen)
Le1 full attacks Olofire AC 25
Claw [roll0] attack (flanking), [roll1] (20/x2), [roll2] damage (miss)
Claw [roll3] attack (flanking), [roll4] (20/x2), [roll5] damage (miss)
Le2 full attacks Jan AC 13
Claw [roll6] attack, [roll7] (20/x2), [roll8] damage (miss)
Claw [roll9] attack, [roll10] (20/x2), [roll11] damage (hit)
Theldrick casts Divine Favor and closes the door to the temple
Jan takes a 5-ft step and casts Daze DC 15 on Theldrick
Theldrick save [roll12] Will or dazed for 1 round (pass)
Arkiana double moves to L12 and her pit expires
G2 tries to stand
Lyr's AoO kills G2
Kendra attacks Lyr AC 19
MW Heavy Crossbow [roll13] attack, [roll14] (19-20/x2), [roll15] damage (hit)
Frederick moves to K9-L10 and destroys Z2
Olofire takes a 5-ft step to K7 and full attacks Le2, tearing it apart
G5 attacks Frederick AC 15
Composite Longbow [roll16] attack, [roll17] (20/x3), [roll18] damage (hit)
Garras remains unconscious
G3 drops his composite longbow, draws his glaive, and attacks Lyr AC 19
MW Glaive [roll19] attack, [roll20] (20/x3), [roll21] (miss)
G4 drops his composite longbow, draws his glaive, and attacks Lyr AC 19
MW Glaive [roll22] attack, [roll23] (20/x3), [roll24] (miss)
The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated. Frederick is unconscious (again).

Untarr
2014-11-17, 12:31 PM
Round 7

Arkiana bursts from the fog, positioning herself between the archers and Frederick.

Lubricante!

Pointing at the Lemures

Those are Lemures (http://paizo.com/pathfinderRPG/prd/monsters/devil.html#devil-lemure). They have protection against mundane weapons. Silver or aligned weapons will do it. They are immune to mind attacks, fire, and poison. Highly resistant to Cold and Acid.

Glancing up at the high priest.

How ironic. You conjure what you are destined to become...


Move to (L,8) or (M,8), whichever could provide cover for Frederick (if that is possible) from the bowmen.
Cast Grease in the corner that The high priest is in. (L,2)/(M,3)
DC 16 Reflex

[roll0] vs 11 Planes
[roll1] vs 16 Spellcraft

Arkiana VanDuren (http://www.myth-weavers.com/sheetview.php?sheetid=1046818)
F TN Elf Wizard, Level 3, Init +14, HP 16/16, DR -, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 13, Fort +3, Ref +5, Will +5, CMB -1, Base Attack Bonus 1
Cantrip Ray of Frost (Touch) (-) +5 (1d3, x2/20)
(+4 Armor, +4 Dex)
Abilities Str 7, Dex 18, Con 12, Int 19, Wis 14, Cha 7
Condition None

The high priest has casted Divine Favor (http://paizo.com/pathfinderRPG/prd/spells/divineFavor.html#divine-favor) on himself. Prepare for him to enter the arena!

JWallyR
2014-11-17, 01:21 PM
Round 7

Jan pales at Frederick's collapse, and she glares at the high priest, pouring her anger into a mental assault...

Daze, DC 15, on visible humanoid opponents, preferring: High priest, other priest, guards. If I remember correctly, none have been affected by Daze, so all humanoids are still valid targets. If not, Acidic Ray using numbers below.

If for some reason none of those are available to attack, Acidic Ray at a zombie if possible?
Attack: [roll0]
CC:[roll1]
Damage: [roll2]

Lastly, if no humanoid targets are available, Coup-De-Grace on the antipaladin: [roll3] damage.

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 19/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

MuffinMan
2014-11-17, 04:11 PM
Round 7

Lyr grunts as the crossbow bolt penetrates his chainmail, and again as Frederick is felled. His heart sinks as he realizes what he must ask the kindly Doctor to do. He cries out urgently across the arena to the transformed halfling, "Olofire! You have to kill the half-orc!" Withdrawing his holy symbol, he takes a step away from the reaching glaives of the guards and prepares to draw his deity's power through it. "Do it! Now!!!"

Speak, then delay action until just after Olofire's turn.

If Garas is coup de grace'd or full-attacked w/ sneak attack bonuses:
5 ft step to O7-P8 (trying to avoid AoOs from the glaives) and then Channel Positive Energy to heal all living creatures in 30ft radius for [roll0] HP.

