
Symon |

"Sounds good to me...let me examine the doors first."
Symon approaches the doors, and looks first to see if they are locked or barred in any way, then looks for any kind of trap.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Perception (trap check): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

GM Zed |

Symon listens carefully at the door: hearing nothing, he further inspects it for traps - satisfied that it is safe, he smiles to his friends and, moving forwards, Dezco swings the door open...
What happens next is simply too fast for the dwarf to react to; standing several feet behind the door, a bovine figure...breath steaming from flared nostrils, hooves stamping and cruel looking horns...swings an enormous and brutal looking axe straight down at Dezco's head...with a sickening crunch, a fountain of crimson blood pours from the reeling dwarf’s shoulder...
Brass-Clad Minotaur, Great-Axe vs Dezco (Surprise Round): 1d20 + 10 ⇒ (8) + 10 = 18, hitting for 3d6 + 7 ⇒ (4, 5, 4) + 7 = 20
Initiative for Party and Enemy
Symon, Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Luther, Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Dezco, Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Drusellia, Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Brass-Clad Minotaur, Initiative: 1d20 - 1 ⇒ (13) - 1 = 12
Initiative Order
Luther, Dezco then
Brass-Clad Minotaur then
]Symon and Drusellia
Luther and Dezco (GMPC) may act now

GM Zed |

GMPC for Dezco
His eyes narrowing in determination, Dezco steps forward and swings at the minotaur with the sword taken from Gorloth…
Dezco, Bastard Sword vs Brass-Clad Minotaur: 1d20 + 7 ⇒ (4) + 7 = 11, missing
The blade, although swung hard at a large target, deflects from a metal plate apparently embedded within the creature’s thigh…
Gm / Minotaur actions coming shortly

GM Zed |

The minotaur, breathing heavy with exertion, stands tall and brings his axe down once more upon Dezco – this time the crushing blow flattens the dwarf… with a sigh, he slumps forwards and lies still…
Brass-Clad Minotaur, Great-Axe vs Dezco (Power Attack): 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27, hitting for 3d6 + 7 + 6 ⇒ (5, 4, 5) + 7 + 6 = 27
Dezco is at -5HP, Unconscious and Dying – on his next turn he needs to make a DC10 Con Check (with a -5 Penalty) to Stabilise.
…the minotaur continues its attack with a wild back swing of the axe followed by a brutal, yet ineffective, kick against Luther…
Brass-Clad Minotaur, Great-Axe vs Luther (Power Attack): 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7, missing
Brass-Clad Minotaur, Slam vs Luther (Power Attack): 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7, missing
Everyone may take their turn now

Luther Lightblade |

Luther activates his protection aura and proceeds to step to protect Symon. The defensive measures have had little effect on their foe.
Protection aura (+2 AC for all) and saving shield if needed +2 AC for Symon if needed

Drusellia Malacore |

Drusellia scowls and extends a hand, quavering slightly. With a mental command, she causes the earth beneath the minotaur's feet to tremble.
Trip vs. Minotaur: 1d20 + 9 ⇒ (11) + 9 = 20

GM Zed |

Symon, stepping forward as Dezco falls, stabs at the hulking minotaur – his rapier, sliding into a gap in the beast’s defences, is barely noticed as the over-sized axe is raised once more…
…standing firm as the ground trembles beneath it, the minotaur brings the axe down with a blow that causes the very ground to shake – and, with a dismissive grunt, Dezco’s masked head is kicked back towards Luther and Drusellia…
Brass-Clad Minotaur provokes Attack of Opportunity from Symon
Brass-Clad Minotaur, Great-Axe / Coup de Grace vs Dezco: 9d6 + 21 ⇒ (1, 2, 5, 3, 6, 6, 5, 3, 6) + 21 = 58
Dezco is dead
Everyone may take their action now

Symon |

AoO: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Horrified, Symon yells "NOOOO!", as the Minotaur slays his friend and party member.
He slashes the monster once again, then simply disappears.
Attack-melee: 1d20 + 11 ⇒ (19) + 11 = 30
Roll for crit: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Crit Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Using 'Hide in Plain Sight' ability - Stealth: 1d20 + 13 ⇒ (8) + 13 = 21 then move to new location, if possible.

