
GM Rat Sass |

The dwarf's eyes widen for a moment, before narrowing upon the halfling currently speaking. He raises his hands in the air, as if to quiet an unruly crowd.
"You stand before the once Qilzar Agha, now Master of the Bayt al Bazan!! You are a commoner, I gather. True nobles of the City wouldn't need to ask... Now bow, now that you know!!"
Chief Eunuch

Amiamble Piddlespot |

Amiamble cross under his brother, moving towards his right. He stares at the ‘dwarf’, trying to place it.
1d20 + 11 ⇒ (8) + 11 = 19 Know (Religion)
”Brother! It’s so translucent!” Ami says to his brother, but not bowing.
”I only bow to Sarenrae, Lady of Light and servants of the Sun. Are you any of those?”

Otah Cragsmith |

"Wait. Bayt al Bazan translates to Haunted Palace?" Otah scratches his beard in thought. "This place is confusing. I thought it was Bazan's house."
He turns to Pent, "Have we seen ghosts? Magmin, Kobolds and Fire Giants, but no ghosts."
The dwarf enters the room with the halflings. "Is Qilzar a title we should recognize?"

Aldebert Piddlespot |

Aldebert moves up a little again... slowly. (take a double move action to move a single move)
"Good sir, but I must agree with my friend Otah here. I don't know those titles. What makes you the Master of this place? Shouldn't it be Master of they Bayt al, er, your name... whatever that is? I'm Aldebert by the way, pleased to make your acquaintance."

GM Rat Sass |

"That's it!! No more of your confused excuses. Your failure to bow is unacceptable!!"
The translucent dwarf slowly rises into the air, as the halfling slowly approaches, but fails to follow through on his command. The creature's hellish eyes flare to a brighter glow, as he appears to prepare to do you ill.
Aldebert: 1d20 + 1 ⇒ (8) + 1 = 9
Amiamble: 1d20 + 3 ⇒ (9) + 3 = 12
Mahdi: 1d20 + 10 ⇒ (13) + 10 = 23
Otah: 1d20 + 3 ⇒ (13) + 3 = 16
Pent: 1d20 ⇒ 16
B: 1d20 + 8 ⇒ (2) + 8 = 10
Round 1
Mahdi- 23
Otah- 16
Pent- 16-
Amiamble- 12
Master- 10
Aldebert- 9
Mahdi, Otah, Pent, and Amiamble are up! The dwarf isn't really that airborne, simply hovering above the throne.

Amiamble Piddlespot |

Round 1, Init 12
Ami worries a bit, knowing the ghastliness of the ghost could be a problem. He casts Flame Strike on the creature, hoping fo the best. He moves up 30’ after he casts. He and Ami are 10’ above the ground.
6d6 ⇒ (2, 3, 4, 6, 6, 2) = 23 fire damage.
6d6 ⇒ (6, 4, 3, 5, 6, 4) = 28 divine damage. One reflex save for half for both, DC 20.
ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:91/91+0 temp; Yeen: 132/132 + 0 temp
Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
Lvl 1: 3/8 used (DF*1,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*2,DivPower*0,Grove,FoM)
Lvl 5: 1/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)
Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami:
Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).

GM Rat Sass |

Creature has SR, Amiamble. I'll let you roll that, just in case I need no Reflex Save...

Mahdi al-Jabira |

Mahdi gestures, and snaps his fingers, and amazing speed fills the party! (haste)
Belated Kn Religion: 1d20 + 16 ⇒ (14) + 16 = 30
"Undead!" he barks shortly. "And irritatingly ghostly. You won't even be able to hurt it without enchanted steel... fortunately not a problem for us. Aldebert, if you couldn't guess... it's evil."

Pent Arotha |

Round 1, Init 16-
AC = 13
HP = 72/72
Weapon Equipped = Nothing spectacular
Condition(s) = None
Pent clicks his tongue, giving his Carpet the motivation to move forward, somewhat centered on the group, before he asks Sarah for a little boost against the boo.
Cast Bless
"We're a little rusty when it comes to courtly manners, but you look like you've already judged us most hastily. Not very lordly, now, is it?"
6th—find the path[D],
5th—communal air walk, breath of life[D] (DC 21), flame strike (DC 21), true seeing
4th—
3rd—create food and water, fly[D], invisibility purge, prayer (2), searing light
2nd—bull's strength,
1st—bless, longstrider[D], protection from evil (2), shield of faith (2)
0 (at will)—create water, detect magic, light, stabilize

GM Rat Sass |

Mahdi, check the Roll20 map. Your Haste is going to exclude someone, you just have to decide how many :) It's a biiiig room...

