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There is no magic (other then what the party brought with them in the area - for neither the statue Chaul is checking or for Torrag)
Gunnar doesn't find anything of interest in any of the boxes and crates. They are all filled with general supplies. But does hear some noise coming from the north.
Ss'alat takes a close look at the statue and can hear the very faint sound of air moving *pfffff*
He then quickly turns around at the sound of a crossbow being cocked.
There are 2 humanoids wearing cloaks and masks as you've you just found emerging around the corner from behind a stack of crates and boxes. They are wielding crossbows and have a short sword and dagger hanging from their belts.
Since only Ss'alat moved himself on the map I've moved the rest of you as best I could going by your actions
Init Novid: 1d20 + 3 ⇒ (4) + 3 = 7
Init Gunnar: 1d20 + 2 ⇒ (8) + 2 = 10
Init S'salath: 1d20 + 1 ⇒ (9) + 1 = 10
Init Chaul: 1d20 + 1 ⇒ (3) + 1 = 4
Init Eladrian: 1d20 + 2 ⇒ (5) + 2 = 7
Init Torrag: 1d20 + 1 ⇒ (14) + 1 = 15
Init Guard: 1d20 + 7 ⇒ (2) + 7 = 9
init
Torrag, Gunnar, Ss'alath
Guards
Party

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Torrag will conjure an Acid Cloud around blue centered on the NE corner of his square.
Acid Damage: 1d6 + 1 ⇒ (6) + 1 = 7 plus Sickened.
Fort DC 14 to halve damage and negate sickened. Lasts 1 round.

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Ss'alt will cast Hypnotism (DC 17) on the two guards to try to immobilize them:
Hypnotism; HD affected: 2d4 ⇒ (3, 2) = 5
Hypnotism; duration: 2d4 ⇒ (2, 3) = 5 rounds
Since he's wearing the same sort of mask and cloaks as the guards Ss'alat will give them this hypnotic request: "Lower your weapons! You can see I am on your side!"
A chance to see if I can use enchantment to end a fight before it starts. I guess it's a good thing I got good perception rolls!

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Fort save Blue: 1d20 + 3 ⇒ (9) + 3 = 12
As the men round the corner one of them walks right into a cloud of acid that Torrag summons
Will save Blue: 1d20 + 1 + 2 - 2 ⇒ (16) + 1 + 2 - 2 = 17
Will save Red: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
Ss'alat then tries to fascinate the 2 guards with his gestures and droning incantation but after a quick glance to see that he isn't tossing a fireball their way they mostly just ignore him
init
Gunnar
Guards
Party
Damage blue: 7 - sickened

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K, NPC-ing Gunnar in
Unsure of what to make of the appearing men Gunnar decides to take the safe course of action and goes fully on the defensive
The man in the acid cloud fires his crossbow and then moves back out of the cloud, dropping his crossbow and drawing his sword
To hit flatfooted AC Eladrian: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
but coughing as he is his aim if off a bit and his bolt fails to hit Eladrian
To hit flatfooted AC Eladrian: 1d20 + 5 ⇒ (1) + 5 = 6
The other man, a bit unnerved by the blister covered coughing person next to him fires his crossbow straight into the ceiling
init
You guys
Guards
Damage blue: 7

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Eladrian takes a moment to study the blue enemy, then lets an arrow lose down the hall.
Attack: 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24
Damage: 1d8 + 3 + 1 + 1 ⇒ (6) + 3 + 1 + 1 = 11
Studied target, PBS

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Torrag will draw his crossbow and fire at red.
Xbow: 1d20 + 3 ⇒ (9) + 3 = 12

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Since the doorway is a bit crowded, and he's without armour, Ss'alat will fire his crossbow at the blue guard.
crossbow (m.w.): 1d20 + 3 ⇒ (15) + 3 = 181d8 ⇒ 5
While this is happening, Aashsaa will climb back into the pocket/nest in the shirt of Ss'alat.
Ooooo! That was a lucky shot!