GM Zed |

Symon – the ‘Hide in Plain Sight’ ability only works within 10 feet of dim light; sadly (and I need to get better at describing the lighting on each level as it is now important to you) this level is brightly lit with sconces every twenty feet or so illuminated with a Continual Flame. However, for the purposes moving into the minotaur’s room using your ability, it suits well to say that the area is indeed dimly lit and you can move into shadow…
Symon stabs several times at the Minotaur, each blow stronger than the last, before merging with the shadows cast by the pillars in the Minotaur’s lair…
…but the Minotaur is not about to be taught a lesson about hiding within his own maze – and, seeing Symon scurry past, swings his axe at the fetchling. The axe smashes against the floor mere fractions of a second after Symon has run…
Brass-Clad Minotaur, Perception: 1d20 + 9 ⇒ (13) + 9 = 22, beats Symon’s Stealth DC of 21 – Symon provokes an AoO
Brass-Clad Minotaur, Great-Axe vs Symon (AoO): 1d20 + 10 ⇒ (6) + 10 = 16, missing
Luther and Drusellia – you may act now.

Drusellia Malacore |

Drusellia blanches, horrified at the sight of the dwarf's disembodied head rolling towards her. Being a seasoned adventurer however, she keeps her wits about herself and intones the words to another spell. From her outstretched hand, a beam of fire (hopefully) impacts with the minotaur. Casting scorching ray.
Dru vs. minotaur: 1d20 + 4 ⇒ (8) + 4 = 12 (ranged touch)
Damage: 4d6 ⇒ (6, 4, 4, 1) = 15 (fire)

Luther Lightblade |

Luther is angered by the brutality, and summons a spiritual weapon. The longsword of force attacks the brute.
std=spiritual weapon
spiritual weapon: 1d20 + 7 ⇒ (9) + 7 = 161d8 + 1 ⇒ (6) + 1 = 7
School evocation [force]; Level cleric 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Effect magic weapon of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A weapon made of force appears and attacks foes at a distance, as you direct it, dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the reduction in damage associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round's target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell's range, not the weapon's normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon's AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity's own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows: chaos (battleaxe), evil (light flail), good (warhammer), law (longsword).

GM Zed |

Turning towards Symon, the minotaur fails to notice Drusellia’s ray of scorching fire before it is far too late – gouts of flame burn it’s flank as it roars in agony… Still standing despite the immolation, the minotaur ducks beneath Luther’s Spiritual Weapon and launches a flurry of attacks against Symon.
The minotaur is aware of Symon’s presence from the previous perception vs. stealth roll.
Brass-Clad Minotaur, Great-Axe vs Symon: 1d20 + 10 ⇒ (3) + 10 = 13, missing
Brass-Clad Minotaur, Great-Axe vs Symon: 1d20 + 5 ⇒ (18) + 5 = 23, hitting for 3d6 + 7 ⇒ (1, 6, 1) + 7 = 15
Brass-Clad Minotaur, Slam vs Symon: 1d20 + 5 ⇒ (5) + 5 = 10, missing
Everyone may take their turn now

Luther Lightblade |

Luther keeps the floating weapon swinging.
sw: 1d30 + 7 ⇒ (5) + 7 = 121d8 + 1 ⇒ (5) + 1 = 6
He steps back and begins to summon a celestial badger.
full round summon 3

Symon |

Current HP: 22/37
Symon again attempts to hide in the shadowy areas near the pillars in an attempt to get behind the brute and strike at a more vital area.
Stealth: 1d20 + 13 ⇒ (6) + 13 = 19
Ugh...theses dice want me dead, I think!

GM Zed |

Luther’s floating weapon sweeps in a wide arc towards the minotaur but crashes harmlessly against a metal plate embedded in the beast’s torso.
GMPC for Drusellia
With her first blast of fire against the minotaur so effective, Drusellia draws upon her innate energies to once more summon a blast of flame…
Drusellia, Scorching Ray vs Minotaur: 1d20 + 4 ⇒ (9) + 4 = 13, hitting for 4d6 ⇒ (2, 5, 3, 1) = 11
Bedraggled and soaked in blood, the minotaur snorts with exhaustion as – once more – it sees the skulking rogue and – once more – crashes a great axe towards him…
Brass-Clad Minotaur, Perception vs Symon’s Stealth DC19: 1d20 + 9 ⇒ (14) + 9 = 23, Brass-Clad Minotaur sees Symon
Brass-Clad Minotaur, Great-Axe vs Symon: 1d20 + 10 ⇒ (13) + 10 = 23, hitting for 3d6 + 7 ⇒ (1, 4, 5) + 7 = 17
Brass-Clad Minotaur, Great-Axe vs Symon: 1d20 + 5 ⇒ (6) + 5 = 11, missing
Brass-Clad Minotaur, Slam vs Symon: 1d20 + 5 ⇒ (17) + 5 = 22, hitting for 1d6 + 2 ⇒ (4) + 2 = 6
The derogatory kick from the bovine monstrosity puts Symon on his back… the deep cuts and dark bruises finally too much for the brave rogue…
Symon is now at -1HP, Unconscious and Dying – on his next turn, he must make a DC10 Con Check (with a -1 Penalty) to stabilise
Everyone may take their turn now

