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I cannot speak for them, for that would be as if I own them, which I do not. You have asked them for yourself, and cast powerful divination to ensure their truthfulness. Yet you question their answers through me a second time? What I can promise you is that I will do everything in my power, granted to me by the Inheritor, to ensure your questions and our answers remain true. Should they attempt to go back on their word, then the consequences will have to be met, but I have faith in my comrades and their word. If you have nothing further, I plead you let us pass, for the longer we stay hear, the closer our light gets extinguished.
diplo take 10: 10 + 13 = 23

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I have been sent to prevent the Runelord Krune from returning. I am not here to desecrate or plunder this temple, but will use what tools I find to prevent the Runelord's return. To do otherwise would be to risk unleashing a great evil.

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Each door in the shrine has the Sihedron rune on both sides, and each Sihedron glows with an unnatural flame originating from a rune. This provides the room with normal light in a 20-foot radius from the door and dim light 20 feet beyond that. The double doors are unlocked and swing open silently—opening a door in the shrine uses up 5 feet of movement. If not held open, a door swings closed after 1 round. The walls are worked stone, and the ceilings are 20 feet tall. The air inside the shrine is oddly fresh, and the temperature remains comfortable thanks to ancient magic still in operation.
Inside the entry way the impossibly large blocks of the shrine’s walls are in such good condition that they seem to have been laid only decades ago. Carved into the stone, spiky script is clearly visible throughout the room. Stone double doors stand in the east and west walls. Each is decorated with a seven-pointed star, and each blade of a star displays a spiky rune. One rune per star glows with an amber light that illuminates the room. Also in the western wall, a short square tunnel leads back outside, with a score of muddy footprints showing the way. A p
passageway to the south leads to another lit room. The air inside the shrine is cool and fresh.
If you can read Thassilonian please let me know.
Three dirt-covered, bald Shoanti sit quietly against the northern wall. Next to them is a disheveled dwarven woman and a foppish and muddied Taldoran noble.
The Taldoran noble looks blankly at you.
"By the gods are you real?" He asks in a hushed tone.

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Sadly, this is one character who does not. My ranger has a translator follow him around... Oh well.
"We are, in fact, real. The question is, what is a Taldan noble doing here? Explain yourselves, and how you got by the guardian." There is a bit of disdain in the sorcerer's voice.

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Seelah will wonder why there are people in here, and better yet at the mention of a fat magician where he went to. Are any of you hurt, did the 'fat magician' as you put it hurt anybody?. She will offer up a trail rations to the dwarf woman and nobleman if they are hungry at all, once satisfied with everything, she turns to the group, Shall we press forward, time is if the essence?
She walks up the east doors (next to red 3) and cast a quick prayer to Iomedae detect evil and focus 3 rounds to make sure nothing pings before opening door. Also, does the door open toward or away from us.
Once satisfied, she will nod to the party for an all ready then open them. She then peers in to see what she can.
perception: 1d20 + 1 ⇒ (3) + 1 = 4

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"He went around the corner there," The Marquis responds. Pointing to the hallway behind you, to the right of the entry way. "There were sounds of a struggle, then a few hours later he came through the door right there."
He motions to the double door.
"No but I think he charmed us all. The savages there," He says nodding to the Shoanti. "Have been worked without rest since we arrived though. He seemed to have even greater control over them."

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Nodding briefly, Dariamus quickly casts a spell and readies himself for whatever evil lies on the other side of the door.
Yes, It would be best if you gentlemen wait outside. The guardian out there should not harm you.
Shield, arcate pool to make my scimitar +3 Keen
HP 59/59
AC 30/21/20
Pool 5/6
Effects +3 keen scimitar, mage armor, shield

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"Ah, it seems we expect combat. Very well then." Castamir casts some basic spells; Resist Fire and Shield. He then straightens out his attire, and will stand next to whomever opens the door. "When I tap your shoulder it comes with a spell of Haste. Do not tarry or let it go to waste." The sorcerer gives a crooked grin at the last.

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The door opens and staring the Paladin in the face is a beast of inky black shadows.
Knowledge Religion to identify.
Initiatives:
Seelah: 1d20 ⇒ 10
Kyra: 1d20 ⇒ 8
Castamir: 1d20 + 4 ⇒ (7) + 4 = 11
Dariamus: 1d20 + 12 ⇒ (2) + 12 = 14
Bad Guy: 1d20 + 5 ⇒ (6) + 5 = 11
Order
Dariamus
Bad Guy
Castamir
Seelah
Kyra.
Dariamus may act then the bad guy then everyone may go.

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Knowledge: Religion: 1d20 + 5 ⇒ (17) + 5 = 22
Seeing the shadow, Dariamus prepares himself for the creatures attack.
Arcane Strike, ready an action to attack when it approaches
HP 59/59
AC 31/22/20
Pool 5/6
Effects +3 keen scimitar, mage armor, shield, bless, haste

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The creature moves foward to attack.
Damage 1d6 + 12 ⇒ (3) + 12 = 15
Being hit by the the Magus enrages the shadow and it attacks him.
Touch: 1d20 + 11 ⇒ (19) + 11 = 30 Hit.
Strength Damage: 1d8 ⇒ 6
According to the rules, you are not encumbered despite your STR being at 3 now. So you're fine. But you're in pretty bad shape.
Everyone else is up.
Shadow - 8 damage.
Let me know if you're in a position you don't want to be in and I can easily retcon this attack. I know for sure Seelah would be in the door way.

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Would I know as a paladin, would smite evil cancel out the 50% miss chance?
Seelah stands strong at the approaching visage of evil and taint. She calls upon Iomedae to grant her strength to vanquish this evil incarnation
assuming hasted unless told otherwise
#1 power attack: 1d20 + 11 ⇒ (19) + 11 = 30
miss low 50: 1d100 ⇒ 67
#2 power attack: 1d20 + 6 ⇒ (19) + 6 = 25
miss low 50: 1d100 ⇒ 99
haste: 1d20 + 11 ⇒ (12) + 11 = 23
miss low 50: 1d100 ⇒ 58
damage: 1d8 + 11 ⇒ (4) + 11 = 15
damage: 1d8 + 11 ⇒ (8) + 11 = 19
damage: 1d8 + 11 ⇒ (5) + 11 = 16
NOT SMITING...YET lol

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Seeing the shadow still standing, Dariamus presses the attack.
5' step, Spell combat, casting defensively, Touch of Fatigue, Arcane Strike
Cast: 1d20 + 13 ⇒ (10) + 13 = 23
Attack: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 1d6 + 12 ⇒ (6) + 12 = 18
Attack: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d6 + 12 ⇒ (2) + 12 = 14
Attack: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 12 ⇒ (3) + 12 = 15

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"Agreed, that was most efficient. I'm almost sorry to have wasted such a potent spell. Ah well, better to have used it excessively than to be turned into an abomination for all time." Castamir speaks with a relaxed timber. He then waves his arm as if looking to enter a Minkai teahouse.