Hearing the priestess and Ping, Bizzlemont shouts, "We aren't the cult, priestess! We came to find them and stop them! We're just a bunch of stupid adventurers sticking our nose in something!"
Sorry, busy weekend!
Strang, furious at having his mind attacked, draws his club and attacks Junip as the man is blocking his path.
Actions: draw weapon, attack
Attack (Club, Non-Lethal): 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
As things descend into violence, Flaeg looks decidedly nervous. He tears off his hat so he can see better, but Junip hasn't done anything except protect his woman, and Flaeg doesn't recognize either of them as his abductors.He stands his ground, preparing to defend himself if attacked. He will meet deadly force in kind, otherwise he'll attack with the thick oak axe handle.
Ready Action: attack anyone who attacks me or my allies first. If non-lethal, -4 to roll. Great axe, PA: 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23 for 1d12 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Confirm: 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20 for 2d12 + 8 + 6 ⇒ (1, 5) + 8 + 6 = 20
|Belrain the Acolyte|
Even without being sure if this is actually the best thing to do, there is no denying the rush of swinging a massive sword for the first time in his life, and Terion lets go at the feeling, In spite of his cares to avoid mortal wounds, striking with the flat of his blade. ( First time..? You grew with a sword in your hand fool...
1d20 + 5 - 4 + 1 ⇒ (6) + 5 - 4 + 1 = 8
he probably let go with too much abandon. :D
Flaeg steps up protectively and prepares to hit Junip the moment he tries something. Although he is only slightly wounded so far, Junip decides enough is enough and prepares a two handed axe swing to cleave through Strang to Flaeg. Unfortunately the dwarf swings harder and faster, his swing cuts into the shoulder of the burly fighter and continues almost to his neck. There must be large arteries in the shoulder and neck, because the blood spatter covers Flaeg and Strang as the large fighter falls quickly and dramatically, his well made greataxe falls from his lifeless fingers.
The well made banded mail the fighter was wearing cannot protect him. Remarkably the armor is so well made that it contains most of the impact of the axe to a massive internal hit, and is not even dented.
Save for armor1d20 ⇒ 20
As the fighter falls in a bright red cloud, the priestess can only stare in horror.
Junip is done, next up to the priestess in any order.
Bizzlemont's jaw drops as he sees the gout of blood fly from Junip's body when Flaeg hits him. Fighting the urge to vomit, the gnome keeps his head about him and runs toward the priestess.
"Sorry about this, but hopefully it'll keep the violence down."
Bizzlemont makes several complex gestures and then points a fanned out hand at her. A wave of colors shoot out. Those nearest to the wizard hear him say, "Cool!"
Move 30 feet up toward the priestess. Cast Color Spray, Will DC 17.
'Nonononononono..' While that was the only thought in her head as Ama watched things go spectacularly south, the only thing that she could think (and XR along with her) was that this could still be salvaged, and no one deserved to die due to a misunderstanding. So, without any other information to go on, she did what she could to try to salvage the situation, and at least keep the guardian away from Death's Door.
So she ran towards the fallen body, almost sliding past in the blood, and reached for that bit of light that had been granted to her, sustaining a note clearly to help her channel the positive energy.
Charm Person sacrificed for CLW: 1d8 + 1 ⇒ (2) + 1 = 3
"This is not turning out to be a well-remembered adventure. If we end up with corpses here, we'll be wanted throughout the region by Gozreh, the temple, and everyone with any care for the law. get that axe away from Junip before he's revived, and everyone PLEASE put your weapons away. this was NOT supposed to devolve into violence!"
hoping my untrained diplomacy will come through for me here, lol.
diplomacy: 1d20 ⇒ 5
Yikes. probably sounded condescending at the very least, heh.
well that could have sounded better, huh?
'quiet, you. you're not helping.'
Bizzlemont moves away from the group and then up towards the altar as quickly as his little legs can take him. "Priestess, despite appearances, we mean you no harm! We are hoping to investigate this cult."
Full Move up to N-20. Sorry, I forgot I was playing a little gnome.
As the hot blood splashes Flaeg in the face, he gets a suprised and very queasy look on his face and the bloody axe slips from his fingers to the floor. The look passes almost instantly, and his expression shifts to anger as he retrieves his weapon. Stepping back so Ama can have the space she needs, he makes eye contact with Elgoron and lowers his axe so the blade rests on one of his heavy boots. He then looks at the woman and speaks bluntly.
