
| Nemoris | 
 
	
 
                
                
              
            
            The answer from the prisoners could very easily change our plans.
Agreed, let's make sure there isn't information we can get from these prisoners. Any reason I should not use intimidate? If Dalamus wants me to hold off, I will.
Intimidate: 1d20 + 9 ⇒ (13) + 9 = 22 Tell us the truth or it will go poorly for you!

| DM Fflash | 
 
	
 
                
                
              
            
            The Prison
The first voice from the north hollers, "I'm White-eye and I was captured by the kuo-toa on a raid. This other guy is working with the kuo-toa. He tried to get me to talk one day and then told the jailers everything while I pretended to sleep!"
The second voice, from the south yells back, "Liar! You're the frog lover, not I! I'm Cherrit, and this 'White Eye' is a mercenary magician working for the kuo-toa. He locked himself in here just a few minutes before you arrived."
Intimidate takes at least a minute of interaction with a specific NPC

| Sama'el Val'varen | 
 
	
 
                
                
              
            
            Sam glances at the door to the prison, "These two are not who we seek, and we can come back and sort them out after we deal with whatever Mord'ael is sensing." Sam pauses, "I am not sure what, if anything we will run in to through this door, if the area allows for it, I will drop the mist to keep Nemoris and Nowzai protected while Epik, Magma and myself will move in to attack. If the ritual is not completed, our first priority must be to put a stop to it, Nowzai or I should be able to figure out how best to do that and will call it out." Sam's eye take on a fierce glow, "If the fiend has been summoned, we must destroy it quickly, hold nothing back. We will send it screaming back to hell with our names on it's lips, warning any and all other fiends that this world is under our protection and we will not suffer demons here!"

| Epik | 
 
	
 
                
                
              
            
            "Let's press on through the door. We can circle back and recover the prisoners once we have a better idea of what we're dealing with."

| DM Fflash | 
 
	
 
                
                
              
            
            SHRINE TO THE SEA MOTHER
A seventy-foot-high statue of a lobster-headed and lobster-clawed woman dominates this chamber. Its eyes glow with a bright crimson that illuminates the room. A stairway leads out of a pool of water below up to a platform that encircles the midsection of the statue, a few feet below its massive crustacean claws. An iron-railed balcony rings the room at a height of thirty feet, following the walls three-quarters of the way around the chamber. To the east and west are stairs leading both up and down. About thirty feet above this balcony is another balcony, which extends only halfway along the left and right walls. Frescos of bloody sacrifices – mostly stylized kuo-toas carrying dismembered body parts – cover the walls. Every single kuo-toa depicted is facing the lobster statue.
At the base of the stairs, four kuo-toa are the source of the rhythmic croaking, their hands interlocked in a circle and swaying back and forth. One of them watches you carefully as you enter the room.
Sound of pattering feet can be heard from the walkway above.
Not in combat yet, but give me actions as if you were constrained by round (movement/standard etc.
For prep, I only had Sam and Nowzai casting shield on themselves

| Nemoris | 
 
	
 
                
                
              
            
            I'll attack the closest chanting/croaking kuo-toa.
If I'm able to take a 5 foot step forward and get within 30 feet:
Attack: 1d20 + 11 ⇒ (19) + 11 = 30 Damage: 1d8 + 9 ⇒ (1) + 9 = 10 Crit: 1d20 + 11 ⇒ (8) + 11 = 19
Attack: 1d20 + 11 ⇒ (3) + 11 = 14 Damage: 1d8 + 9 ⇒ (4) + 9 = 13 Crit: 1d20 + 11 ⇒ (6) + 11 = 17
Attack: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 1d8 + 9 ⇒ (2) + 9 = 11 Crit: 1d20 + 6 ⇒ (10) + 6 = 16

| Sama'el Val'varen | 
 
	
 
                
                
              
            
            If Epik senses evil, Sam will use his Wand of Shield on everyone, including Nowzai if he wants it, before we go through the door. Order - Nowzai, Nemoris, Magma, Epik, Sam. Lasts one minute, but will take a round each cast unless Tike wants to be cool about it :)
I will also have the wand of Obscuring Mist ready in my tail to either cast or stow as needed
I cast shield on everyone, forgot Dal in this first post but I would have added him in at Nowzai's spot
Round 1 / AC 23 / HP 64
Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue
Level 1
- 3 - Shocking Grasp
- 2 - Color Spray
- 1 - Reduce Person
Level 2
- 1 - Pyrotechnics
- 1 - Brow Gasher
- 1 - Frigid Touch
- 1 - Ablative Barrier
Arcane Pool 
Arcane Pool Power Points – 8.5
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 49 Charges
- True Strike - 49 Charges
- Obscuring Mist - 50 Charges
- Weapon Wand - 50 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)
I will aim at the same KT as everyone else
To Hit - 1d20 + 8 ⇒ (20) + 8 = 28
Damage - 1d8 ⇒ 2
Confirm Crit - 1d20 + 8 ⇒ (15) + 8 = 23
Total Damage - 2d8 + 2 ⇒ (6, 7) + 2 = 15

| Sama'el Val'varen | 
 
	
 
