| Foxy Quickpaw |
As it becomes unbearable boring the group decides that taking a look at this temple of Gozreh couldn't hurt. It is just a walk over the market place. The temple has three sections, one larger than the next in all three dimensions. On top of each rests a normal peaked roof.
The first one is an open, colonnaded portico that faces the dark waters of Lake Encarthan. A stone statue of a mermaid with long, flowing green hair
holding a trident and a conch shell stands in the middle of the portico, also looking out to sea. An open archway to the east leads inside.
Stepping through the archway leads to the vestibule. Two leaded stained-glass windows to the north and south display images of the same mermaid depicted by the statue outside. Another open archway leads further in. It is flanked by two doors. Obviously everyone who wants to enter further into the temple is supposed to leave their shoes here, as eleven pairs of shoes line the wall.
In the bethel warped wooden pews stand within this central meeting hall, decorated with a decidedly nautical theme. A wooden statue of the same mermaid depicted elsewhere in the temple stands at the front of the hall, though she holds a strange octopoid creature in one hand rather than a conch shell.
Four men stand in the hall, apparently meditating before the statue. As Grergof and Darius clank around, they turn and two of them approach the group. "Blessings strangers. I'm sorry to tell you, that our service is not for people from out of town. I hope you understand, and agree to leave the temple." one of the men says.
| Stam Truthfinder |
1 of the 3 knowledge skills I don't have
Stam looks at the at the mermaid as they pass by. "Have any of you ever laid eyes on a mermaid before?" Stam asks
Stam is a bit shocked they have asked them leave again. "We are not allowed to stay and ask questions?"
| Stam Truthfinder |
Arcanist Spells Prepared (CL 10th; concentration +15)
5th (2/3)— teleport
4th (5/5)— ride the waves UM (DC 19), summon monster IV
3rd (5/5)— fireball (DC 18), haste, lightning bolt (DC 18)
2nd (2/5)— acid arrow , glitterdust (DC 17), summon monster II , web (DC 17)
1st (1/6)— detect charm , ear-piercing scream UM (DC 16), mage armor , magic missile , protection from
evil
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , mending,
prestidigitation, read magic
HP 65/65
Reservoir Points 11/13
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5 bonus.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for
only 5 ft movement & no AoO.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on
casting time.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes
AoO).
Sickening Spell You can cast a spell that sickens those injured by it (duration = spell's level in rounds,
Fort negates).
Scroll Comprehend language x3
Scroll of Identification
Scroll of Obscuring mist
Wand of Grease 5/14
Wand of Spider climb 40/15
Pearl of power 0/1
Lesser silent metamagic rod 3/3
Liquid Ice 2/2
Smoke pellet 4/4
Smoke stick 1/2
Spell Latice vanish 1/1
Stam pulls out a scroll and a smoke stick from his pack.
GM are you ok with using the smoke stick and the Scroll to do This combo?
| Brother Grergof Varsk |
Sorry Life and work has been busy...
Religion (DC 15): 1d20 + 12 ⇒ (9) + 12 = 21
Religion (DC 25): 1d20 + 12 ⇒ (10) + 12 = 22
Ok, we are going.
Grergof motions for the group to step back.
Assuming the others follow he says quietly when out of earshot from the the temple.
11 of them was too many to take head on at one time. Remember what happened with the mass of Skum?
I suggest we rest and regroup and maybe come up with a way to take care of groups of them quietly. Maybe magical Silence on me, or magical walls would be helpful?
| Brother Grergof Varsk |
As long as you can dispel the grease when I need to get close, that might work. But I'm not all that good at fighting if I slip down.
Have you noticed this is the second time they have opened the doors when they look to be angry at us. So I assume there will be a number of creatures that will attack us from the side rooms. So maybe when the fight starts you use the wands to block the doorways? That way once the fighting starts the creatures there will slip if they try to join in, and we can take them a few at a time.
He pauses for a momement then says:
I suppose if you don't want to wait I could change and we could dispense justice now...
| Brother Grergof Varsk |
Then lets rest for the night.