If Garas has not been finished off:
Withdraw action to move to M8-N9.

Lyr's AoOs, if applicable:
Attack [roll1]
CC [roll2]
Damage [roll3]

Attack [roll4]
CC [roll5]
Damage [roll6]

Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 13/24, Speed 30 (40 base)
AC 19, Touch 10, Flat-footed 18, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Shield, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 0 / 3
Bit of Luck 3 / 5
Agile Feet 0 / 5

Farmerbink
2014-11-17, 04:52 PM
"Olofire! You have to kill the half-orc!"

Round 7

Olofire looks up from the sudden emptiness where there was a devil moments before, catches Lyr's expression, and nods shortly.

He then crouches over the unconscious half-orc and viciously tears apart his neck.



Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 23/23, Speed 30 ft
AC 25, Touch 21, Flat-footed 19, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +6 Dex, +1 Size, +2 Nat Armor)
Abilities Str 10, Dex 22, Con 12, Int 16, Wis 8, Cha 9
Condition Shield extract: +4 shield AC
Mutagen active
Mutagen Prepared Consumed: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x2 x1
# of unprepared extracts: 1

according to the rules, a CdG is an auto-crit, but only allows one weapon.

[roll0] damage claw
[roll1] damage Sneak Attack

If he survives the damage, a fort save vs DC 10+damage or death. CdG rules are crap, when compared to a full-attack action, particularly on a target that is unconscious due to damage. I'm gonna have Olofire full attack:

Also, in case it weren't clear "the unconscious half-orc," as mentioned above, is NOT FREDERICK. D:

[roll2] C1 Atk vs AC-9 (as per helpless defenders (http://paizo.com/pathfinderRPG/prd/combat.html#helpless-defenders) rules)
[roll3] (29, x2)
[roll4] damage
[roll5] sneak attack

[roll6] C2 Atk vs AC-9
[roll7] (29, x2)
[roll8] damage
[roll9] sneak attack

[roll10] Bite Atk vs AC-9
[roll11] (29, x2)
[roll12] damage
[roll13] sneak attack

Farmerbink
2014-11-17, 04:57 PM
Round 7

Frederick lies unconscious beside the statue.


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init -1, HP -2/28, Speed 20
AC 15, Touch 8, Flat-footed 15, CMD 20, Fort +7, Ref +3, Will +5, CMB +11, Base Attack Bonus 3
Magic Greatsword +1 +8 (2d6+7, 19-20/x2)
Warhammer +7 (1d8+4, x3)
(+2 str) Composite Longbow (40 standard arrows) +3 (1d8+2, x3)
mainhand locked gauntlet Spiked Banded Mail, Heavy Steel Shield (+7 Armor, -1 Dex, -1 Size)
Abilities Str 24, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Condition Lay on hands: 0/4
Enlarge person: 3 minutes -
Bulls strength: 3 minutes -
Bless: 1 round less than bull's strength

[roll0] vs DC 10 to self-stabilize, otherwise, -1 HP.
edit: tick, unless I get healed before my turn. Which would be super cool.

DarkOne-Rob
2014-11-19, 08:42 AM
Round 7

After Lyr's directions reach Olofire the high priest moves to the edge of the balcony and shoots him with a heavy crossbow (3 damage). The lemure follows Olofire and claws at him again, missing the feral halfling both times. Jan's spell finally connects with the high priest as his eyes glaze over slightly and he stands somewhat slack. Arkiana moves to try and provide the fallen paladin some cover and casts a spell, laying a slick layer of grease under the high priest. In spite of his momentary distraction he remains standing.

The female cleric screams in fury at Lyr before attacking (and missing) Olofire and commanding the other guards in the Hextorites' battle language...

Kill the halfling! Do not let him kill the champion!
Olofire turns to the fallen half-orc and with a violent twist he slashes the anti-paladin's exposed neck, blood spraying all over him briefly before its flow stops. Seeing the halfling's efforts complete Lyr steps away from the wall and channels his deity's power (healing all in range for 4 HPs). Frederick's eyes pop open, though his wounds remain quite grievous. The three remaining guards each fire at Olofire, missing him with each arrow.

