Forgotten God (table 2) (Inactive)

Game Master Whack-a-Rogue

Skaar House
Abbey


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The large, stone-paved courtyard is dominated by a 150ft-tall tower constructed of pure white marble. Other than a set of white double doors set at the tower's base, the structure's walls present no windows or openings except for at the peak, which is constructed after the fashion of a lighthouse. The immaculate tower makes a stark contrast with the devastated appearance of the courtyard, whose pavement slabs are cracked and disconnected on the south and covered with ash and soot to the northwest where the great thatched roof of the guesthouse was consumed by a huge fire.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

After searching the courtyard for signs of tracks in hopes of getting an understanding of what other creatures were calling the abbey home, Skaar heads for a door to the west.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Checking out that room that looks like a kitchen.


A great fireplace, almost ten feet tall, dominates this large kitchen from a circular alcove to the northwest. Several workbenches covered with food scraps and dirty chopping boards and bowls lean against the walls; a central table with chairs stands in the middle. Syl wrinkles her nose. "Someone's been cooking human meat sausages in here."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar cocks an eyebrow at Syl. "I'm impressed you can recognize that. Have your knives ready. Most things that cook up humans for sausage aren't the sorts for negotiatin'."

The Unfailing Pillar inches forward, searching for signs of the cook.


Aside from the two of you, the kitchen is unoccupied. Whoever was here has clearly moved elsewhere.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Bah, I forgot to update here.

Wary of an ambush from the missing cook, Skaar explores northward.

I'm guessing that's a pantry?


This large pantry contains many wooden shelving units and all kinds of kegs, barrels, and crates. The majority of these containers have been ransacked, although numerous bunches of sausages and misshapen leathery bags hang from the ceiling beams near the middle of the room. The remaining foodstuffs consist of more sausages, a few rounds of sheep cheese, a half-dozen barrels of salted fish, and several bulging stomachs filled with offal (the favored dessert of Redcaps). One of these, darker and larger than the others, is painted in blood with intricate designs.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Gross.

Leaving the unsavory pastries for later, Skaar explores elsewhere.

We'll check out that long room to the north.


Once a three-story-high building, this structure is now little more than a charred pile of ruins surrounded by a twenty-foot-high enclosure of blackened wall. A few smaller rooms remain along the walls, but even these are partially collapsed. Fragments of furniture suggest this was once the abbey guesthouse before a fire ruined it all. However, you don't have time to look around. As soon as you enter the room, a quintet of redcaps (who were obviously waiting for intruders to enter) unleash a blinding light and a hail of crossbows that emit a terrifying howl.

Will DC 17 vs glitterdust
Will DC 14 or be shaken for 4rds

Screaming Bolt: 1d20 + 11 ⇒ (12) + 11 = 23 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Screaming Bolt: 1d20 + 11 ⇒ (17) + 11 = 28 Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Screaming Bolt: 1d20 + 11 ⇒ (10) + 11 = 21 Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Screaming Bolt: 1d20 + 11 ⇒ (9) + 11 = 20 Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Will: 1d20 + 8 ⇒ (2) + 8 = 10
will: 1d20 + 8 ⇒ (15) + 8 = 23

Skaar curses when the glittering dust gets in his eyes blinding him followed by a volley of painful bolts. He channels a bit of his divine power to mend his wounds and restore his vision.

Inspired spell for Life: Cure with Restore Senses talent.

Healing (and remove blindness): 2d8 + 5 ⇒ (5, 8) + 5 = 18

"Careful girl, these dark fey are vicious and cruel."


Blinking dust out of her eyes, Syl curses and turns invisible. Based on her previous tactics, she'll likely reappear shortly in a more advantageous position. As you finish recovering, the redcaps fire another salvo of missiles.