Mahdi al-Jabira |
1 person marked this as a favorite. |

My bad, I assumed without checking that we were still clustered at the entrance to the room. But of course we know what happens when you assume... Looking at the map, haste is actually a terrible idea just now since at best I can't get more than one of our melee guys. If you'll permit, I'll retcon it.
Mahdi starts to call up arcane speed, then realizes to his annoyance that the halfs have haffled on out of range. "Dammit," he mutters, studying the room.
"Fine, let's try to keep it simple."
A streak of direct magical energy lances out to the ghostie mc mostie... trusting to his knowledge of the creature to help override any magical resistance it might have. Using Esoteric Advantage to reduce its SR by 2 (move action, and only for me, it doesn't help others)
SR for Magic Missile: 1d20 + 12 ⇒ (17) + 12 = 29
Damage, force: 6d4 + 6 ⇒ (1, 1, 1, 4, 3, 4) + 6 = 20

GM Rat Sass |

Mahdi begins the interaction with a burst of blasts, striking the dwarven ghost with full force. Otah GMPC advances forward as fast as his Enlarged dwarven legs will carry him. Pent makes sure his colleagues are better-buffered. Amiamble advances atop Yeen, and slams into the Qilzar against all courtly convention.
Reflex Save v DC 20: 1d20 + 10 ⇒ (19) + 10 = 29
"You show your true, base nature!! You will suffer like no gutter rat has suffered before!!"
The spectral dwarf, which self-names itself as Master, advances against the closest adversary, Amiamble, though when it comes to a stop, its actions include more than the catrider.
Within seconds, the spectral dwarf weaves a symbol into the air in front of him, and everyone except Mahdi fall into its effect.
Everyone except Mahdi, I'll need a Will Save DC 23. Failure, and you fall into loud bickering/arguing. This means spell casting which includes a verbal component becomes impossible, though other actions are still possible. Each round, you have a 50% chance of attacking a creature within range, of a different alignment. For easy reference, the dwarf is Chaotic Evil :)
The Party is up!!
Round 2
Mahdi- 23
Otah- 16
Pent- 16-
Amiamble- 12
Master- 10 (-45hp)
Aldebert- 9
Mahdi, Otah, Pent, and Amiamble are up!

Pent Arotha |

Round 2, Init 16-
AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Bless
Will Save v DC 23: 1d20 + 13 ⇒ (6) + 13 = 19
Attack Chance, High Good: 1d100 ⇒ 91
Pent looks over the symbol, expecting it to hold some symbolism that might help him better understand the spectre that holds sway over this grand rotunda, and all his brain can understand is the futility of teamwork, when his companions are intent on blustering in and bludgeoning what they can, without understanding, first.
"Why didn't you listen to the dwarf?! He commanded a bow, and you couldn't bring yourselves to accede to such a simple request?! Sometimes, you invite the ire, and it's deserved!! Aye, the dwarf is completely justified in his position!! You strollin' in, and insulting his status like that, it's no wonder we're immediately attacked like this, forced to consider friend and foe, from friend and foe, foremost!!!"
The gnome is apparently agitated beyond belief by having looked upon the ghost's newly-created symbol, floating all flagrantly next to the dwarf.

Amiamble Piddlespot |

1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30 Will (PfE)
1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 Will (PfE)
Ami and Yeen show their strength of character and ignore the bad spell. Ami/Yeen are NG.

Mahdi al-Jabira |

"PENT, WHAT THE HELL IS WRONG WITH YOU?" Mahdi shouts from too far away to have been affected, and having no idea what is causing this particular descent into contrariness. To be fair, he may not realize it's out of the ordinary.
Annoyed (as he always is) Mahdi calls up some electricity-- balls of it, really, stuck right on top of the ghostie.
SR check if needed, vs two lower SR: 1d20 + 12 ⇒ (14) + 12 = 26
DC 22 Reflex or take: 9d6 ⇒ (5, 3, 3, 2, 2, 1, 1, 5, 6) = 28 electric

Amiamble Piddlespot |

Round 2, Init 17
Ami and Yeen double move around the symbol, readying an attack in flank with his brother next round.
ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:91/91+0 temp; Yeen: 132/132 + 0 temp
Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
Lvl 1: 3/8 used (DF*1,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*2,DivPower*0,Grove,FoM)
Lvl 5: 1/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)
Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami:
Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).