Sorry. Hit him too hard. Forgot not everyone is tough. Defending my clan, just as he was. Tell us about the cult. They're the ones I want to kill.
Somehow the priestess is not mollified by any words, and rushes to your right towards the far right door. She is yelling, "Stay away, stay away you vile desecrators!!"
She casts another spell targeting Bizzlemont. The gnome begins to feel his body stiffen and his movement slow.
Will DC 16 for Bizzlemont
Perception: 1d20 + 3 ⇒ (19) + 3 = 22 D'oh! So close... my next feat is definitely Skill Focus (Perception)!
Knowledge (Religion): 1d20 + 1 ⇒ (5) + 1 = 6
Strang reveled in the gush of hot blood as it splashed over him, while the inner Steve was nauseated and paralyzed in horror.
Torn by conflicting impulses, Strang remains indecisive until Bizzle is again targeted by some magical effect. His path now unhampered by the critically-wounded Junip, Strang will try to charge the priestess.
Grapple (Charge): 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 And take an AoO, with nothing to show for it.
AC 13 Touch 13 Flat 11
In Hands: none!
|Belrain the Acolyte|
Sense Motive 1d20 + 3 ⇒ (3) + 3 = 6
Knowledge: Religion 1d20 - 1 ⇒ (6) - 1 = 5
Perception 1d20 + 4 ⇒ (4) + 4 = 8
Belrain strides forward, his club held at the ready, oblivious to anything else.
This is awesome! I'm doing great!
Advance 20' and ready an attack on any enemy who moves adjacent.
The priestess shrieks at Strang's approach and hits him a jarring blow 5hp physical with a mace. Ama's healing power infuses the body of the fallen warrior, and his slide towards death is halted at the brink. His wounds stitch together barely enough to stop the bleeding. A fountain of light appears, and Ama feels the divine power she serves happy with her actions. It was one thing to believe in divine power; quite another to experience it firsthand.
hit/dam: 1d20 + 3 ⇒ (13) + 3 = 161d8 + 1 ⇒ (4) + 1 = 5
Seeing the priestess hit Strang, Terion moves in her direction, charging and attacking with the flat of his blade.
Charge + attack: 1d20 + 5 + 2 - 4 ⇒ (15) + 5 + 2 - 4 = 18
Damage if it hits: 1d6 + 4 ⇒ (6) + 4 = 10
The blade, even used in its least lethal way, hits the priestess with a sickening thud.
Will Save: 1d20 + 2 ⇒ (17) + 2 = 19 +2 if vs. illusions
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Knowledge, Religion: 1d20 + 8 ⇒ (7) + 8 = 15
Bizzlemont closes his eyes as he feels something push onto him. When he opens his eyes things seem foggy for an instant and then he shakes his head and things return to normal. "She tried to cast a spell on me!" The little gnome seems offended at the act.
Bizzlemont rushes after the priestess, getting about 15 feet from her and he points at her. A sparkling ray shoot out of his finger towards the priestess.
Ranged Touch: 1d20 + 2 ⇒ (9) + 2 = 11
Move to P-19. Use Blinding Ray. If it hits and she has 1HD, she is blinded for 1 round. If she has more than 1HD, she is dazzled.
Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.
My interpretation of this is that Terion has range (60') but can't meet the movement restrictions on Charge.
I'd like to make a double move to s-18. pretty sure I counted every other diagonal as 10, if I miscount, move me closest to that square as appropriate. trying to block the door.
"Priestess please! if you run out there yelling about a cult, you're going to panic the whole town. It'll be chaos for us AND you. Calm down, let us help heal the damage that's been done, and figure out what to do next."
I haven't made the math completely I admit, but since his gear list has been quite reduced, namely the armor, being now:
Studded leather 25 gp
Shield, light steel 9 gp
Longsword 15 gp
Backpack - 2gp
Waterskin - 1gp
Rations (4 days)- 2gp
Explorer's Outfit 1gp
Lamp, Common 1sp
Bedroll 1 sp
Rope, hemp (50 ft.) 1 gp
Oil, Lamp, (1-pint flask)(*5) 5 sp
Sack(*2) 2 sp
I believe that he should be moving 30' now - I will do the adequate math asap
Bizzlemont and Strang block Terion's charge, but he is able to close the distance to priestess.