Grergof leads the group back to the inn, as there does not seem to be a pressing issue, and after eating they all settle in for the night. Making sure to set watches as needed.
| Brother Grergof Varsk |
The Innkeep should be running the Monty Python Spam skit, except sub Fish for Spam.
Grergof dresses in his full battle armor today, given his armor, there's really no question what is about to happen.
I assume we will not be talking this time, we are just going in to dispense Justice? he asks before the group leaves the room.
Note I changed my spells today. Two items changed: Level 1 - Dropped Divine Favor, Pick up Bless. Level 3 - Drop Bright Blade of Victory and Pick up Deadly Juggernaut. Also I had 7 LoH left yesterday, so can we assume we should all be fully healed in the morning?
If so before we do this, I want to spend a couple moments preparing myself before outside the temple.
Before we go in want to Put my Divine Bond (+2 & Flaming) on my Heavy Flail, Cast Bless and finally cast Deadly Juggernaut.
| Foxy Quickpaw |
The clergy seems to live in the temple and pray in shifts, as another four of them stand in front of the wooden statue inside.
Init Darius: 1d20 + 2 ⇒ (16) + 2 = 18
Init Stam: 1d20 + 6 ⇒ (13) + 6 = 19
Init Spugnoir: 1d20 + 6 ⇒ (3) + 6 = 9
Clergy: 1d20 + 7 ⇒ (12) + 7 = 19
Clergy: 1d20 + 7 ⇒ (8) + 7 = 15
Clergy: 1d20 + 7 ⇒ (16) + 7 = 23
Clergy: 1d20 + 7 ⇒ (19) + 7 = 26
As there is not much room for interpretation about the intent of thegroups repeated visit the clergy opens combat.
You suddenly find yourself in heavy fog, and can't hear a thing anymore.
Clergy, Clergy, Clergy
Stam, Darius <--
Clergy
Grergof, Spugnoir
Could someone please set up a google presentation with edit permission and share the link? Then I could add a combat map.
| Stam Truthfinder |
HP 65/65
Reservoir Points 13/13
Arcanist Spells Prepared (CL 10th; concentration +15)
5th (3/3)— teleport
4th (5/5)— black tentacles , summon monster IV
3rd (5/5)— fireball (DC 18), haste, lightning bolt (DC 18)
2nd (5/5)— acid arrow , glitterdust (DC 17), summon monster II , web (DC 17)
1st (5/6)— ear-piercing scream UM (DC 16), mage armor , magic missile , protection from evil , thunderstomp
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , mending, prestidigitation, read magic
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5 bonus.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for
only 5 ft movement & no AoO.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on
casting time.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes
AoO).
Sickening Spell You can cast a spell that sickens those injured by it (duration = spell's level in rounds,
Fort negates).
Scroll Comprehend language x3
Scroll of Obscuring mist
Wand of Grease 5/14
Wand of Spider climb 40/15
Pearl of power 1/1
Lesser silent metamagic rod 3/3
Liquid Ice 2/2
Smoke pellet 4/4
Smoke stick 1/2
Spell Latice vanish 1/1
Stam then falls into a summoning spell.
| Foxy Quickpaw |
Map added to top. Everyone placed. The circle is the fog and the silence. And no casting in silenced areas.
Darius stumbles forward in the fog to get out and see those fish-lovers. The one he finds in front of him as he steps out of the mist attacks him with a sickle.
Sickle: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 3 ⇒ (6) + 3 = 9
Clergy, Clergy, Clergy
Stam, Darius
Clergy
Grergof, Spugnoir <--
| Brother Grergof Varsk |
Flashback before the fight:
If you are offering, I'll take the one that makes me grow and puts a shield in front of me.
Drinks Shield and then Enlarge Person
Posting ahead as I have a software deployment I'm managing today, so I may not be able to post again for a while
As the fog comes up Grergof wanders straight forward drawing his flail out and setting it flaming as he does.
As soon as he sees a cultist he smashes at the creature with his flail.
