
Andrea1 |

Still too busy to have a look?
If Andrea is able to look at what Gerard holds under her nose.
Spellcraft longsword: 1d20 + 14 ⇒ (3) + 14 = 17
Spellcraft light crossbow: 1d20 + 14 ⇒ (3) + 14 = 17
Spellcraft staff: 1d20 + 14 ⇒ (9) + 14 = 23
spellcraft horn: 1d20 + 14 ⇒ (16) + 14 = 30

Daniel Arrisen |

Daniel remained on guard while the others searched. While he had a keen interest in magic, he was no scholar and could not see dweomer's anyway.
He was nervous now. The good kind before a test you know you are ready for, regardless of the outcome.
Once all searching is done he aacceptz the spell from Andrea and casts AID on himself. He wasted too much time in the last fight when he should have been swinging.
+1 to attack and: 1d8 + 8 + 2 ⇒ (8) + 8 + 2 = 18for 8 minutes

Andrea1 |

Before all the buffs are cast and locks picked, Andrea brings up a point. Since we are going to no doubt be fighting more vampires, we will no doubt be fighting swarms like that wizard summoned. Do we have any good way of fighting them? If not, we might be better off retreating until we get the right equipment

Daniel Arrisen |

Daniel has his confidence drained.
The swarms, I admit are a concern. Perhaps we need some alchemists fire or other splash weapons?

baldwin the merciful |

Before continuing Phem would hve been able to identify a couple items within the hoard...
The ugly black rock is in fact a philosopher’s stone;
The quarterstaff is a Staff of Healing;
The longsword is a sword of planes;
+4 full plate emblazoned with the symbol of Abadar.
There is more in this room but time to search and identify is limited.

Euphemia di Nereis |

Euphemia stares at the black rock with awe and stops her searching.
"This is... Dear encapsulation, this is--! A Philosopher's Stone!"
She produces a sword, quarterstaff, and a suit of armor.
"The staff is a potent one of Healing, the longsword an object known as a Sword of Planes, and this... this must have belonged to a cleric or paladin of Abadar, but it is very, very powerfully enchanted."
+4

Euphemia di Nereis |

After:
["I, too, can summon elementals to aid with swarms, but it also is the most potent thing I can do, and I would prefer to use it when the situation is most dire. Perhaps we can alternate so as not to waste the gift, Andrea and I. In addition, with more time to think about it... I could sling a web to provide fuel for the flame, but I think it would be better used to slow our foes."

Andrea1 |

A sword of the planes? That sounds like something Daniel would like. As for tactics, we must strive to control the battlefield like we did when fighting the Council's forces at the Maggot Tree. I will place a ward against death on Daniel when we are about to go through the door to protect him against any vampires as well as other blessings, if you can do that as well, Euphemia, I urge that you do to someone.
Perhaps Euphemia or I can wield the staff for the battle. I urge everyone to break out any tricks they have been savng. Any potions, scrolls or other items and use them very soon for they do no good at the bottom of a haversack.
As for summoning, I can alternate with Euphemia if needed. I can also bless one's strikes with luck so that they havea better chance to land. Bit of Luck

Daniel Arrisen |

Daniel is curious about the sword.
Sword of Planes? I have no idea what that means Em. Is it any more useful than HEAVEN'S RAZOR? My blade is not powerfully enchamted but it bears a strong hate towards evil outsiders. Considering my usual opponents at the worldwound it is usually my preferred weapon.
Daniel hardly glances at tthe fullplate.
Adabar is the god of cities. It would be a disservice to the Inheritor to wear it.

baldwin the merciful |

Aura strong evocation; CL 15th; Weight 4 lbs.; Price 22,315 gp
DESCRIPTION
This longsword has an enhancement bonus of +1 on the Material Plane, but on any elemental planes its enhancement bonus increases to +2. The +2 enhancement bonus also applies whenever the weapon is used against creatures native to the elemental planes. It operates as a +3 longsword on the Astral Plane and the Ethereal Plane, or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.

Euphemia di Nereis |

"I do not know about the armor, Sir, but I can tell you that this sword also bears no love of outsiders of the outter planes."
Euphemia lets her eyes wander to Gerard. "I can ward you against death, Gerard, but you know the wards only last for so long. You should tell me when you're ready."

baldwin the merciful |

When we face this undead lord... Do not hesitate or falter, use the Morrowfall.. He kisses Phem, before considering the doors.
The guardian faced this way... Towards its master?
[Dice=Stealth]1d20+20
[Dice=Perception, door W17]1d20+15
[Dice=Disable Device, as needed]1d20+20+2
Gerard signals he is ready for spell as he works on the door. It is locked and he is not able to open it - although he did not set off a trap.