Lyr delays his action till after Olofire
Theldrick moves and attacks Lyr AC 19
MW Heavy Crossbow [roll0] attack, [roll1] (19-20/x2), [roll2] damage (hit)
Le1 takes a 5-ft. step and full attacks Olofire AC 25
Claw [roll3] attack, [roll4] (20/x2), [roll5] damage (miss)
Claw [roll6] attack, [roll7] (20/x2), [roll8] damage (miss)
Jan casts Daze on Theldrick DC 15
Theldrick saves [roll9] Will or dazed for 1 round (fail)
Arkiana moves to L8 and casts Grease DC 16
Theldrick saves [roll10] Reflex or fall prone (pass)
Kendra attacks Olofire AC 25
MW Heavy Crossbow [roll11] attack, [roll12] (19-20/x2), [roll13] damage (miss)
Frederick fails to stabilize and takes 1 damage
Olofire kills Garras
Lyr takes a 5-ft step and channels positive energy to heal the party for 4 HPs of healing
Frederick returns to consciousness at 1 total HP
G5 attacks Olofire AC 25
Composite Longbow [roll14] attack, [roll15] (20/x3), [roll16] damage (miss)
G3 picks up bow and attacks Olofire AC 25
Composite Longbow [roll17] attack, [roll18] (20/x3), [roll19] damage (miss)
G4 picks up bow and attacks Olofire AC 25
Composite Longbow [roll20] attack, [roll21] (20/x3), [roll22] damage (miss)
The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated. Everyone is healed 4 HPs from Lyr's Channel Positive Energy - this brings Frederick back to consciousness at 1 total HP.

Untarr
2014-11-19, 09:13 AM
Round 8

Too slow. Your champion falls, and soon you will join him. I wonder which layer of Hell you are both destined for? she says with a wicked grin before unleashing a beam of ice at one of the guards.


5 ft step to M,9
Cast Ray of Frost
[roll0]
[roll1]
[roll2] vs G5

Swift Action to Shift to (L,11)

MuffinMan
2014-11-19, 10:12 AM
Round 8

Relieved to see Frederick back on his feet, Lyr turns his attention to the archers on the balcony. Stepping closer, he aims a blow at the nearest.
Going lower in initiative means more work specifying conditionals... :smallfrown:
By Lyr's action:
If Frederick is dropped again, Channel Positive energy again for [roll0] and move to P6-Q7.

If Frederick up, and the lemure is still active, attack it and then move to P6-Q7:
Attack [roll1] (w/ +2 from flanking with Olofire)
CC [roll2]
Dmg [roll3]

If Frederick up and lemure down, move to P6-Q7 and attack an archer:
Attack [roll4]
CC [roll5]
Dmg [roll6]

Finally, AoOs if applicable:
Attack [roll7]
CC [roll8]
Dmg [roll9]

Attack [roll10]
CC [roll11]
Dmg [roll12]
Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 14/24, Speed 30 (40 base)
AC 19, Touch 10, Flat-footed 18, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Shield, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 1 / 3
Bit of Luck 3 / 5
Agile Feet 0 / 5

Farmerbink
2014-11-20, 05:16 PM
Round 8

Frederick grunts heavily as he rises to his feet (again), picking up his fallen greatsword. He then lashes out at the lemure, staying near the statue. By the gods, I will NOT SUBMIT!


Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init -1, HP 1/28, Speed 20
AC 15, Touch 8, Flat-footed 15, CMD 20, Fort +7, Ref +3, Will +5, CMB +11, Base Attack Bonus 3
Magic Greatsword +1 +8 (2d6+7, 19-20/x2)
Warhammer +7 (1d8+4, x3)
(+2 str) Composite Longbow (40 standard arrows) +3 (1d8+2, x3)
mainhand locked gauntlet Spiked Banded Mail, Heavy Steel Shield (+7 Armor, -1 Dex, -1 Size)
Abilities Str 24, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Condition Lay on hands: 0/4
Enlarge person: 3 minutes -
Bulls strength: 3 minutes -
Bless: 1 round less than bull's strength

[roll0] power attack
[roll1] CC (29-30, x2)
[roll2] damage

Farmerbink
2014-11-20, 05:23 PM
Round 8

Olofire continues his macabre playfulness, chuckling as he presses the attack.Yay! Get him! Heeheehee...

Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 23/23, Speed 30 ft
AC 25, Touch 21, Flat-footed 19, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +6 Dex, +1 Size, +2 Nat Armor)
Abilities Str 10, Dex 22, Con 12, Int 16, Wis 8, Cha 9
Condition Shield extract: +4 shield AC
Mutagen active
Mutagen Prepared Consumed: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x2 x1
# of unprepared extracts: 1

if lemure is alive: 5-foot step to K/6 and full attack action
[roll0] claw1
[roll1] CC (31, x2)
[roll2] damage
[roll3] sneak attack

[roll4] claw2
[roll5] CC (31, x2)
[roll6] damage
[roll7] sneak attack


[roll8] bite
[roll9] CC (31, x2)
[roll10] damage
[roll11] sneak attack

Farmerbink
2014-11-20, 05:25 PM
If lemure is dead, draw and throw a scalpel at the priestess

[roll0] thrown attack
[roll1] (28-29, x2)
[roll2] damage
[roll3] sneak attack, if appropriate.

JWallyR
2014-11-20, 07:12 PM
Round 6

Somehow simultaneously grinning in relief as Frederick regains consciousness and in malevolence at the high priest's stupor, Jan levels her gaze against the priestess...

Daze, DC 15 against the high priestess. If for some reason she is not a valid target at the time, target whichever guard looks least hurt; lastly, acidic ray at the devil dude if it's still up and about.

Attack: [roll0]
CC: [roll1]
Damage: [roll2]

Janstina Silentall (http://www.myth-weavers.com/sheetview.php?sheetid=764533)
F Chaotic Good Gnome Sorcerer, Level 3, Init +4, HP 23/23, Speed 20
AC 13, Touch 13, Flat-footed 11, CMD 10, Fort +3, Ref +3, Will +2, CMB -2, Base Attack Bonus 1
Acidic Ray (uses Ranged) (1d6+1/2lvl, x2)
Dagger +0 (1d3, x2, 19-20)
(+2 Dex, +1 Size)
Abilities Str 6, Dex 14, Con 14, Int 10, Wis 8, Cha 20
Condition None

DarkOne-Rob
2014-11-21, 01:19 PM
Round 8

The high priest stands, dazed from Jan's earlier spell. His summoned devil misses Olofire stupidly. Jan casts the same spell on the female cleric, whose face goes slack as she is momentarily dazed. Arkiana tries to move away from the lemure only to find the zone of silence. She moves back out and the devil misses her with a claw. Frederick stands from prone and swings his greatsword, cleaving the devil back to the lower planes from whence it came.

With no target in melee Olofire throws a dagger at the priestess on the ledge, hitting her. Lyr moves to below two of the guards and attacks, missing. The guards all fire upon Lyr, which incurs attacks from Lyr upon two. He hits one, wounding him seriously but misses the other. The guard he missed hits him with a shot (for 4 damage).

Theldrick is dazed and does not act.
Le1 full attacks Olofire AC 25
Claw [roll0] attack, [roll1] (20/x2), [roll2] damage (miss)
Claw [roll3] attack, [roll4] (20/x2), [roll5] damage (miss)
Jan casts Daze DC 15 at Kendra
Kendra saves [roll6] Will or dazed for a round (fail)
Arkiana AC 19 moves to M9-L8 (incurring an attack of opportunity from Le1, misses G5 with Ray of Frost, and shifts to L11
Le1's Claw [roll7] attack, [roll8] (20/x2), [roll9] damage (miss)
Kendra is dazed and does not act attacks Lyr AC 19
MW Heavy Crossbow [roll10] attack, [roll11] (19-20/x2), [roll12] damage
Frederick stands and dispatches Le1
Olofire hits Kendra for 3 damage with a thrown dagger
Lyr moves to P6-Q7 and misses an archer
G5 attacks Lyr AC 19
Composite Longbow [roll13] attack, [roll14] (20/x3), [roll15] miss
G3 5-ft step and attacks Lyr AC 19 (incurring an AoO - hits for 16 damage)
Composite Longbow [roll16] attack, [roll17] (20/x3), [roll18] miss
G4 5-ft step and attacks Lyr AC 19 (incurring an AoO - miss)
Composite Longbow [roll19] attack, [roll20] (20/x3), [roll21] hit
The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated.

JWallyR
2014-11-21, 01:44 PM
Round 9

With a satisfied smirk, Jan levels her gaze on one of the guards, focusing intently...

Daze, DC 15 on the least-hurt-looking guard. If for some reason there are no valid targets that have not already been dazed, Acidic Ray, preferring high priest -> priestess -> most-damaged visible guard.