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Gunnar summons forth some fire and hurls a bit of it towards a guard with a red cloak but it sails past the dodgy man.
Eladrian takes a moment to study the enemy in the blue cloak, then lets an arrow lose down the hall hitting his target full in the ribcage, shattering some ribs and piercing a lung.
Torrag draw his crossbows and fire at the same target as Gunnar, but with similair results as his bolt wooshes past his target as it side steps the attack.
Ss'alat also fires a crossbow bolt at one of the guard but having to be careful to not shoot Eladrian in the back of his head the bolt goes too high and flies past his target Miss due to cover
Novid moves up and readies his sword
NPC-ing Chaul in to keep things moving since it's been over a day
Chaul seeing crossbow bolts flying back and forth makes himself as small a target as he can (full defense)
The guard who is still holding his crossbow reloads it and fires it at Novid
To hit Novid: 1d20 + 5 ⇒ (11) + 5 = 16
but the bolt shatters against Novid's armor
The other guard then rushes forward to take a stab at Novid having to duck below Novid's weapon as Novid swings it at his head as soon as he get's close (readied attack misses)
to hit AC Novid: 1d20 + 4 ⇒ (18) + 4 = 22
and surprises Novid with a strike to the groin from below slicing into flesh. The wound starts to burn and Novid's muscles start to slow down.
damage Novid: 1d6 + 2 ⇒ (1) + 2 = 3 (and a DC 11 fort save vs poison or loose 1 dex, if failed -> poisoned and makes the same save at the start of each turn and continue to loose 1 dex or until you make a successful save)
init
You guys
Enemies
damage Blue: 11

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Novid attemps to hack the guy who hit him in half.
Power Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 2d8 + 6 + 3 ⇒ (5, 4) + 6 + 3 = 18
But misses due to the poison.
Fort: 1d20 + 5 ⇒ (12) + 5 = 17

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Eladrian sends two more arrows downrange. If the blue target falls, shift the second attack to the red target, -1/-1 for no studied target
Attack: 1d20 + 5 + 1 + 1 ⇒ (6) + 5 + 1 + 1 = 13
Attack: 1d20 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15
+1 studied, +1 PBS, Precise shot negates -4
Just in case
Damage: 1d8 + 3 + 1 + 1 ⇒ (7) + 3 + 1 + 1 = 12
Damage: 1d8 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 7

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Sorry all, I had only got the first page bookmarked. I wondered why it had gone quiet, but figured it was the weekend.
Chaul advances into the room, swinging Vengence of Saerane as he does so.
attack: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d6 + 1 ⇒ (6) + 1 = 7
crit confirm: 1d20 + 5 ⇒ (2) + 5 = 7
"Surrender!"

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Torrag drops his crossbow and pulls out a wand and castsMagic Missile.
Force Damage: 1d4 + 1 ⇒ (4) + 1 = 5

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In a fit of impatience, and not wanting to miss all the "fun", Ss'alat will cast caution to the four wind, run into the room, and cast Burning Hands on the two (annoying) guards
Burning Hands: 3d4 ⇒ (3, 2, 4) = 9
They started it!
Of course I'm trying to skirt around to avoid both AoO and scorching Novid and Chaul with that spell.

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Gunnar has a another trick up his sleeve and this one is just as hot as the last. With practiced ease the Dwarf flicks another gout of flame at the foes.
Target the one still alive after the assault.
Ranged touch atatck 1d20 + 6 ⇒ (9) + 6 = 15 Damage 1d6 + 5 ⇒ (1) + 5 = 6