Bolt: 1d20 + 11 ⇒ (8) + 11 = 19 Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Bolt: 1d20 + 11 ⇒ (11) + 11 = 22 Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Bolt: 1d20 + 11 ⇒ (5) + 11 = 16 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Bolt: 1d20 + 11 ⇒ (8) + 11 = 19 Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

No longer blinded, Skaar's able to dodge the crossbow bolts that don't bounce harmlessly off his magical defenses and thick hairy hide.

With a gesture, the Unfailing Pillar erects a translucent barrier of force and shifts his stance to intercept the next wave of bolts.

Using a standard action for barrier with 7 hp. Move action for martial flexibility to get deflect arrows.


Crossbow: 1d20 + 11 ⇒ (1) + 11 = 12 Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Crossbow: 1d20 + 11 ⇒ (16) + 11 = 27 Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Crossbow: 1d20 + 11 ⇒ (2) + 11 = 13 Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Crossbow: 1d20 + 11 ⇒ (19) + 11 = 30 Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Normally I'd roll to confirm the crit, but barrier plus Deflect Arrows will nullify it.

The redcaps launch another salvo, destroying your barrier, but you're able to knock away what could have been a nasty hit. From the back of the room, the fifth redcap begins to cast a spell - but gets stabbed by a now-visible Syl. That should keep her occupied for a bit.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Tossing the bolt away, Skaar thunders forward to engage the murderous fey.

Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (11) + 9 - 1 + 3 + 2 = 24
Damage: 1d8 + 10 + 2 + 3 ⇒ (6) + 10 + 2 + 3 = 21
Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (10) + 9 - 1 + 3 + 2 = 23
Damage: 1d8 + 10 + 2 + 3 ⇒ (4) + 10 + 2 + 3 = 19

Not sure how far they are. If they're too far for a full attack, add +2 since there won't be a flurry.


You give the nearest fey a good pummeling, but the blows aren't nearly as effective as usual. Your target (and his closest ally) drop their bows and grab scythes while the other two back up and keep shooting.

Scythe: 1d20 + 10 ⇒ (8) + 10 = 18 Damage: 2d4 + 10 ⇒ (2, 4) + 10 = 16
Scythe: 1d20 + 10 ⇒ (5) + 10 = 15 Damage: 2d4 + 10 ⇒ (4, 2) + 10 = 16
Crossbow: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Crossbow: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Redcap 1: 17pts damage


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

The scythes scrape harmlessly off Skaar's magical aegis and he bats one of the bolts aside that was aimed for his neck.

Before they can strike again, the Unfailing Pillar presses the attack.

Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (10) + 9 - 1 + 3 + 2 = 23
Damage: 1d8 + 10 + 2 + 3 ⇒ (8) + 10 + 2 + 3 = 23
Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (3) + 9 - 1 + 3 + 2 = 16
Damage: 1d8 + 10 + 2 + 3 ⇒ (7) + 10 + 2 + 3 = 22

Going to toss in the next couple rounds.

Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (18) + 9 - 1 + 3 + 2 = 31
Damage: 1d8 + 10 + 2 + 3 ⇒ (2) + 10 + 2 + 3 = 17
Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (5) + 9 - 1 + 3 + 2 = 18
Damage: 1d8 + 10 + 2 + 3 ⇒ (7) + 10 + 2 + 3 = 22

Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (5) + 9 - 1 + 3 + 2 = 18
Damage: 1d8 + 10 + 2 + 3 ⇒ (2) + 10 + 2 + 3 = 17
Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (4) + 9 - 1 + 3 + 2 = 17
Damage: 1d8 + 10 + 2 + 3 ⇒ (6) + 10 + 2 + 3 = 21


Your pummeling blows continue to strike the evil fey, but its tough hide simply absorbs most of the damage. You also notice its wounds slowly attempting to knit back together. Seeing the ineffectiveness of ranged combat, the bowmen switch tactics and begin lunging in to kick you with their iron-shod boots before darting out of range.