Large Heavy Flail + 2 - Power Attack + Furious Focus + Bless: 1d20 + 18 - 3 + 3 + 1 ⇒ (2) + 18 - 3 + 3 + 1 = 21
Vital Strike Large Heavy Flail + Power Attack + Flaming: 4d8 + 11 + 9 + 1d6 ⇒ (7, 4, 6, 3) + 11 + 9 + (4) = 44
AC Adjusted for Size and shield extract to 27
Oh and since I have reach, if I can get an AoO from a cultist moving near me I take it:
AoO if I get one.
Large Heavy Flail + 2 - Power Attack + Bless: 1d20 + 18 - 3 + 1 ⇒ (11) + 18 - 3 + 1 = 27
Large Heavy Flail + Power Attack + Flaming: 2d8 + 11 + 9 + 1d6 ⇒ (6, 1) + 11 + 9 + (4) = 31
| Foxy Quickpaw |
6d8 + 21 ⇒ (6, 7, 7, 7, 6, 2) + 21 = 56
6d8 + 21 ⇒ (7, 4, 1, 4, 2, 5) + 21 = 44
6d8 + 21 ⇒ (2, 2, 7, 1, 7, 2) + 21 = 42[/dice]
Will Save Grergof DC13: 1d20 + 11 ⇒ (2) + 11 = 13
One of the cultists orders Grergof to drop his weapon. But Grergof instaed smashes the first cultist right away.
Clergy(RIP), Clergy, Clergy
Stam, Darius
Clergy
Grergof
Spugnoir <--
| Spugnoir2 |
HP 75/75
AC 17/12/15 (21/14/17 with mutagen)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen, (Heroism)+2 morale bonus on attack rolls, saves, and skill checks.
Bombs:15/15
Spugnoir move sup and whacks at a cultist with his mace.
Mace+1,Heroism: 1d20 + 10 ⇒ (9) + 10 = 191d8 + 1 ⇒ (2) + 1 = 3
| Foxy Quickpaw |
Spurgnoir hits the cultist, but not to much effect. One cultist steps back and both shoot icicles from their fingertips at Grergof.
Icicle: 1d20 + 9 ⇒ (20) + 9 = 291d6 + 3 ⇒ (5) + 3 = 8
Icicle: 1d20 + 9 ⇒ (2) + 9 = 111d6 + 3 ⇒ (5) + 3 = 8
One then turns, opens the door and calls for help.
Darius closes the distance to one of them and swings his sword, wounding the cultist.
Slash: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 4 ⇒ (5) + 4 = 9
Confirm Cultist: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 3 ⇒ (1) + 3 = 4
Confirm Darius: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 4 ⇒ (3) + 4 = 7
Clergy(3), Clergy
Stam, Darius <--
Clergy(16)
Grergof, Spugnoir
| Spugnoir2 |
HP 75/75
AC 17/12/15 (21/14/17 with mutagen)
Saves F11/R11/W7 9 Fear Poison Immune
Weapon in hand:Mace+1
Special effects: Mutagen, (Heroism)+2 morale bonus on attack rolls, saves, and skill checks.
Bombs:15/15
Spugnoir steps up and keeps swinging
Mace,Heroism: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 1 ⇒ (2) + 1 = 3
Mace,Heroism: 1d20 + 5 ⇒ (11) + 5 = 161d8 + 1 ⇒ (1) + 1 = 2
| Brother Grergof Varsk |
Grergof continues to move straight ahead until he is next to the enemies.
Mr Stam, can you take care of this fog?
He asks before smashing his flail down at the Cultist next to him (Target the one closer to the Wall).
Large Heavy Flail + 2 - Power Attack + Furious Focus + Bless + DJ: 1d20 + 18 - 3 + 3 + 1 + 1 ⇒ (9) + 18 - 3 + 3 + 1 + 1 = 29
Vital Strike Large Heavy Flail + Power Attack + Flaming+ DJ: 4d8 + 11 + 9 + 1d6 + 1 ⇒ (7, 3, 6, 5) + 11 + 9 + (1) + 1 = 43
Miss <21: 1d100 ⇒ 55
Pre-rolling an AoO In case one of the two cultists next to me moves or casts a spell.
AoO if I get one.