                
                
              
            
            Ahh I didn't notice that, I knew Mage Armor was like that but for some reason I didn't think Shield was. Sorry I didn't already know that
Knowledge Religion - 1d20 + 6 ⇒ (13) + 6 = 19
Initative - 1d20 + 4 ⇒ (17) + 4 = 21

| Epik | 
 
	
 
                
                
              
            
            Epik moves up to the closet KT and attacks:
Attack: 1d20 + 11 ⇒ (11) + 11 = 22 Damage: 1d8 + 4 ⇒ (2) + 4 = 6

| Epik | 
 
	
 
                
                
              
            
            I missed the rail. Epik will move to the stairs to the right.

| DM Fflash | 
 
	
 
                
                
              
            
            Shrine of the Sea Mother Rouns 1
Init: Soldiers, Sam, Dalamus, Nemoris, Whips, Magma, Nowzai, Epik
The pattering of feet upstairs gets louder and soldiers appear around the stairs on both side. Meanwhile a bluish lighted mist begins to form in the air in front of the lobster statue.
Sam steps forward and selects the closest whip, firing an arrow deep into the creature's chest. just missing the vitals. Nemoris and Dalamus move to the rail and follow up with two more shots, but Dalamus deflects his off the craeture's armor. The creature spits blood but moves with his brethren breaking their circle.
The chanting kuo-toas spread out and as one reach their hands into the air. Lightning leaps from the statue to their hands and they proceed to launch bolts at the party, causing them to scatter Saves and damage in spoiler below
As Epik moves to the right, Magma and Nowzai fire bolts of acid at the injured priest, but only the wizard's hits.
Two things: anybody in the party not good? Second, please roll miss chance when shooting missile weapons at the kuo-toa priests
ACTIONS Round 2
EDIT: just realized the northern priest had 2 bolts coming from him. Disregard the one that goes south to Magma
Nowzai Init: 1d20 + 2 ⇒ (4) + 2 = 6
Epik Init: 1d20 + 1 ⇒ (4) + 1 = 5
Whip Init: 1d20 + 2 ⇒ (12) + 2 = 14
Soldier Init: 1d20 + 3 ⇒ (20) + 3 = 23
Sam miss: 1d100 ⇒ 25
Dalamus miss: 1d100 ⇒ 27
Nemoris miss: 1d100 ⇒ 63
Nowzai miss: 1d100 ⇒ 71
KT bolt: 4d6 ⇒ (4, 4, 1, 2) = 11; Nemoris & Sam: Reflex save DC17 for half
KT1 bolt: 4d6 ⇒ (1, 3, 4, 6) = 14; Magma & Dalamus: Reflex save DC17 for half
KT2 bolt: 4d6 ⇒ (1, 4, 6, 1) = 12; Magma & Nowzai: Reflex save DC17 for half
KT3 bolt: 4d6 ⇒ (5, 1, 4, 5) = 15; Nemoris: Reflex save DC17 for half
Whip Recharge: 1d4 ⇒ 2

| Dalamus Othreleth | 
 
	
 
                
                
              
            
            Reflex Save (Tike I thought I had evasion, if fact I was sure of it, but it is not on my character. Do you have that noted anyplace?)
1d20 + 10 ⇒ (15) + 10 = 25
Attacking the injury Kuo that is chanting
Attack
1d20 + 9 ⇒ (9) + 9 = 18
Damage
1d6 + 2 ⇒ (5) + 2 = 7

| Sama'el Val'varen | 
 
	
 
                
                
              
            
            Ref Save - 1d20 + 7 ⇒ (9) + 7 = 16
Round 2 / AC 27 / Init 21 / HP 58/64
I am not good
Spells Prepared
Cantrips - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Touch of Fatigue
Level 1
- 3 - Shocking Grasp
- 2 - Color Spray
- 1 - Reduce Person
Level 2
- 1 - Pyrotechnics
- 1 - Brow Gasher
- 1 - Frigid Touch
- 1 - Ablative Barrier
Arcane Pool 
Arcane Pool Power Points – 8.5
Arcane Pool Power(s)
- Wand Wielder
Wands
- Shield - 47 Charges
- True Strike - 46 Charges
- Obscuring Mist - 49 Charges
- Weapon Wand - 48 Charges
Darkness - 1/Day (1 left)
Pearl of Power 1/day (1 left)
Sam grunts as the spell hits, but his Barrier flares up reducing some of the damage
Are the KT on the right at the top or bottom of the stairs

| Epik | 
 
	
 
                
                
              
            
            Round 1 HP 66/69 AC 22
Epik engages the KT coming up the stair. Assuming they are coming up to him he will take a full round action, otherwise he will move to them and take a single attack.
Attack:1d20 + 11 ⇒ (14) + 11 = 25 Damage:1d8 + 4 ⇒ (4) + 4 = 8
Attack:1d20 + 6 ⇒ (16) + 6 = 22 Damage:1d8 + 4 ⇒ (6) + 4 = 10

| Sama'el Val'varen | 
 
	
 