Scythe: 1d20 + 10 ⇒ (1) + 10 = 11 Damage: 2d4 + 10 ⇒ (4, 2) + 10 = 16
Scythe: 1d20 + 10 ⇒ (4) + 10 = 14 Damage: 2d4 + 10 ⇒ (3, 4) + 10 = 17
Iron Boot: 1d20 + 9 ⇒ (5) + 9 = 14 Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Iron Boot: 1d20 + 9 ⇒ (4) + 9 = 13 Damage: 1d4 + 6 ⇒ (1) + 6 = 7
------------------------------------
Scythe: 1d20 + 10 ⇒ (3) + 10 = 13 Damage: 2d4 + 10 ⇒ (3, 2) + 10 = 15
Scythe: 1d20 + 10 ⇒ (15) + 10 = 25 Damage: 2d4 + 10 ⇒ (2, 2) + 10 = 14
Iron Boot: 1d20 + 9 ⇒ (4) + 9 = 13 Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Iron Boot: 1d20 + 9 ⇒ (18) + 9 = 27 Damage: 1d4 + 6 ⇒ (1) + 6 = 7
------------------------------------
Scythe: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 2d4 + 10 ⇒ (1, 4) + 10 = 15
Scythe: 1d20 + 10 ⇒ (20) + 10 = 30 Damage: 2d4 + 10 ⇒ (1, 1) + 10 = 12
Iron Boot: 1d20 + 9 ⇒ (10) + 9 = 19 Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Iron Boot: 1d20 + 9 ⇒ (11) + 9 = 20 Damage: 1d4 + 6 ⇒ (4) + 6 = 10
Scythe Confirm: 1d20 + 10 ⇒ (6) + 10 = 16 Extra Damage: 6d4 + 30 ⇒ (1, 1, 4, 3, 1, 2) + 30 = 42

Redcap 1: 31pts damage


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Is Syl having any luck with her cold iron daggers?


Yes. She's been able to inflict a few nasty wounds, but she and the mage are pretty evenly matched.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Recognizing that the fey's natural resistance to harm was working against him, Skaar concentrates. The flesh of his huge calloused fists changes color slightly, resembling forged iron.

Cast Defensive: 1d20 + 6 + 5 ⇒ (12) + 6 + 5 = 23

Using inspired spell to cast Enhancement: Versatile Weapon so my fists overcome cold iron DR now.

Next couple rounds:

Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (17) + 9 - 1 + 3 + 2 = 30
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (5) + 10 + 2 + 3 = 20
Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (20) + 9 - 1 + 3 + 2 = 33
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (1) + 10 + 2 + 3 = 16
Confirming: 1d20 + 9 - 1 + 3 + 2 ⇒ (14) + 9 - 1 + 3 + 2 = 27
Extra Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (4) + 10 + 2 + 3 = 19

Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (19) + 9 - 1 + 3 + 2 = 32
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (1) + 10 + 2 + 3 = 16
Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (4) + 9 - 1 + 3 + 2 = 17
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (3) + 10 + 2 + 3 = 18


Your newly-infused fists make short work of the already-wounded Redcap, and you quickly turn your attention to the next. Realizing that the battle's momentum is in danger of shifting in your favor, two of the evil fey move into flanking position while the third continues its barrage of kicks.

Scythe: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 2d4 + 10 ⇒ (3, 2) + 10 = 15
Scythe: 1d20 + 10 ⇒ (3) + 10 = 13 Damage: 2d4 + 10 ⇒ (4, 1) + 10 = 15
Iron Boot: 1d20 + 9 ⇒ (16) + 9 = 25 Damage: 1d4 + 6 ⇒ (2) + 6 = 8
Iron Boot: 1d20 + 9 ⇒ (7) + 9 = 16 Damage: 1d4 + 6 ⇒ (4) + 6 = 10
------------------------------------------------------
Scythe: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 Damage: 2d4 + 10 ⇒ (2, 3) + 10 = 15
Scythe: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Damage: 2d4 + 10 ⇒ (4, 4) + 10 = 18
Iron Boot: 1d20 + 9 ⇒ (2) + 9 = 11 Damage: 1d4 + 6 ⇒ (4) + 6 = 10
------------------------------------------------------
Scythe: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 Damage: 2d4 + 10 ⇒ (3, 2) + 10 = 15
Scythe: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20 Damage: 2d4 + 10 ⇒ (1, 1) + 10 = 12
Iron Boot: 1d20 + 9 ⇒ (4) + 9 = 13 Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Redcap 2: 13pts damage