GM Rat Sass |

Mahdi strikes out with lightning quickness and energy, and the Qilzar jumps.
Reflex Save v DC 22: 1d20 + 10 ⇒ (13) + 10 = 23
Otah GMPC, can't help but multiple-eyeball the strange, floating symbol as he tries to place himself in useful position.
Will Save DC 23: 1d20 + 4 ⇒ (13) + 4 = 17
Perhaps it's the Will of the Dwarf, or the overwhelming visual input of the Eyes which overcomes Otah, and the horsechopper debates his next move.
Attack Chance, High Good: 1d100 ⇒ 59
Otah steels himself, even as he begins describing all manner of affront to the dwarf's center of calm, and rushes forward to swipe at the spectral dwarf.
Zenzirad, full attack, primary, moved: 1d20 + 17 + 2 ⇒ (4) + 17 + 2 = 23 for damage: 2d4 + 7 + 2 ⇒ (1, 4) + 7 + 2 = 14 cold: 1d6 ⇒ 5 damage
Pent seems to stymie himself with a confusion of words, accomplishing nothing. Amiamble rolls into a flanking position with his brother.
Something shifts within the ghostly dwarf, as the creature seems to intensify and ripple with an unholy light.
Otah, Aldebert, and Amiamble are all within this Frightful Presence, though I think Aldebert is Immune, and lends Otah a +4 to the impending Save. Another Will Save DC 23, or fall Shaken for 4d6 ⇒ (1, 4, 2, 3) = 10 Rounds.
"You're not trembling, not in the slightest. Let me give you something to tremble about!" The ghost's voice is now measured, sinister.
The 'Master' circles the gecko rider, reaching out and striking with a single touch.
Touch Attack, Al: 1d20 + 13 ⇒ (6) + 13 = 19 for 1d8 ⇒ 1 damage
Round 2
Aldebert- 9 (-1hp)
...
Round 3
Mahdi- 23
Otah- 16
Pent- 16-
Amiamble- 12
Master- 10 (-59hp)
Aldebert, by my reckoning, you have both Round 1 and 2 actions to take, based on erroneous Round Update. Aaaaand the whole Party is up!
Roll20 Map has been updated.

Aldebert Piddlespot |

Round: 1 & 2, Initiative: 9
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 10/40m), Smiting (Dwarf Ghost)
Weapon Equipped: Greatsword
GreatSword Attack BAB +12/+7/+2, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 8/10 (Swift, 6d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 9, concentration +13, DC 14+)
1) Bed of Iron, Hero’s Defiance,
2)
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 65/65 +12 temp (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(1/9h)
Smite evil (swift, +0 att +10 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Sneak, Stay, Watch, Work
Bite Attack BAB +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1
Will: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34 (feast) vs DC 23
In round one, Aldebert might have moved as well as selected the undead dwarf for a smiting. He’ll Smite Evil (swift). He wonders a bit at Pent’s snarkiness, but let’s it ride for now as just the excitement of combat combined with his usual, sometimes confusing, remarks.
Round two, he’s touched, and he looks levelly at the dwarf, ”You’ll have to do better than that dear boy.” He’ll then step to the side to start setting up flank, and dig in to the ghost.
Greatsword (magic): 1d20 + 14 + 5 ⇒ (8) + 14 + 5 = 27 (feast, smite) damage: 1d10 + 13 + 11 ⇒ (6) + 13 + 11 = 30 (smite)
Greatsword (magic): 1d20 + 9 + 5 ⇒ (13) + 9 + 5 = 27 (feast, smite) damage: 1d10 + 13 + 11 ⇒ (6) + 13 + 11 = 30 (smite)
Greatsword (magic): 1d20 + 4 + 5 ⇒ (10) + 4 + 5 = 19 (feast, smite) damage: 1d10 + 13 + 11 ⇒ (9) + 13 + 11 = 33 (smite)
(on the first hit, if he is indeed undead, or an evil outsider, he’ll take +11 more damage)
Gretiem also tries to snack on the dwarf.
Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16 (feast) damage: 2d6 + 8 ⇒ (2, 3) + 8 = 13
Gretiem Bite (magic): 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26 (feast) damage: 2d6 + 8 ⇒ (3, 2) + 8 = 13

Mahdi al-Jabira |

Move action to redirect lightning onto the dwarf, the SR check doesn't need to be made again but he gets another Reflex save
Ref DC 22 or take: 9d6 ⇒ (1, 5, 6, 2, 2, 1, 3, 6, 3) = 29
Would a spellcraft or knowledge check give Mahdi any knowledge about the symbol, its range, its effects, etc? He didn't get high enough on his knowledge of the monster itself to identify it, but if he could identify the effect with an additional roll he'd try to. He'd also like to know if it could be dispelled.
A roll: 1d20 ⇒ 19 With whatever static bonus he could use, if this is something he could know more about. If not, I'll just go on total defense for my standard