Luther Lightblade |

Luther's celestial wolverine arrives.
Instinctively it attempts to smite evil.
claw: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 2 ⇒ (6) + 2 = 8
claw: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 ⇒ (3) + 2 = 5
bite: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 2 ⇒ (1) + 2 = 3
+3 damage per attack if evil
Luther's floating sword attacks.
sw: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 1 ⇒ (2) + 1 = 3
If the minotaur still stands, Luther summons a divine dog to help.
Full round summon 1

Luther Lightblade |

Luther channels quickly thrice in succession to heal all but the minotaur.
channelx3: 9d6 ⇒ (6, 1, 2, 4, 4, 1, 2, 6, 5) = 31
Luther helps search the minotaur for valuables after casting detect magic, retrieves some valuables from Dezco, and prepares to return to the surface.
Good time to go back and get help. +1 mwork chain shirt to Symon, ring of feather fall to Symon, I'll take the +2 CON belt, rest seems of no immediate use at this time.

GM Zed |

Whilst recovering from the shock of the brutal attack, several of the party members take the opportunity to examine the room that the minotaur had been guarding. Slightly maze like in it’s construction, the central feature of this chamber is a pool of fresh water in a basin of gold tiles – all of the walls are decorated with tiled patterns, once colourful but now faded and cracked. Four staggered columns within the room support the vaulted ceiling and, out to the east of the chamber, a set of double doors provide an exit.
Lying in the bottom of the basin, you catch a glint of something slightly discoloured… pulling it from the water – which is curiously warm around it - you discover a delicate golden necklace with inset rubies in an elaborate pendant… Curious, Drusellia detects an aura and, taking a little bit of time to assess it, determines it to be a Necklace of Fireballs, Type I.
After exploring the room, there is time to examine the dead minotaur, a sweet, slightly agricultural, scent coming from the corpse, you realise that what you had previously taken for armour - is actually plates of brass grafted into it's flesh... Some of the plates seem to have fresh wounds around them as if they had been recently attached - whilst some have long faded scar tissue...
With Conner gone and now Dezco slain, the adventurers are woefully understrength for the challenges that lay ahead as the route leads further underground... And so, the group turn back on themselves... their journey takes them back through the aquatic environs of the Drowned Level, the stench of the Troglodyte' lair, out through the Splinters' hideout and into the frigid air of the forest clearing...
...hours later, and frozen to the bone, the group arrive at the North Gate of the Fort. A Hellknight, armour as black as midnight, stands guard on the rarely used trail... Seeing the three approach, he signals for the gates to be opened...
"Lady Commander wants to see you... Don't make her wait"

GM Zed |

Armitron and Brent
The summons to the Citadel comes from the blue, Armitron's comes via his long term sparring partner - Brent's from the impassive Hellknight that releases him from the drunktank...
...both summons say exactly the same thing, 'Lady Commander Druvost, The Citadel - at your earliest opportunity'

Brent Ironhand |

Brent gets up, stretches, and nods to the Hellknight. He then leaves his cell and collects what gear he has. On the way he finds some water, from a well if possible and rinses himself. Then he proceeds to the the Lady commander.
perhaps I shouldn't have had that last drink.

Luther Lightblade |

Luther is shaken by the death of Dezco. If his powerful protection magic couldn't keep a sturdy dwarf alive, the forces of the spire were proving daunting.
He went to the church to pray for guidance. Refusing to open any books and look for knowledge, he always believed in power of divine magic being internal and personal. Visiting the Divine Mother, he confessed his inability to save two of his companions from death and either death or a watery exile.

GM Zed |

Luther
There is a solemn silence within the Temple of the Golden Key - and High Mother Dremagne is quick to see her erstwhile pupil. Hearing of Dezco's demise and of Conner's abduction, she is quick to reassure Luther that many have fallen within the Spire and that, despite what he may think, it is not his fault... Nor the fault of his companions...
"The Crowned Skull may wait a day or two my young pupil. Regroup, recuperate and restock... Preparation is the key to any successful endeavour"
Putting her hand on his shoulder as she leaves, her voice is kind, "If you need anything..."
On to the Lady Commander? Or something else?
Drusellia / Symon- what are you up to? Keeping your appointment or something else?

Drusellia Malacore |

Oh, definitely keeping the appointment.
Her hood once more drawn up and keeping the harsh light from her delicate eyes and skin, Drusellia proceeds to the Commander.