Attack: [roll0]
CC: [roll1]
Damage: [roll2]

MuffinMan
2014-11-21, 09:22 PM
Round 9

Panting, Lyr stays his blade a moment, keeping a wary eye on the archers above. "We need a way up there!" he calls out. "Any ideas??"

Delay action until after G3 and G4.

Hopefully AoOs come first this time:
Attack [roll0]
CC [roll1]
Dmg [roll2]

Attack [roll3]
CC [roll4]
Dmg [roll5]

On his round, if Lyr has taken more damage or Frederick has been dropped again, he will move 30 ft straight back (to P13-Q14) and channel positive energy (2/3) to heal [roll6]. (If this happens, he'll call out to his allies to fall back into the fog as well)

If no extra damage comes in to Lyr or Frederick, attack the more wounded archer, stepping into range of G5 if he's the last one standing:
Attack [roll7]
CC [roll8]
Dmg [roll9]

Lyrindethos Al'thallenon (http://www.myth-weavers.com/sheetview.php?sheetid=810776)
M CN Half-Elf Cleric, Level 3, Init +7, HP 10/24, Speed 30 (40 base)
AC 19, Touch 10, Flat-footed 18, CMD 18, Fort +4, Ref +2, Will +6, CMB +7, Base Attack Bonus 2, Action Points -
Masterwork Flying Blade +4 (+8 AoO) (1d12 + 4, x3)
Masterwork Club +6 (1d6 + 3, x2)
Longspear +5 (1d8 + 4, x3)
+1 Chainmail, Tortoise Shell Shield (+7 Armor, +2 Shield, +1 Dex, -1 Size)
Abilities Str 18, Dex 12, Con 13, Int 10, Wis 17, Cha 10
Condition None
Daily Use Abilities
Channel Positive Energy 1 / 3
Bit of Luck 3 / 5
Agile Feet 0 / 5

Farmerbink
2014-11-21, 10:10 PM
Round 9

Frederick looks back and forth between Olofire and the priestess he just threw a dagger at. I've got an idea! Olofire! C'mere!

Frederick Strongarm (http://www.myth-weavers.com/sheetview.php?sheetid=752782)
M LG Half-Orc Paladin, Level 3, Init -1, HP 1/28, Speed 20
AC 15, Touch 8, Flat-footed 15, CMD 20, Fort +7, Ref +3, Will +5, CMB +11, Base Attack Bonus 3
Magic Greatsword +1 +8 (2d6+7, 19-20/x2)
Warhammer +7 (1d8+4, x3)
(+2 str) Composite Longbow (40 standard arrows) +3 (1d8+2, x3)
mainhand locked gauntlet Spiked Banded Mail, Heavy Steel Shield (+7 Armor, -1 Dex, -1 Size)
Abilities Str 24, Dex 8, Con 12, Int 10, Wis 8, Cha 16
Condition Lay on hands: 0/4
Enlarge person: 3 minutes -
Bulls strength: 3 minutes -
Bless: 1 round less than bull's strength

Move to 6/L-7/M, throw Olofire!

[roll0] "ranged attack roll vs DC 5 (L/4)
[roll1] variance

Olofire's acrobatics check vs DC 10:
[roll2]

if necessary (landing in an opponent's square), reflex vs DC 10 (I think?):
[roll3]

Farmerbink
2014-11-21, 10:29 PM
Round 9

Olofire sails up and onto the 20 foot ledge! Woah, whah! WAAAHHHHOHH! Whoo! He steps closer to the female priestess and attacks her viciously! GET SOME!!!


Dr. Olofire Lightouch (http://www.myth-weavers.com/sheetview.php?sheetid=848022)
Male N. Good Halfling Alchemist (Vivis/Chirurgeon), Level 3, Init +4, HP 23/23, Speed 30 ft
AC 25, Touch 21, Flat-footed 19, CMD 15, Fort +5, Ref +8, Will +2, CMB +1, Base Attack Bonus 02
Masterwork Scalpel (dagger) +8 (1d3, 19-20/x2)
Sling (Bullets) +7 (1d3, x2)
only while mutated Claw +9 (1d4, x2)
Leather Armor (+2 Armor, +4 Shield, +6 Dex, +1 Size, +2 Nat Armor)
Abilities Str 10, Dex 22, Con 12, Int 16, Wis 8, Cha 9
Condition Shield extract: +4 shield AC
Mutagen active
Mutagen Prepared Consumed: Dex +4, Wis -2, +2 Nat Armor
Extracts prepared: Cure Light wounds x1, Shield x2 x1
# of unprepared extracts: 1