Desperately the priestess backs up a step and casts another spell. This time the back right corner of the room is cloaked in darkness.
The priestess continues to scream for help at the top of her lungs. Given the solid construction of the building, the wall and trees surrounding the temple, you feel it is unlikely the sounds of her screams can be heard OUTSIDE the temple compound.
Ama continues to tend the wounds of the downed warrior.
heal: 1d20 ⇒ 11
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Knowledge: Religion: 1d20 + 1 ⇒ (16) + 1 = 17
"Hey, what the...! She's not using her Gozreh symbol but a different one! They are part of the cult!"
Strang, as a half-orc able to see in the dark, confidently steps forward and swings his club at the priestess.
Attack (Club): 1d20 + 3 ⇒ (1) + 3 = 4 C'mon, big money, big money...!
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Rass'n, frass'n, no-good, grrrr!
Flaeg's anger, already awaken by his shameful display earlier, roars into life at Strang's words. He glares at the priestess.
You're..you're not a priestess. Your a g**d**n tiny GIANT!"
Veins bulging and eyes wild, he raises his axe high and rushes in for a killing blow.
Greataxe, Rage, PA, Charge: 1d20 + 4 + 2 - 1 + 2 ⇒ (5) + 4 + 2 - 1 + 2 = 12
Damage: 1d12 + 4 + 3 + 3 ⇒ (8) + 4 + 3 + 3 = 18
AC 11 HP 17+2 Rage 7/8
|Belrain the Acolyte|
Perception 1d20 + 4 ⇒ (16) + 4 = 20
Knowledge: Religion 1d20 - 1 ⇒ (10) - 1 = 9
"Hey! Wait a minute! You're right Strang!" Belrain exclaims. He strides forward and touches Terion on the back and whispers "May the Force be With You."
Terion gets an additional +1 on attack rolls for 1 Round.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Knowledge, Religion: 1d20 + 8 ⇒ (19) + 8 = 27
Engulfed in darkness, Bizzlemont is about to rush blindly into the fight. Play smarter, Rodn- er...Biz, not stronger! The wheels in the gnome's head spin and he simply takes a step out of the darkness and begins slowly walking up to the wall. As he does this he shouts, "That's it, guys! They're ready for her in the next room! Force her through that door!" When he reaches the wall, he ducks back into the darkness and suddenly a series of voices can be heard and some heavy boots.
"Get ready, she's almost here!"
"I know! Shut up or you'll give it away!"
"Get into position at the door! She'll never see it coming!"
"Raise the lever and get ready!"
A creaking sound begins too.
Something about those sounds don't seem quite right. And they seem to be coming from the wall itself, not beyond it.
Bizzle uses his Ghost Sound ability
"oh really? Taking refuge in an opposing patron's temple an imposing as one of their faithful while trying to undermine and harm their town? You're developing quite a reputation in the pantheon, aren't you?
Take her alive. Ama, check "Junip" for a holy symbol too, see if he's with her or if he's been duped. This just became an interrogation, and we're not leaving without some answers."
hand of the apprentice=flying staff to the head! attack 1d20 + 4 ⇒ (15) + 4 = 19
dmg, if hit 1d4 ⇒ 2
"The sooner you surrender and cooperate, the sooner the hurting will stop, "priestess."
Will save: 1d20 + 1 ⇒ (16) + 1 = 17
Coughing the conjured unholyness away, Terion steps ahead (to R17) and attempts to land another blow on the resilient priestess, still attempting to catch her alive - You may consider surrending priestess, you are running out of options!
Attack with side of blade and PA: 1d20 + 5 + 1 - 4 - 1 ⇒ (12) + 5 + 1 - 4 - 1 = 13 (doubtful it will hit :/)
Damage if it hits: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
|Belrain the Acolyte|
Will Save against DC 16: 1d20 + 1 ⇒ (6) + 1 = 7
Strang wilts under the priestess' magical emanactions, staggering under the unholy assault.
HP: 0/11 -5 hp from Charge-provked AoO, -5 hp from Channel Negative Energy
In Hands: left - none, right - club
Conditions: Disabled (Staggered)