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Novid attemps to hack the guy who hit him in half, but misses.
Eladrian sends two more arrows down range but having to be careful to not shoot Novid instead he fails to hit his target.
Chaul advances into the room, swinging Vengence of Saerane as he does so. Hitting the guard that just hit Novid and dropping him to the floor.
Torrag drops his crossbow and pulls out a wand and casts Magic Missile, hitting the other guard with a glowing ball of energy.
Ss'alat rushes forward and calls forth a sheet of flame over the remaining standing guard
You can't reach where you placed yourself with a single move, since you ended up on top of a table (and had to move through or around some boxes/crates) - no AAO since the guard went down, but there wasn't any way to avoid an AAO from him if he would still have been standing,moved you to be most logical location from which to cast the spell
Reflex save: 1d20 + 5 ⇒ (9) + 5 = 14
who just barely isn't able to leap out of the way of the flames.
Gunnar has a another trick up his sleeve and this one is just as hot as the last. With practiced ease the Dwarf flicks another gout of flame at the foe...but having to lob the fire in an arc to prevent hitting a party member in the back or setting one of the crates in front of him on fire Gunnar's aim isn't on target and the guard side steps the ball of flame as he tries to dodge the burning hands spell
Doesn't hit touch AC+cover
The guard and tilts it's head towards the door and seems to realize he can't make it through there before you guys are all over him decides to drop his crossbow, draw his short sword and take a step forwards and tries to take at least one of you down with him.
To hit AC Ss'alat: 1d20 + 4 ⇒ (20) + 4 = 24
to confirm: 1d20 + 4 ⇒ (10) + 4 = 14
slicing Ss'alat across the throat and sending a fountain of blood spraying across the room
Damage Ss'alat: 2d6 + 4 ⇒ (4, 2) + 4 = 10 (and a DC 11 fort save vs poison or loose 1 dex, if failed -> poisoned and makes the same save at the start of each turn and continue to loose 1 dex or until you make a successful save)
Would also have happened if you would have managed to reach the position you wanted to place yourself at first, still a 5ft step..making you the closest target,not to mention least armored target
init
You guys
Guard (if he makes it for another round)
damage red: 14

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We've got this under control.
Seeing no reason to waste any spells out his own, Torrag wands another Magic Missile at the guard.
Force Damage: 1d4 + 1 ⇒ (1) + 1 = 2

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Chaul steps forward, swinging the bloody Vengence of Saerane once again.
"That is not surrender. You may yet find redemption, but must show willing."
attack: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d6 + 1 ⇒ (3) + 1 = 4

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Ha! I took one for the team! OUCH! That's what happens when you decide to throw caution to the four winds. Oh well.
FORT (vs. poison): 1d20 + 4 ⇒ (9) + 4 = 13
Phew! It's a good thing I've got improved saves vs poison!
Ss'alat will use his sickle on the guard and try to trip him:
sickle (trip): 1d20 ⇒ 151d6 ⇒ 3

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Yup. I quite agree. Even if not all of those hit, I am pretty sure that all that is left is a greasy stain. Eladrian will hold action until Revvy chimes in.

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@Ss'alat, if you try a combat maneuver without having the improved feat that goes with it..you provoke from your target while doing that and if that attack hits besides damage..you also get a penalty on your attempt..it doesn't look like you have improved trip.
Torrag takes down the guard with his magic missile.
Out of combat
The guards have a light crossbow, a short sword, leather armor, a dagger and 5 bottles (one of those detects as magical) each, as well as a cloak with a mask like you found in the room before this.
The long, narrow guardroom has a heavy wooden door in the western wall, along with a row of arrow slits that look out over the landing of the stairs to the levels above. An iron lever is set in the northwest corner, and a pull rope hangs on the northeast corner.
A quick glance around the corner of the other room you where in shows a corridor with a lot of doors that has a turn at the end of it.

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Torrag will cast Detect Magic and Spellcraft the potion.
Spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20

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Laying a gentle hand on the two (dead?) figures, Chaul prays for their eventual salvation. Then, duty done, he leads the way through the door and into the corridor beyond.