GM Zed |

The Citadel is as cold and as uninviting as it's name suggests; entering through the main entrance - but only after having to wait in the cold whilst answering increasingly outladish security questions posed by the churlish Hellknight standing guard - the three separate parties who have been requested by the Lady Commander gather...
...fortuitously, everyone arrives within five minutes of each other...
...Brent Ironhands first....
...Armitron Foebane, armour gleaming even in the dimmed room, second...
...and finally, dishevelled and no longer the group of five that had left the Fort several days hence, the Lady Commander's original commissions...
Before anyone really has a moment to ask questions of each other - or to make introductions - the Lady Commander sweeps into the room. To say that she looks irritated would be an understatement...her face carries the mood of a gathering storm...
Standing behind her desk, she throws a scroll before her... there are the remnants of a Chelish seal upon the scroll, "This... This is foolish... A waste of effort and resources... Resources that I cannot afford to waste on such an errand". Composing herself, the Lady Commander explains...
"Several years ago, the Fort requested help of the Order of the Gate... We were sent a freshly commissioned officer... Armitron, you may remember her? Signifier DiViri... She was sent to the Spire, there were certain rumours about power that could be harnessed". Sitting, Lady Commander Druvost sighs, "She was not seen again... and now, her Grandfather requests that we go after her..."
Waving a hand towards Brent and Armitron, Lady Commander carries out the briefest of introductions, "Luther, it seems that you have not found good fortune within the Spire... Fate smiles upon you today, I had planned on sending this pair on a different errand but... It seems that they can help you solve my problem. Return to the Spire... Find out what happened to Signifier DiViri... and, if she yet lives, bring her back"
"Questions?"

Symon |

Sorry for the delay..crushed with work
Symon rushes to make the meeting with the Commander. Just as the doors are closing, he slides through, bent over breathing heavy beside Dru.
"Am I late? Did I miss anything?"

GM Zed |

With a steel-eyed look, the Lady Commander replies to Armitron, ”I do not bother myself with the business of the Order of the Gate – their study of arcane lore and pursuit of the esoteric is naught but a distraction… a frivolity… here at the frontier between civilisation and barbarism. If you seek an answer to that question, you would do well to seek Signifier Hast – he may be able to tell you more of what the Order hoped to learn. For my part, she led a small cohort of troops into the Spire… and her lack of experience meant not one of them came back”

Brent Ironhand |

Brent listens quietly and examines his new companions. Considering the mission he thought simple enough, find this Diviri. Bound to go wrong
He looked at his companions, wondering who would speak first.

Luther Lightblade |

Luther nods: "Well, we were going back anyway. We can find what is to be found. Let's talk with the order before departing. We also need to replenish supplies and pick up the scrolls Dru ordered."
He finishes: "BUT, most importantly, we need to give our valiant dwarf a heroes funeral and wake. With his mask on and weapon in his hand as he would have wanted. Probably pack him some ale too."

Armitron Foebane |

"Signifier Hast, we shall do so Commander".
Armitron turns to Luther, "I am sorry to hear you have lost one of your companions. As we shall be journeying together I shall attend the ceremony with you to pay my respects to the fallen". Armitron prominently displays the sigil of Iomedae etched onto his armor, shield as well as a symbol hanging around his neck. His grieves also contain etchings of the Empire of Taldor.

Drusellia Malacore |

Drusellia remains quiet, studying the newcomers.
How will they react, I wonder, when they find that one of their new companions is a drow?
For the nonce, she kept her hood up and her supple, kidskin gloves on. She always did this in town so as to avoid problems with the locals. Better that they thought of her as an eccentric than to discover her actual identity.

GM Zed |

"This meeting is at an end then... Do what you must for your fallen, get some rest, resupply and then make haste - I shall write to DiViri's grandfather and tell him of your expedition. In the meantime, if you wish to talk with Signifier Hast, you will be able to find him along the wall at the Chancery", Lady Commander Druvost - cold and austere - bids you farewell.

Drusellia Malacore |

The woman in the heavy, hooded cloak extends a gloved hand. "I am Drusellia, a sorceress of some skill." Her accent is elven.

Luther Lightblade |

Luther looks skeptical.
"Would you rather use this thundering Morningstar? Metal seems stronger than flesh."
He adds:
"I'm Luther. I protect and heal people. My main weapon is horn that makes fog."

Symon |

Symon stays back from the new comers for the moment. He is not too sure about these new replacements, and as such has altered his appearance to look like a normal human, for the time being. He keeps close to Dru as well.

Armitron Foebane |

"I am not overly familiar with arcane magic though I have studied its application in tactical scenarios, your powers are welcome by me my Lady. I have little experience with Elves tell me where do you hail from?
A cleric of Abadar , well met. I think our new friend here is a monk yes Brent?
And you, what skills do you possess, ah, well I did not catch your name". Armitron asks looking to Symon.