Otah Cragsmith |

Finally! The forum has been super wonky for me this week.
"You're speaking too clearly Pent! What's wrong with you?" the dwarf responds, venting his frustration out at the spectral dwarf.
Many of his eyes are centered on the floating symbol, though he still devotes enough to track "Master" as it attends to the halfling paladin.
Zenzirad, full attack, primary, hasted: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26 for damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11 cold: 1d6 ⇒ 1
Zenzirad, full attack, iterative, hasted: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 for damage: 2d4 + 7 ⇒ (3, 3) + 7 = 13 cold: 1d6 ⇒ 4
Zenzirad, full attack, iterative, hasted: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27 for damage: 2d4 + 7 ⇒ (3, 3) + 7 = 13 cold: 1d6 ⇒ 3
Zenzirad, full attack, hasted, hasted: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19 for damage: 2d4 + 7 ⇒ (4, 4) + 7 = 15 cold: 1d6 ⇒ 3
Dice gods angry.

Amiamble Piddlespot |

Round 3, Init 12
Yeen and Ami move up to snap at some ghostdwarf.
Ami:
1d20 + 12 + 2 + 1 ⇒ (2) + 12 + 2 + 1 = 17 to hit; (slingstaff, melee, feast)
1d6 + 2 ⇒ (5) + 2 = 7 magic damage.
Yeen:
1d20 + 18 + 1 + 2 ⇒ (19) + 18 + 1 + 2 = 40 to hit; (bite,feast, flank)
1d6 + 9 ⇒ (4) + 9 = 13 magic damage.
ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:91/91+0 temp; Yeen: 132/132 + 0 temp
Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
Lvl 1: 3/8 used (DF*1,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 2/7 used (AirWalk*2,DivPower*0,Grove,FoM)
Lvl 5: 1/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)
Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami:
Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).

GM Rat Sass |

2d6 ⇒ (2, 4) = 6
Within several smiting strikes by Aldebert, the ghostly Qilzar Agha fades away to nothingness, as does his floating Symbol.
The Symbol scrawled appears to letter a Spell-Like effect of Discord. Its range is potent, out to 60' to all those who can see it, and its effects seem to be as Pent manifests them- bickering/arguing, which makes spell casting impossible, verbally, and influences those struck by it to strike out at those who are of a different alignment. It seems to be tied to the ghost's manifestation, but it can also be Dispelled. Its normal duration is hard to ascertain, given the circumstances.
You are no longer under the influence of the Symbol.
Quite quiet right now. Combat is over.

Pent Arotha |

"You know, not everything in this palatial place needs a dagger up the arse... whoa, what was that, and where did he, ah, he's gone." The gnome shakes his head from its recent fixation on the Symbol, taking in his companions, and the grand chamber they're occupying.

GM Rat Sass |

The throne portrays an ascetic aesthetic, regal in their simplicity, well-crafted cushions meant to separate the soft from the metallic, while the secondary chairs visually convey the lesser status of those who sit upon them, compared to the central seat.
Aldebert's sweep of the room yields several tidbits:
The largish Pit behind the throne is 20' deep, with smooth walls that appear nigh impossible to climb by mundane means. At the southwest corner of the Pit's floor, there appears to be an entrance/exit to the southwest. Represented by the Red Rectangle
The large curtain to the west can be pulled back to set eyes upon the room beyond. This carpeted mosque lies beneath a gilt dome. Brass fonts on either side of the entry spit forth streams of burning oil into small basins. Prayer niches open on the wall to the left, and an alcove to the right holds shelves for footwear. A three-step obsidian dais holds a shining brass minbar where the imam would stand to exhort the faithful. There are several figures, cloaked in rags, supplicating themselves in prayer. They don't seem to notice onlookers...
The large curtain to the east can be pulled back to set eyes upon the chamber beyond. This oddly shaped chamber is a study in opulence, from floors of polished mother-of-pearl inlays to diaphanous wall hangings and curtains of the most delicate threadwork. A low balcony lined with cushioned divans and a luxurious bathing pool replete with fountain and crystalline waters complete the chamber’s decor, yet the decadence is tainted by the heavy smell of sulfur.
The small curtain to the east reveals a smaller hallway leading to the south, in roughly the same direction as the Pit's hallway.
Roll20 Map has been updated.