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar suffers another nasty wound but continues pounding on the bloodthirsty fey.

Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (13) + 9 - 1 + 3 + 2 = 26
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (4) + 10 + 2 + 3 = 19
Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (14) + 9 - 1 + 3 + 2 = 27
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (1) + 10 + 2 + 3 = 16

Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (7) + 9 - 1 + 3 + 2 = 20
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (2) + 10 + 2 + 3 = 17
Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (2) + 9 - 1 + 3 + 2 = 15
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (8) + 10 + 2 + 3 = 23

Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (6) + 9 - 1 + 3 + 2 = 19
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (3) + 10 + 2 + 3 = 18
Flurry: 1d20 + 9 - 1 + 3 + 2 ⇒ (4) + 9 - 1 + 3 + 2 = 17
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (4) + 10 + 2 + 3 = 19


Sorry about the delay. I've been busy enslaving cute monsters and forcing them to fight for my enjoyment.

Scythe: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 2d4 + 10 ⇒ (4, 3) + 10 = 17
Scythe: 1d20 + 10 ⇒ (20) + 10 = 30 Damage: 2d4 + 10 ⇒ (2, 1) + 10 = 13
-------------------------------------------------
Scythe: 1d20 + 10 ⇒ (16) + 10 = 26 Damage: 2d4 + 10 ⇒ (3, 2) + 10 = 15
Scythe: 1d20 + 10 ⇒ (15) + 10 = 25 Damage: 2d4 + 10 ⇒ (3, 2) + 10 = 15
--------------------------------------------------
Scythe: 1d20 + 10 ⇒ (5) + 10 = 15 Damage: 2d4 + 10 ⇒ (4, 1) + 10 = 15
Scythe: 1d20 + 10 ⇒ (12) + 10 = 22 Damage: 2d4 + 10 ⇒ (4, 2) + 10 = 16

Crit Confirm: 1d20 + 10 ⇒ (5) + 10 = 15 Extra Damage: 6d4 + 30 ⇒ (3, 2, 4, 2, 1, 1) + 30 = 43

Your fists seriously injure a Redcap, forcing it to retreat to safety. The remaining two fey continue to attack, though. Meanwhile, in the back of the room, Syl's finally managed to drop the mage, although she looks fairly beaten up. She concentrates for a moment and then vanishes.

Redcap 3: 17pts damage


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Going to sudden block that threat.

Sudden Block!: 1d20 + 11 - 1 + 3 + 2 ⇒ (15) + 11 - 1 + 3 + 2 = 30
Damage (cold iron): 1d8 + 10 + 2 + 3 ⇒ (6) + 10 + 2 + 3 = 21

***

Skaar is left a bloody mess by the Redcaps's vicious scythes. Enraged by his injuries, the Unfailing Pillar gives a roar that shakes the walls of the temple as he presses the attack. Starting rage. Activating fast healing.