                
                
              
            
            Round 2 / AC 27 / Init 21 / HP 58/64
I will use my tail to get my Truestrike wand and use it on a bow shot against the closest KT priest
To Hit (No miss chance) - 1d20 + 8 + 20 ⇒ (20) + 8 + 20 = 48
Confirm Crit - 1d20 + 8 + 20 ⇒ (3) + 8 + 20 = 31
Total Damage - 3d8 ⇒ (3, 5, 1) = 9

| Nemoris | 
 
	
 
                
                
              
            
            Yup, always round down. Nemoris did have 2 saves to make and according to ze policy ...
Round 2 || Initiative 17 || 44/64 hp || AC 18
Full round attack at an injured Kuo-Toa:
Attack: 1d20 + 11 ⇒ (18) + 11 = 29 Damage: 1d8 + 9 ⇒ (4) + 9 = 13 Miss:1d100 ⇒ 39 Crit: 1d20 + 11 ⇒ (1) + 11 = 12
Attack: 1d20 + 11 ⇒ (12) + 11 = 23 Damage: 1d8 + 9 ⇒ (5) + 9 = 14 Miss:1d100 ⇒ 95 Crit: 1d20 + 11 ⇒ (14) + 11 = 25
Attack: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d8 + 9 ⇒ (5) + 9 = 14 Miss:1d100 ⇒ 65 Crit: 1d20 + 6 ⇒ (3) + 6 = 9

| Nowzai al'Nazari | 
 
	
 
                
                
              
            
            Round 2
hp 27 of 39
AC 16 (t 12, ff 14)
Status darkvision (60 min), mage armor (1 hour)
Spells Prepared
Cantrips: detect magic, light, mage hand, sonic snap 
1st: benign transposition, enlarge person, lsr orb of sound (x2), shield
2nd: create pit, sonic weapon, smn mon II
3rd: hydraulic torrent, sound lance, smn mon III, wind wall
Acid Dart 6 uses remaining (8/day)
Riftcutter 1 use remaining (1/day)
Pearl of Power (1st) 1 use remaining (1/day)
Slippers of Spider Climbing 10 minutes remaining (10/day)
Staff of Size Alteration 10 charges remaining
Wand of acid arrow 5 charges
Wand of detect secret doors 13 charges
Wand of mage armor 34 charges
Wand of magic missile 34 charges
Wand of unseen servant 50 charges
Crossbow bolts 17
Reflex save: 1d20 + 5 ⇒ (5) + 5 = 10
Nowzai grunts in pain as the lightning strikes him. He takes a step away from the balcony as he summons a lantern archon in the center of the shrine, fifteen feet above the chanting kuo toa.
SM3... lantern archon

| Sama'el Val'varen | 
 
	
 
                
                
              
            
            Per our discussion, here is a miss chance on the round 2 bow shot, I will then move towards Epik to the east, drop the bow near the stairs and draw Mord'ael
Miss Chance Round 2 - 1d100 ⇒ 27
edit -

| DM Fflash | 
 
	
 
                
                
              
            
            Shrine of the Sea Mother Round 2
Init: Soldiers, Sam, Dalamus, Nemoris, Whips, Magma, Nowzai, Epik
The soldiers continue to hop down the stairs, and one tries to flip through Epik's square but fails (You may take an AoO) and then stabs at Epik instead missing. His comrade attempts the same thing and also fails, hanging in the back. The soldiers on the west side run down the stairs and then pull up, hurling spears at Dalamus but missing wide.
Sam fires his bow hitting the injured priest in the shoulder and then drops his bow moving to the east behind Epik. Nemoris finishes off the injured priest with an arrow between the eyes and then fires at the NE priest winging it. (fyi Nemoris is not within 30 feet since it is 30 feet straight down to the floor)
The whips each chant something diabolical, cast spells at Nemoris, Nowzai and Sam (All make DC15 will saves or become shaken) as the presence of this room overcomes them, a horrid feeling of insescapable doom begins settle in their minds.
Magma moves to the west engaging the frogmen, but the agile creature dodges under his swing. Next to him, Nowzai begins chanting.
Epik retaliates against his kuo-toa opponent, cutting two deep gashes in the green-skinned creature. (Depending on the earlier AoO, it may be dead)
Actions Round3
KT3 Acro: 1d20 + 9 ⇒ (10) + 9 = 19
KT2 Acro: 1d20 + 9 ⇒ (3) + 9 = 12
KT3 vs Epik: 1d20 + 5 ⇒ (7) + 5 = 12
KT vs Dalamus: 1d20 + 6 ⇒ (10) + 6 = 16
KT1 vs Dalamus: 1d20 + 6 ⇒ (3) + 6 = 9
 
	
 
     
     
    