Pent Arotha |

Pent circles the perky lizard rider, as he and he make their way around the circular room, peeking behind curtains, and into pits.
The gnome keeps quiet enough, letting Aldebert make his decisions about what he finds behind each partition. He does however communicate with the body language only gnomes are gifted enough to embody.
His gestures encourage the half below to offer up his thoughts about which curtain he wants to see tackled first, overlooking the Pit for now, because it requires descent.

Aldebert Piddlespot |

"Pent, can you determine the religion of those praying?"
Those praying... can we tell from their supplications what religion they may be (for example Christians tend to kneel, make the sign of the cross, etc. 'course I have no knowledge religion...
Regardless, Aldebert suggests they confront the praying group. "Who knows what demon they may be praying to, but I don't like having' them at our backs. Let's go see what they're up to."

GM Rat Sass |

These individuals are revering something likely related to a god or goddess of the Fire Domain. One notable goddess is Ymeri, as she relates to the denizen of the Plane of Fire.
Ymeri, Queen of the Inferno, dwells within the Auroric Palace on the Elemental Plane of Fire, and is one of the four powerful beings collectively known as the elemental lords. She is served there by a cult of fiery creatures—efreet, fire mephits, fire elementals, and others. Her followers seek to raise her to divine status, and ultimately gain control over the entire Plane of Fire.
She believes that Elemental Earth will eventually succumb to Elemental Fire, and appears to be seeking to promote war between the efreet and the shaitans of the Plane of Earth. This is possibly connected to her rivalry with the mysterious being of Elemental Earth known as Ayrzul, the Fossilised King.

Pent Arotha |

Knowledge(Religion) v DC 20: 1d20 + 9 ⇒ (15) + 9 = 24
"By the sounds of their quiet ululations, they're worshipping Ymeri, Queen of the Inferno, Elemental Lady of the Elemental Lords. Not your kindest goddess, as she seeks out the destruction of Earth. Not a very balanced attitude, if you ask me. Definitely evil, if you're looking for a categorization."

Amiamble Piddlespot |

Ami and Yeen pad closer to the curtain, looking (and sniffing) within.
1d20 + 11 ⇒ (10) + 11 = 21 Know (religion)
1d20 + 18 ⇒ (7) + 18 = 25 Perception
Ami shakes his head, looking at the supplicants. He looks at his brother, nodding at the gnome's words.
"Yes, he is right," Ami hisses from under his face scarf. "I do not know much of Ymeri, nor of their elemental foes, but know that they aren't servants of the Rough Beast and therefore do not need to be put to the sword or claw under question."
He waits to see what others wish to do. These supplicants may offer information about things...and if *someone* (like say, Mahdi) were to approach, he might gain some information.

Pent Arotha |

Pent watches from on high, letting his eyes roam the current room for signs of sinister. Finding nothing to focus on, he returns his attention to his friends, and also waits to hear the minds of Otah and Mahdi in their decision to engage or evade.

Otah Cragsmith |

Otah looks around, shaking his head as the ghost disappates. "He made it seem like he'd be more of... something. Less of a pushover."
The dwarf nods to Aldebert and Amiamble, "If we can convince them to leave without a fight, I'll be impressed. Too many of these creatures have decided to throw themselves upon our blades haphazardly."
He motions for the more diplomatic of the party to lead, though he'll be at their flank.

Mahdi al-Jabira |

Sorry, the forum has been as it has been and it didn't show me I had new posts waiting!
Mahdi flies into the room with a frown. "We should cover that symbol with something. I can't do much else about it right now. Is everyone alright? He did seem to be all.... mouth and no trousers, as they say in the north..."
Throwing a glance at the supplicants, Mahdi harrumphs to himself. "Worshippers of Ymeri are not generally known for their reason or diplomacy," he mutters. "I am likely able to talk to them, but you should be ready to engage if it goes south."
Mahdi makes sure that his blazing ring, enchanted so long ago by Pent with continual flame, is, first of all, blazing properly on his hand. It's time to look fiery...
Did the orb of flame we found that powered the boat have to stay with the boat? I can't recall. If it's with the boat, that's fine; if not, Mahdi would like to be holding it, in a casual sort of 'look at me holding this ball of sheer fire' kind of way. When Mahdi flies into the mosque room he's going to use his 'fire supremacy' ability to draw flames from the burning-oil wotsits to wreathe himself. He wants to look as fiery as possible, basically.
Mahdi takes a few moments to adjust his appearance, runs a hand through his hair, and then zips aerially into the room with the prayers (giving the others time to get near the door first).
He shouts in booming Ignan, wishing he had a slightly deeper voice.
This is an attempted Bluff: 1d20 + 1 ⇒ (18) + 1 = 19