Flurry: 1d20 + 9 - 1 + 3 + 2 + 2 ⇒ (9) + 9 - 1 + 3 + 2 + 2 = 24
Damage (cold iron): 1d8 + 10 + 2 + 3 + 2 ⇒ (1) + 10 + 2 + 3 + 2 = 18
Flurry: 1d20 + 9 - 1 + 3 + 2 + 2 ⇒ (4) + 9 - 1 + 3 + 2 + 2 = 19
Damage (cold iron): 1d8 + 10 + 2 + 3 + 2 ⇒ (1) + 10 + 2 + 3 + 2 = 18

Flurry: 1d20 + 9 - 1 + 3 + 2 + 2 ⇒ (2) + 9 - 1 + 3 + 2 + 2 = 17
Damage (cold iron): 1d8 + 10 + 2 + 3 + 2 ⇒ (3) + 10 + 2 + 3 + 2 = 20
Flurry: 1d20 + 9 - 1 + 3 + 2 + 2 ⇒ (15) + 9 - 1 + 3 + 2 + 2 = 30
Damage (cold iron): 1d8 + 10 + 2 + 3 + 2 ⇒ (3) + 10 + 2 + 3 + 2 = 20

Flurry: 1d20 + 9 - 1 + 3 + 2 + 2 ⇒ (10) + 9 - 1 + 3 + 2 + 2 = 25
Damage (cold iron): 1d8 + 10 + 2 + 3 + 2 ⇒ (8) + 10 + 2 + 3 + 2 = 25
Flurry: 1d20 + 9 - 1 + 3 + 2 + 2 ⇒ (13) + 9 - 1 + 3 + 2 + 2 = 28
Damage (cold iron): 1d8 + 10 + 2 + 3 + 2 ⇒ (3) + 10 + 2 + 3 + 2 = 20


Probably a good idea XD
Sudden Block Reroll: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 2d4 + 10 ⇒ (1, 2) + 10 = 13
------------------------------------------
Scythe: 1d20 + 10 ⇒ (4) + 10 = 14 Damage: 2d4 + 10 ⇒ (2, 2) + 10 = 14
Scythe: 1d20 + 10 ⇒ (11) + 10 = 21 Damage: 2d4 + 10 ⇒ (2, 1) + 10 = 13

Your divine reflexes turn aside what would have been a devastating blow, and you quickly pummel the remaining fey into submission.

Combat is over, and you'll gain a level whenever Skaar decides to get rested up. :-)


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Sweet.

Skaar's mighty chest heaves with the effort of breathing. Blood covered his form where the evil fey's wicked scythes had wounded him but his divine flesh was slowly knitting back together. He'll heal another 35 from fast healing over 7 rounds.

"How are you feelin' girl? That fight took a lot out of me. I'm thinkin' now might be a good time for a breather."

How hurt is Syl? I'll hit her with the wand a few times to heal her up.


Syl takes some time to catch her breath before replying. "I won't turn down a rest. That b+#@+ knew how to kick!"
She's taken around 25pts damage.

Notable Loot
+1 leather armor
MW Scythe x4
500gp


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar mends Syl's wounds with the healing wand.

CLW for Syl: 5d8 + 5 ⇒ (2, 6, 2, 2, 5) + 5 = 22
CLW for Skaar: 1d8 + 1 ⇒ (3) + 1 = 4

18 charges remaining.

"Let's find a room sturdy enough to barricade and get some rest."


Your current location can work for that. Especially since you've either killed or scared away the majority of the enemies here. ;-)


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar leaves Syl to clean her blades as he drags some furniture in front of the doors.


You create a sturdy barricade that will require a fair amount of effort to breach.

Go ahead and post your level-up stuff in Discussion whenever you're ready - assuming the Paizo gremlins are done playing with the servers.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Were you waiting for me? I wasn't sure if you were going to do a 'nothing happens while you rest' post.

Skaar wakes feeling stronger than ever - but still a far cry from his full strength. He concentrates, erecting his magical defenses and thickening his hide once again. The usual: armored magic, aegis, mammoth hide, and enhanced fists.

"You ready to go girl? We've got more temple to clear out."


Sorry about that; it slipped my mind. Don't forget that mammoth hide only lasts 10min per use.

Syl stretches and cracks her neck. "Let's do this."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Yup. Let me know when it's time to reapply.