Daniel Arrisen |

Well.. I'm sure Adabar and Iomedae get along and he would approve the armor being used to bring harmony back to Westcrown.
As for the Sword, I am not sure. It does sound like it is effective against those of other-planar nature.
I am aware of the friedly terms between Adabar and Imoedae. And she is not so vain as to punish me for making use of an available weapon against evil. It is a matter of Faith. If you wish me to wear it give me a moment to pray and ask for her tolerance and to give homage to Addabar to bring order to the city and that should suffice. If not I shall have to atone.
He needs help from Andrea to don the new armor. He prays as he moves.The Paladin does sheathe his own blade and takes the Sword of the Planes.
If this weapon will serve better..
He looks almost sad to put HEAVEN'S RAZOR away.

Daniel Arrisen |

Daniel make a knowledge religion check.
Daniel runs his hand over the fullplate armor and contemplates donning it to better his group's chances.
Oh crap! Here it comes
Religion: 1d20 + 6 ⇒ (17) + 6 = 23
Daniel Arrisen |

Daniel is tempted, but withdraws his hand.
Imoedae has never left me unprotected in any battle. I can only aspire to be just as loyal. It was HER power that allowed me to take the bolt in your stead Andrea. I'll not be tempted be a seemingly easy answer.
He moves over the Gerard.
I am ready when you are.

baldwin the merciful |

perception gerard: 1d20 + 15 ⇒ (19) + 15 = 34
perception Daniel: 1d20 + 9 ⇒ (6) + 9 = 15
only Gerard and Daniel can see this based on their position.
This dank chamber has a twenty-foot-high ceiling of stone blocks. Raised alcoves on either side of the chamber each hold an open stone sarcophagus covered by a heavy grillwork of iron bars. Directly across from the entrance is low dais upon which rests a block of stained marble, the image of an eight-pointed star incised on its front face. The room has green lichen on the walls for dim lighting.
You notice the ground 15 wide and 10 feet deep is covered with a slippery substance. This area begins at the door and goes 5 feet to either side for a total of f15 feet in width, then it extends 10 feet in depth.
I'll roll out initiative.

baldwin the merciful |

shadow rat swarm: 1d20 + 6 ⇒ (12) + 6 = 18
shadows: 1d20 + 2 ⇒ (10) + 2 = 12
Ilnerik: 1d20 + 10 ⇒ (15) + 10 = 25
Andrea: 1d20 + 4 ⇒ (18) + 4 = 22
Orsin: 1d20 + 2 ⇒ (3) + 2 = 5
Daniel: 1d20 + 2 ⇒ (2) + 2 = 4
Euphemia: 1d20 + 4 ⇒ (8) + 4 = 12
Gerard: 1d20 + 7 ⇒ (6) + 7 = 13
Initiative Order:
Ilnerik
Andrea
Shadow Rat swarm
Gerard
Euphemia
Shadows
Orsin
Daniel

Andrea1 |

HP 81/81
Current Saves: F12R5W115
AC: 24/T12/FF24
In hands: Wooden shield+2,Long sword +2
Current BaB: +10/+5
Spells in Effect: Protection from Evil 10' on Orsin(+2 AC/Saves vs. Evil,Protects against mental effects 40 minutes),
Resist Energy-Lightning on Euphemia/Frank(30 points 40 minutes)
Bless on everyone (+1 Hit/Saves vs. Fear) 11 Minutes
Aid on Orsin Bonus 13 Bonus HP for 11 minutes
Remove Fear on Gerard,Orsin and Jarvis (+4 saves vs fear) 10 minutes
Invisibility Purge 55' Radius sphere 11 Minutes(Negates Invisibility)
Deathward 11 Minutes on Daniel(Negates energy drain, etc)
Protection from Energy-Fire on herself (120 protection for 110 minutes)
Keen Edge on Orsin/Daniel (Increase crit range 1 step) 30 minutes
Channels 1/6
Bit of Luck 6/8
Really? and here we had so many things to say, so many that we don't know which one so how about you choose? Would you like to hear the speech about justice, revenge, greed or the hedgehog?

baldwin the merciful |

There is suddenly female shrieking and screaming coming from the two sarcophagus - on the east and west side of the room. "Help...o' my Iomedae help me, it's flooding." A young voice can be heard.
daniel perception: 1d20 + 9 ⇒ (9) + 9 = 18
Gerard perception: 1d20 + 9 ⇒ (9) + 9 = 18
Both Daniel and Gerard hear the pleas for help and the sound of water.