[roll0] acrobatics DC 10 vs grease
[roll1] reflex to not fall if failed

[roll2] claw 1
[roll3] (29, x2)
[roll4] damage

[roll5] claw 2
[roll6] (29, x2)
[roll7] damage

[roll8] bite
[roll9] (29, x2)
[roll10] damage


I'm unaware of whether or not Frederick threatens G5. If so, AoO if applicable:
[roll11] non-power attack
[roll12] (30-31, x2)
[roll13] damage

Untarr
2014-11-22, 08:24 AM
Round 9

Arkiana runs out from the fog to launch another spell.

You lost the moment you decided to pick this fight.


Cast Grease (http://paizo.com/pathfinderRPG/prd/spells/grease.html#grease) on the High Priest's Melee Weapon

If he does not have a melee weapon
Ray of Frost
[roll0]
[roll1]
[roll2]

VS G5

DarkOne-Rob
2014-11-23, 10:21 AM
Round 9

The high priest commands his cult with authority in their battle-language and shoots Lyr, wounding him badly (for 6 damage).

Their healer has shown himself. Kill him for the glory of the Scourge of Battle!
Jan casts another dazing spell, this time at a guard who appears to shake it off. Arkiana moves in front of the gnome and casts a spell at the high priest, the effect of which he sees coming and turns to avoid. The female cleric, undisguised rage in her eyes, turns and fires at Lyr, connecting (6 damage). The mighty cleric of Fharlanghn passes out from loss of blood and collapses to the ground.

Frederick moves forward, grabs Dr. Olofire and flings him upwards at the Hextorites! The halfling sails through the air landing on his feet and slides into position to viciously attack the female cleric, wounding her significantly with his combined assault. One of the guards above Lyr reaches down for the dropped glaives and moves towards the developing melee while the other takes a step and fires at Olofire, missing him, as does the guard above Frederick.

Theldrick attacks Lyr AC 19
MW Heavy Crossbow [roll0] attack, [roll1] (19-20/x2), [roll2] damage (hit)
Jan casts Daze DC 15 on G4
G4 saves [roll3] Will or dazed for one round (pass)
Arkiana moves to J9 and casts Grease on Theldrick's (sheathed) melee weapon
Theldrick saves [roll4] Reflex or his melee weapon is greased (pass)
Kendra attacks Lyr AC 19
MW Heavy Crossbow [roll5] attack, [roll6] (19-20/x2), [roll7] damage (hit)
Frederick moves to L6-7M and throws Olofire to L4
Olofire takes a 5-ft. step and full Attacks Kendra dealing 12 damage total
Lyr stabilized.
G5 attacks Olofire AC 25
Composite Longbow or Flail [roll8] attack, [roll9] (20/x3), [roll10] damage (miss)
G3 takes a 5-ft step and attacks Olofire AC 25
Composite Longbow [roll11] attack (roll includes penalty for firing into melee), [roll12] (20/x3), [roll13] damage (miss)
G4 recovers the dropped glaives and moves towards the developing melee
takes a 5-ft step and attacks Lyr AC 19
Lyr's AoO hits for 15 damage
Composite Longbow [roll14] attack, [roll15] (20/x3), [roll16] damage (miss)
The map (https://docs.google.com/spreadsheets/d/1fXxrGaewhcYkBXwdZbYT0yZs3hLAiwZ-H6NKgzTHLRQ/edit?usp=sharing) is updated. Lyr is unconscious at -2 HPs. I need Ian to roll a stabilization check for this round of combat or take an additional 1 point of damage. Currently Lyr is still before the guards in initiative order since his action did not take place before he was rendered unconscious.

I am not meta-gaming when I suggest that you all communicate in the OoC thread a bit on how to handle this situation. Olofire is in a strong position right now, but if the other guards coordinate their efforts (flanking and using the terrain to their advantage) and the priests avoid his melee attacks effectively things could turn south very soon.

Lyr's enlarge has4 rounds left. Frederick's buffs have 10 rounds of Enlarge and 12 for Bull's Strength. Olofire's Shield extract has 3 rounds left.

MuffinMan
2014-11-23, 11:05 AM
[roll0] vs DC 12.

DarkOne-Rob
2014-11-23, 03:20 PM
The high priest cries out, addressing Arkiana and the female cleric, saying:

Kendra, hold! Address them in common and demand to parlay so I may speak with them!