Aldebert Piddlespot |

Aldebert enters with Mahdi, but remains just a step behind, and deferential - as if he were a bodyguard or the like. His sword, for now, is sheathed, as he hopes diplomacy may win out over slaughter.
Bluff (aid another): 1d20 + 4 ⇒ (6) + 4 = 10 vs DC 10

GM Rat Sass |

Nice picture you paint, Mahdi. Also, I'll remind you that Mahdi was the one to craft the Continual Flame rings, gifting one to Pent. The Perpetual Flame is still on Mahdi's person, and can be used to re-float the Barge below, should needs be.
1d20 ⇒ 10
1d20 ⇒ 4
1d20 ⇒ 19
1d20 ⇒ 19
The rag-cloaked figures all turn to face those who have entered the mosque, focusing on the Speaker in Flames. Their faces are familiar to you, each of the four efreeti by nature. Blood appears to trickle from their eyes. Closer inspection reveals claw marks that extend from lower lids to chins.
Nothing behind their eyes suggests a comprehension of Mahdi's introductory words as they were intended, more's the pity. Their maniacal gazes all seem to see through the facade, and they begin howling their extremely zealous hatred, which resonates powerfully under the dome...
Aldebert: 1d20 + 1 ⇒ (1) + 1 = 2
Amiamble: 1d20 + 3 ⇒ (19) + 3 = 22
Mahdi: 1d20 + 10 ⇒ (12) + 10 = 22
Otah: 1d20 + 3 ⇒ (6) + 3 = 9
Pent: 1d20 ⇒ 15
Efreeti: 1d20 + 7 ⇒ (8) + 7 = 15
Round 1
Mahdi- 22
Amiamble- 22-
Efreeti- 15
Pent- 15-
Otah- 9
Aldebert- 2
Mahdi and Amiamble are up! Roll20 Map has been updated. Move action to push aside the curtain, though only Otah and Pent need to consider this to enter the fray...

Mahdi al-Jabira |
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"Balls."
After that succinct summation of his diplomatic attempt, Mahdi's fingers sketch a short burst of power, and his allies find themselves en-speeded.
haste on the party, and I'll use my move action to wrench aside the curtain, if I can. Technically the order would be curtain, than haste, so I can haste all the party.

Amiamble Piddlespot |

Round 1, Init 22
Ami casts Divine Might on Yeen as the cat moves up and in front of Mahdi, protecting the fire mage as they said they would.
ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:91/91+0 temp; Yeen: 132/132 + 0 temp
Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
Lvl 1: 3/8 used (DF*1,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 3/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 1/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)
Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami:
Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).

GM Rat Sass |

The mad efreet charge, three attacking the halfling at the front, while one moves past Amiamble to strike at Aldebert. Provoking an AoO, I do believe.
Slam Attack, Am: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25 for 1d8 + 6 ⇒ (3) + 6 = 9 damage
Slam Attack, Am: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 for 1d8 + 6 ⇒ (7) + 6 = 13 damage
Slam Attack, Am: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35 for 1d8 + 6 ⇒ (1) + 6 = 7 damage
Slam Attack, Al: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28 for 1d8 + 6 ⇒ (4) + 6 = 10 damage
Round 1
Pent- 15-
Otah- 9
Aldebert- 2 (-10hp)
...
Round 2
Mahdi- 22
Amiamble- 22- (-20hp)
Efreeti- 15
The Party is up! Roll20 Map has been updated. Mahdi has facilitated movement in and out of the Mosque, for ease going forward.
Current Party Buffs
Haste

Pent Arotha |

Round 1, Init 15-
AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Hasted
"There we go!! The pulse quickens, the blood roils, the eyes widen, the pecs tense, and the buttocks clench!!" The gnome leaps from foot to foot, though his speed is easily enough checked by the height of the Carpet, and its relatively docile land speed.
Pent is a little too distracted by the speed by which his appendages quiver to do much against the efreeti affront. Delay