Have we explored this entire room already? If so we'll move clockwise toward the tiny room to the right.


Will do. XD On to the tiny room....

The iron-shod door into this room is sealed with an ominous-looking lock bearing a metal plate fashioned into the shape of a moonlike skull. Syl frowns as she examines it. "This is the toughest lock I've ever seen. It's got multiple layers, and they keep shifting around ... like grinding teeth. And there's some kinda hostile magic keyed to a code. I don't think either of us wants to find out what happens if I try to crack this."


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

"Let's come back to that one", Skaar says after hearing Syl's report. "Maybe we'll find the key out there."

Next one over!


The door to the next room is locked, but not trapped, and Syl's able to get it open without much difficulty. With the exception of a wooden stairway leading upward, the room is empty. At the top of the stairs, you find a huge room containing a round table, chairs, and a fireplace. Interestingly, four huge blocks of stone hang from the ceiling over the center of the room. They're attached to a pulley system controlled by a lever in one corner. There's also another staircase that leads upward.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

"Hrm. Some kind of trap or an elaborate puzzle?" Skaar says as he looks the pulley system over trying to determine their purpose beyond moving the huge pieces of stone.

Perception?: 1d20 + 7 ⇒ (19) + 7 = 26


Upon further examination, it becomes clear that this room is a gatehouse located directly above the abby's main entrance. Pulling the lever will drop the stones through the floor, crushing anyone beneath.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

"It's a trap alright but it shouldn't be dangerous to us as long as we stay away from that area."

It looks like it's time to head upstairs. We'll use the stairs in the southwest corner.


A single large room encompasses the entire top floor of the gatehouse. A large treasure chest sits among several bedrolls to the north. This chest is untrapped, but it'll take Syl some time to get through the lock. Or you can just smash it.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Can Freedom's Bond be used to help Syl crack the lock faster?

Skaar clutches the humming key dangling from a chain around his neck as he studies the locked chest.


It would give her a bonus to the Disable Device check but wouldn't decrease the time.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Skaar clutches Fredom's Bond with one hand and touches Syl's shoulder with the other. "Take your time and crack the lock. I'll stand guard."


It takes Syl over two minutes to crack the lock. When it's finally opened, she grins at you. "Whatever you did was pretty handy. Saved me from a broken pick once."

Inside the chest are seven gems (worth 100gp each), a ring of keys, and 537gp in assorted coinage.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

After sorting through the booty and helping Syl load the goods into packs, Skaar laughs and taps the burnished key hanging from his thick neck. "It's an icon of my divinity called Freedom's Bond. Like me it's been weakened since my fall but it's growing stronger", he explains.

That's all there is upstairs or do the other stairs lead to other locations on the second floor?


There's nothing else in this area. You have yet to explore the trapped staircases to the southwest, the central courtyard tower, and whatever's behind the door with the moon lock.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

We'll head toward the central courtyard tower. The trapped staircase and the fancy lock can wait.


The stem of this tall, gray tower seems built out of a smooth substance, very hard and durable despite the obvious wear. A spiral staircase built on the surface of the wall leads up to the top. At the top of the stairs is a small room, but something seems 'off' about it. After some thought, you recognize the feeling: whatever (or whoever) is inside has warded the area with a forbiddance spell. Unless you can guess the password or dispel the effect, entering the room is going to be extremely unpleasant.


Advanced Orcish Deity 6 | HP: 112/146 (0 temps) | AC: 24 (26) ; T: 17; FF: 23; CMD: 33* | Fort: +15; Ref: +10; Will: +10 | Int: +3; Perc: +9
Active Effects:
Aegis (+2 deflection), Enhanced Weapons (+3)
Resources:
MartialFlexibility 6/6 | MythicPower 5/7 | Inspired 1/1 | SpellPool 14/14 | Tension 2/8

Was there any documentation or anything that might hold the password?

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