Enemy Mage: I will kill your paladin if you do not direct your allies to hold! Do it now, and you have my word that for the duration of our negotiations no further harm shall come to your company. Fail, and you shall all die.
The man keeps his crossbow trained in Frederick but does not fire another bolt.

The female cleric looks shocked at her leader but turns to address the PCs, holding her crossbow up defensively against Olofire as the speaks, saying, "My lord demands parlay and will guarantee your immediate safety during the negotiations. Cease your attacks or he will kill your holy knight."

In combat terms Theldrick and Kendra are both delaying their actions to see if all of you cease combat. I need a post describing your reaction to their offer of cease-fire from James, John, and Starnes.

Untarr
2014-11-24, 09:42 AM
HALT. NOW! EVERYONE STOP!

Arkiana yells with some sense of authority. Pulling off her cowl, she pulls back her hair to reveal her scarred face.

We're accepting their parlay.

We accept your offer of parlay. To prove your good will, allow me to offer this healing potion to our cleric so that he may stabilize.

Arkiana waits for a nod of approval before moving towards Lyr.


[roll0] Sense Motive
[roll1] CLWs potion

Now, what is it that you want?

Farmerbink
2014-11-24, 10:06 AM
Frederick growls, keeps both hands on the hilt of his great sword, and glares angrily at the high priest.

He has nothing to say that I care to hear. He killed my family. I will see him DEAD for this!

Untarr
2014-11-24, 11:17 AM
Patience. Do you recall how we usually negotiate? she replies with a smile.

DarkOne-Rob
2014-11-24, 11:48 AM
As the hostilities pause, the high priest speaks in common, saying, "Very well. It is only honorable to allow such recovery. Is our champion still breathing?" He looks down at the body of the half-orc anti-paladin before shaking his head. He then turns to female cleric and says, "Kendra, begin mending the wounds of the surviving faithful. You may mourn the loss of your lover later." His scowl at her is filled with disgust and disdain.

Theldrick then turns and threatens Olofire, saying, "You - withdraw out of reach of my people and honor our cease-fire. You may remain there," he points towards the far side of the balcony, past his remaining guards, "or down with your company. Your choice, but do not try my patience or I shall slay your allies below before you can stop me. I am honorable, but not foolish."

As he speaks the female cleric withdraws a wand from her pack and begins activating it, beginning with herself and then moving (with assistance) out of the grease and amongst the injured guards. As long as no one in the party begins to act violently you all may begin healing as well.

Turning back to the party below the high priest begins speaking. "I am Theldrick, high priest of this branch of the faith of Hextor, the Scourge of Battle. Why have you attacked our congregation, coming in as thieves in the night? Do you have lawful reason to invade our abode, or has the faithful of the Shining One" he smirks, looking at the bloodied paladin below, "stooped to the level of home-invasion? We have committed no crimes in Diamond Lake and defended ourselves here - what is your excuse for this unprovoked attack?"

MuffinMan
2014-11-24, 10:14 PM
As he speaks the female cleric withdraws a wand from her pack and begins activating it, beginning with herself and then moving (with assistance) out of the grease and amongst the injured guards. As long as no one in the party begins to act violently you all may begin healing as well.

Lyr gasps and coughs as the potion brings him back to consciousness. Wincing as every movement twists the crossbow bolts sticking out of him, he struggles to his knees and pulls out the wand. Glaring up at Theldric, he applies its healing magic to himself as surreptitiously as possible while pulling out bolts one by one.

After, he rises to his feet and, keeping a wary eye on the archers above, moves slowly and deliberately closer to Frederick to do the same. He listens carefully to the words being said, and keeps darting inquisitive glances back at Arkiana, but does not yet speak himself.

If my bookkeeping is correct, Lyr and Frederick are now both at 1HP.
Use the wand on Lyr 4 times or until 20 HP healed, whichever comes first:
[roll0]
[roll1]
[roll2]
[roll3]
15 HP total

Use the wand on Frederick 4 times or until 25 HP healed, whichever comes first:
[roll4]
[roll5]
[roll6]
[roll7]
21 HP total

8 charges used; the wand has 2 remaining.

I assume this occurs concurrently with any conversation. If there is not time for all uses before combat resumes, the ordering is 2 for Lyr, 2 for Frederick, 2 for Lyr, 2 for Frederick.