Aldebert Piddlespot |

Round: 1, Initiative: 2
Conditions: Endure Elements (24h), Magic Vestment (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Barkskin (+5), Resist Energy Fire (30, 15/40m), Haste (1/??r)
Weapon Equipped: Greatsword
GreatSword Attack BAB +12/+7/+2, Str +2, Focus +1, Magic +1, Size +1, (Power Attack -3) Damage Str +3 (1.5x), Magic +1, (Power Attack +9 (1.5x)) (Crit 17-20)
Summon Mount: 2/2 (Full round)
Smite Evil: 3/4 (Swift, +4 attack, +11 damage, +4 AC)
Lay on Hands: 8/10 (Swift, 6d6 healing +1d6 if not blinded, fatigued, diseased, or poisoned)
Pearl of Power (first) 2/2
Spells (caster level 9, concentration +13, DC 14+)
1) Bed of Iron, Hero’s Defiance,
2)
3) Angelic Aspect, Good Hope
- - -
Gretiem Lord of the Green
HP: 65/65 +12 temp (DR 5/evil) AC: 29 (F24/T15) (included: mage armor +4, shield companion +1)
Fort: 10 Reflex: 10 Will: 6 (SR 15, Resist Cold, Acid, Electricity 10) CMB: 13 CMD: 26 Move: 40’
Conditions: Mage Armor (1/12h), Hero’s feast (1/12h, +1 attacks/will & +4 poison (morale)), Resist Energy Fire (30, 1/40m), Shield Companion (+1 AC, +1 saves included)(1/9h)
Smite evil (swift, +0 att +10 dam) (1/1d)
Tricks: Aid, Air Walk, Attack x2, Come, Defend, Deliver, Down, Fetch, Flank, Flee, Get Help, Guard, Heel, Hunt, Menace, Sneak, Stay, Watch, Work
Bite Attack BAB +7, Str +5, Amulet +1 Damage Str +7 (1.5x), Amulet +1
”Everyone is so unfriendly around here!” Aldebert winces as the stroke hits him. He draws his greatsword, 5’ steps to protect Mahdi, and attacks!
Greatsword (magic): 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 (feast) damage: 1d10 + 13 ⇒ (7) + 13 = 20
Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19 (feast) damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16
Gretiem Bite (magic): 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24 (feast) damage: 2d6 + 8 ⇒ (5, 5) + 8 = 18
hasted Gretiem Bite (magic): 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21 (feast) damage: 2d6 + 8 ⇒ (3, 2) + 8 = 13

Amiamble Piddlespot |

If AOO:
1d20 + 18 + 1 + 4 ⇒ (13) + 18 + 1 + 4 = 36 to hit; (bite,feast,+DP)
1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19 damage.
Round 2, Init 22
"Bro- *slap* -ther! He- *punch* -lp!" Ami says as he is surrounded, swamped, slapped, and punched. Ami and Yeen step to the north and respond to the closest efreet.
Yeen:
1d20 + 18 + 1 + 4 ⇒ (1) + 18 + 1 + 4 = 24 to hit; (bite,feast,+DP)
1d6 + 9 + 4 ⇒ (6) + 9 + 4 = 19 damage.
1d20 + 19 + 4 ⇒ (10) + 19 + 4 = 33 CMB to grab
1d20 + 19 + 1 + 4 ⇒ (19) + 19 + 1 + 4 = 43 to hit; (claw,feast,+DP)
1d4 + 9 + 4 ⇒ (4) + 9 + 4 = 17 damage.
1d20 + 19 + 1 + 4 ⇒ (17) + 19 + 1 + 4 = 41 to hit; (claw,feast,+DP)
1d4 + 9 + 4 ⇒ (2) + 9 + 4 = 15 damage.
"Brother! Protect Mah--DEE too!"
ACs: Ami: 27. Yeen: 28+5+4=37 (barkskin, mage armor)
HP: Ami:71/91+0 temp; Yeen: 132/132 + 0 temp
Ami:
[ dice]1d20+12+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
[ dice]1d20+7+1[/dice] to hit; (slingstaff, melee, feast)
[ dice]1d6+2[/dice] damage.
Yeen:
[ dice]1d20+18+1[/dice] to hit; (bite,feast)
[ dice]1d6+9[/dice] damage.
[ dice]1d20+19[/dice] CMB to grab
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
[ dice]1d20+19+1[/dice] to hit; (claw,feast)
[ dice]1d4+9[/dice] damage.
Lvl 1: 3/8 used (DF*1,EE*2,AibBub*0,LibCom*0)
Lvl 2: 3/7 used (barkskin*2,CMW*0,Bull*0,RE*1,Grace*0)
Lvl 3: 4/7 used (mag vest*2,MCaE*1,InvisPurge*1)
Lvl 4: 3/7 used (AirWalk*2,DivPower*1,Grove,FoM)
Lvl 5: 1/6 used (CLWmass*0,FlameStrike*0,DispEvil*0)
Lvl 6: 1/3 used (ColdIce*1,StoneTell,MassCMW)
Extend Rod: 3/3 used (mag vest*2, barkskin)
Yeen.: Mage Armor,Barkskin,Resist Fire 30. MCvEvil. Airwalk.
Ami:
Endure Elements (Yeen & Ami), Magic Vestment (Yeen & Alde), Resist Fire (Yeen), Extended Barkskin (Yeen & Aldebert), Ext. Mag Circle Against Evil (Yeen).