Andrea1 |

Andrea steps to T-17 and looks down the hallway, her fingers moving and beginning a summoning.
If posible, I would like to summon a Large Positive Energy Elemental, if not I will change it to Lantern ArchonsNumber Appearing: 1d4 + 1 ⇒ (1) + 1 = 2 and aim for them to appear at Y-17 Flying in the air.
N Large outsider (elemental, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +11
Aura positive energy (30 ft. radius)
DEFENSE
AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
hp 68 (8d10+24)
Fort +5; Ref +13; Will +6
DR 10/—; Immune elemental traits
OFFENSE
Speed fly 60 ft. (good)
Melee 2 slams +15 (1d8+2 plus 1d8 positive energy)
Space 10 ft.; Reach 10 ft.
Special Attacks blinding flash (DC 17), channel positive energy 3/day (4d6, DC 16), death throes (30 ft. radius, DC 17, 4d8 positive energy damage), positive energy
STATISTICS
Str 14, Dex 25, Con 16, Int 8, Wis 11, Cha 11
Base Atk +8; CMB +11; CMD 29
Feats Dodge, Flyby Attack, Improved InitiativeB, Mobility, Weapon FinesseB, Weapon Focus (slam)
Skills Fly +20, Intimidate +11, Knowledge (planes) +10, Perception +11, Stealth +14
Languages Positive Energy Fluctuation
SPECIAL ABILITIES
Blinding Flash (Su)
Once every 1d4 rounds, a positive energy elemental of at least Medium size can release a burst of pure energy in a 10-foot radius. Creatures viewing this burst must succeed on a Fortitude save or be blinded for 1d10 rounds. See the table below for the save DC for each positive energy elemental's blinding flash. The save DC is Constitution-based.
Death Throes (Su)
A positive energy elemental that is killed explodes in a flash of blinding positive energy that affects all within the area (the radius for its death throes ability is the same as the radius for its positive energy aura). Undead and negative energy based creatures within the area take 1d8 points of positive energy damage per two HD of the elemental. Positive energy based creatures (including creatures from the Material Plane) gain hit points equal to the amount of damage the death throes would have otherwise dealt. (The rules for temporary hit points and doubling hit points as detailed under the elemental's positive energy apply here.) A successful Reflex DC (save DC same as the elemental's positive energy save DC) reduces the damage by half.
All creatures in the area must succeed on a Fortitude save (same DC as the elemental's positive energy save DC) or be blinded for 1d10 rounds. The save DC is Constitution-based.
Positive Energy (Ex)
A positive energy elemental infuses a target hit by its slam attack with positive energy. This deals extra damage to an undead or negative energy based target (as listed in the statistics block) but heals positive energy based creatures (including creatures from the Material Plane) by the same amount. Such creatures can be healed above their normal hit point total, gaining extra hit points as temporary hit points. These temporary hit points disappear 1 minute later. Creatures healed to twice their normal hit points (that is, a creature whose hit points are effectively doubled) must succeed on a Fortitude save or explode in a burst of positive energy. The save DC is Constitution-based. See the table below for each positive energy elemental's save DC.
Positive energy (such as a cure spell or positive energy channeling) can heal positive energy elementals.
Positive Energy Aura (Su)
A positive energy elemental radiates an aura of pure positive energy around it. (See the table for the area each elemental affects.)
Within a positive energy elemental's aura, class abilities that use positive energy, such as positive energy channeling or the Turn Undead feat, function as if the user were 2 levels higher. Additionally, spells and spell-like abilities that use positive energy are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. This aura does not affect the positive energy channeling ability of the positive energy elemental using it, and its effects do not stack with those of other positive energy elementals.
Within a positive energy elemental's aura, class abilities that use negative energy, such as negative energy channeling or the Command Undead feat, function as if the user were 2 levels lower. Spells and spell-like abilities that use negative energy, including inflict spells, require the caster to succeed on a Concentration check (DC 15 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.
Positive Energy Channeling (Su)
A Large or larger positive energy elemental can channel positive energy as a cleric whose level equals the elemental's Hit Dice. The Will save DC includes a +2 racial bonus.
Link to creature
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 13 (2d10+2)
Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2; CMB –4; CMD 6
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
SPECIAL ABILITIES
Gestalt (Su)
Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Light Ray (Ex)
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.

Daniel Arrisen |

I assume daniel and gerard get (sorta firsties! Since only they can see. Daniel has Aid up, +1 to attack and 8 temp hp.
Female in sarcophagus! Drowning! Jarvis!
It is the quickest message the paladin can get out before acting.
He casts SLOW (dc17 will), centering it into the room.(17y)
He remains where he is, wanting first attack
Blast the room!!