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Eladrian moves up to the first door, and takes his time looking for traps and listening for anything behind the door.
Taking 20 for 32

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b]"Well! I guess I ought not try my hand at combat again![/b] stay Ss'alat, stating the obvious.
"It's a good thing I have some of these!. With that, he brings out a small vial and drinks it down.
Potion Cure Moderate Wounds: 2d8 + 3 ⇒ (5, 5) + 3 = 13
That should put him back to full nick
He then goes back down the hallway behind Chaul, to see if there's anything more interesting down that hall.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

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"Wait..." says Chaul, as Ss'alat reaches for a potion.
"I can help with that.
I'll dump a 2nd level spell to duplicate the CMB, but you can add another 2 points to it. Save the potions - we may need them later.

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Gunnar examines the masks of the guards in order to discern whether they also pulsate ooze like their own.
Perception 1d20 + 10 ⇒ (13) + 10 = 23
Save your own expendables whenever possible and use the looted ones first as those are lost to us after the adventure anyhow. Also Gunnar has a wand of CLW as do others as well I'd assume

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Laying a gentle hand on the two (dead?) figures
Unconscious..possibly bleeding to dead. Only confirmed dead if you make sure they are. The last one went down with 2 damage from a magic missile so can't be more then at -2..and it's highly doubtfull someone would be working as a guard with only 2 con ;)
Novid has no idea what the potion(s) are, but Torrag is able to figure out that they are both a potion of cure light wounds.
Of the other 4 bottles they each had one is empty, but seemed to have contained the same sticky liquid as the other 3 bottles
(so total: 2 potions of CLW and 6 bottles with a non-magical, somehwat sticky liquid and 2 empty bottles)
Nothing of much interest down the corridor (other then a whole bunch of doors and a corner)
Eladrian moves up to the first door.
I'll update later today when I have more time
@Ss'alat, since this is pbp we need to be a bit more flexible with time..so yeah, it works. He has time to react when he sees you taking out a bottle and uncorking it and then getting ready to drink
Gunnar finds out that the masks the guards are wearing contain the same liquid as the masks you found.

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After checking the door, Eladrian walks back to where Gunnar is standing with the guards. "If they are not quite dead yet, we should wake them up. They can tell us a lot about what is going on down here!"

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Torrag follows Eladrian to the bodies.
"Can never have to much information." After a short pause, stating the obvious, "If we wake them, we should tie them up first."

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"If you think it necessary, I can restore us all further, and heal the two thugs at the same time. The gates of heaven yearn to be pulled open and spread their grace to this unholy place."
Offers Chaul.
I'm out of town this weekend, so wont be posting

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After the thugs are tied up, Chaul will heave open the very gates of heaven, allowing the healing brilliance of his celestial heritage to flood into the bowels of the Emerald Spire.
channel: 2d6 + 1 ⇒ (3, 1) + 1 = 5

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Making sure he's wearing the garb and mask he found earlier, to try and look as much as he can like one of the guards, Ss'alat will try casting Charm on the first guard to come to.
If the spell works, he'll say to the guard: "We've saved you from the certain death! Quickly, now! Tell us what you're protecting so we know where to find your attackers and stop them from doing more harm."
Bluff: 1d20 + 11 ⇒ (13) + 11 = 24

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Will save: 1d20 + 1 ⇒ (3) + 1 = 4
Sense motive: 1d20 + 1 ⇒ (4) + 1 = 5
The groggy guard swallows and licks his lips and he focuses his thoughts"We we're protecting the front door"
the guard focuses his eyes and sees the rest of the party standing behind the disguised Ss'alat
"From them! Watch out, they are behind you!"

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"We are on your side. We took our masks off to disguise ourselves from the intruders. See?" Torrag pulls out the mask he got from the other room and shows it to the guard.
Bluff: 1d20 - 2 ⇒ (17) - 2 = 15

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Ss'alt will try to calm the guard to get him on-side and helpful like. "Them? You must be mistaken. They are are here to help us. If they meant to hurt us, they would be attacking me now."
Bluff: 1d20 + 11 ⇒ (13) + 11 = 24
Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
Hope the high charisma skills saves us a bit of grief in combat!