Mahdi al-Jabira |

"I'm flying. Protect each other," Mahdi says blithely from his position well above ground.
"Still, nice of them to cluster up, no?"
Glitterdust on the three clumped efreets, will dc 18

GM Rat Sass |
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Will Save v DC 18: 1d20 + 9 ⇒ (16) + 9 = 25
Will Save v DC 18: 1d20 + 9 ⇒ (19) + 9 = 28
Will Save v DC 18: 1d20 + 9 ⇒ (20) + 9 = 29
The three mad efreet raise their collective gazes at Mahdi, eyes unblinking, and howl in unison, as their wills are focused on the starburster. Oh, how they glitter, as they hover.
Pent and Otah to go!

GM Rat Sass |

Aldebert draws his weapon, while he rides another, striking the mad efreeti three times between he and his gecko. Mahdi blasts the three efreet with Glitter, though it only riles their rank and file.
Otah GMPC delays enough to step forward and take a whack at the efreeti at Aldebert's side.
Zenzirad, primary, FO Bane, moved: 1d20 + 17 + 2 + 2 ⇒ (18) + 17 + 2 + 2 = 39 for damage: 2d4 + 7 + 2 ⇒ (4, 3) + 7 + 2 = 16 cold: 1d6 ⇒ 6 bane: 2d6 + 2 ⇒ (3, 1) + 2 = 6
Amiamble fends off the wave of hate, giving more greatly than he receives, while Yeen grapples one of the three. Pent hesitates, even Hasted.
The efreet shriek, and continue their assault.
Red enjoys the intimacy of a large cat's embrace.
Slam Attack, Am: 1d20 + 15 ⇒ (13) + 15 = 28 for 1d8 + 6 ⇒ (7) + 6 = 13 damage
Slam Attack, Am: 1d20 + 15 ⇒ (7) + 15 = 22 for 1d8 + 6 ⇒ (6) + 6 = 12 damage
Two glittery efreet, Blue and Green, rise to Mahdi's side, and introduce themselves. Even Hasted, the fire mage proves very accommodating to incoming slams.
Slam Attack, M: 1d20 + 15 ⇒ (3) + 15 = 18 for 1d8 + 6 ⇒ (4) + 6 = 10 damage
Slam Attack, M: 1d20 + 15 ⇒ (5) + 15 = 20 for 1d8 + 6 ⇒ (6) + 6 = 12 damage
The heavily-injured Purple is not discouraged, its eyes bulging almost beyond the confines of its lids. It keeps savaging the gecko rider. The heavily-armored halfling wards off the clawing hands handily.
Slam Attack, Al: 1d20 + 15 ⇒ (11) + 15 = 26 for 1d8 + 6 ⇒ (7) + 6 = 13 damage
Slam Attack, Al: 1d20 + 15 ⇒ (4) + 15 = 19 for 1d8 + 6 ⇒ (7) + 6 = 13 damage
Round 2
Aldebert- 2 (-10hp)
...
Round 3
Mahdi- 22+ (-22hp)
Otah- 22
Amiamble- 22- (-33hp)
Pent- 21
Efreeti- 15 (-51hp/Grappled, -82hp)
The Party is up! Roll20 Map has been updated. Mahdi, if you can clarify how high you're flying, I'd be much obliged.
Current Party Buffs
Haste

Pent Arotha |

Round 3, Init 21[/ooc]
[b]AC = 13
HP = 72/72
Weapon Equipped = +1 Light Crossbow
Condition(s) = Hasted
Pent slips through the curtain to keep close by, while his companions begin to bleed from several fresh slashes. "Zealots. Mindless, thoughtless, relentless... That's not even correct, if you separate the parts of words- they are not minds that are less, their thoughts are not less, they don't relent less than they would have. No. The words claim they are lost of mind and thought, that they relent not at all!"
He almost forgets his purpose, as he proclaims from his plush pulpit on high. "Oh, here."
Selective Channeling, no no churchgoers: 6d6 ⇒ (1, 5, 2, 6, 5, 6) = 25
Chance of Emission, Low's a go: 1d10 ⇒ 7