Large Heavy Flail + 2 - Power Attack + Bless + DJ: 1d20 + 18 - 3 + 1 + 1 ⇒ (2) + 18 - 3 + 1 + 1 = 19
Large Heavy Flail + Power Attack + Flaming + DJ: 2d8 + 11 + 9 + 1d6 + 1 ⇒ (1, 5) + 11 + 9 + (6) + 1 = 33
Miss <21: 1d100 ⇒ 42
Currently DR 2/-- I assume this applied to the Icicle that was shot at me as I dropped the cultist before the second one hit me. Is it a touch attack or do they have to hit the standard AC?
| Foxy Quickpaw |
It is a ranged touch attack.
Spugnoir beats the fog with his mace. Grergof wounds one of the cultists badly. But they keep shooting icicles at him
Concentration: 1d20 + 5 ⇒ (14) + 5 = 19
Concentration: 1d20 + 5 ⇒ (19) + 5 = 24
Icicle: 1d20 + 9 ⇒ (8) + 9 = 171d6 + 3 ⇒ (1) + 3 = 4
Miss: 1d100 ⇒ 80
Icicle: 1d20 + 9 ⇒ (6) + 9 = 151d6 + 3 ⇒ (4) + 3 = 7
Miss: 1d100 ⇒ 87
Also Darius keeps fighting his cultist.
Sword: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 4 ⇒ (1) + 4 = 5
Miss: 1d100 ⇒ 36
And gets cold back from his opponent. Or so he thought.
Concentration: 1d20 + 5 ⇒ (7) + 5 = 12
Confirm: 1d20 + 10 ⇒ (5) + 10 = 151d8 + 4 ⇒ (4) + 4 = 8
Clergy(3), Clergy(43), Clergy(21)
Darius
Stam, Grergof, Spugnoir <--
| Brother Grergof Varsk |
Do you really think your demon will protect you? I am the agent of justice for your crimes against your own townsfolk!
Grergof continues to smash at the two cultists before him with his flail.
Large Heavy Flail + 2 - Power Attack + Furious Focus + Bless + DJ: 1d20 + 18 - 3 + 3 + 1 + 1 ⇒ (7) + 18 - 3 + 3 + 1 + 1 = 27
Large Heavy Flail + Power Attack + Flaming+ DJ: 2d8 + 11 + 9 + 1d6 + 1 ⇒ (2, 7) + 11 + 9 + (6) + 1 = 36
Miss <21: 1d100 ⇒ 27
Large Heavy Flail + 2 - Power Attack + Bless + DJ: 1d20 + 13 - 3 + 1 + 1 ⇒ (15) + 13 - 3 + 1 + 1 = 27
Large Heavy Flail + Power Attack + Flaming+ DJ: 2d8 + 11 + 9 + 1d6 + 1 ⇒ (3, 7) + 11 + 9 + (2) + 1 = 33
Miss <21: 1d100 ⇒ 38
As he continues forward the divine might flowing through him refreshes himself.
LoH: 6d6 ⇒ (4, 6, 5, 2, 1, 1) = 19
Pre-rolling an AoO In case one of the two cultists next to me moves or casts a spell.
AoO if I get one.
Large Heavy Flail + 2 - Power Attack + Bless + DJ: 1d20 + 18 - 3 + 1 + 1 ⇒ (20) + 18 - 3 + 1 + 1 = 37
Large Heavy Flail + Power Attack + Flaming + DJ: 2d8 + 11 + 9 + 1d6 + 1 ⇒ (2, 6) + 11 + 9 + (2) + 1 = 31
Miss <21: 1d100 ⇒ 19
Miss calculated my Touch AC (as shield doesn't count) so both those icicles hit.
| Stam Truthfinder |
"just a moment" Stam says pulling out his spell book and memorizing a new spell.
1 reservoir point to take Gust of wind
HP 65/65
Reservoir Points 12/13
Arcanist Spells Prepared (CL 10th; concentration +15)
5th (3/3)— teleport
4th (5/5)— black tentacles , summon monster IV
3rd (5/5)— fireball (DC 18), haste, lightning bolt (DC 18)
2nd (5/5)— acid arrow , glitterdust (DC 17), Gust of Wind , web (DC 17)
1st (5/6)— ear-piercing scream UM (DC 16), mage armor , magic missile , protection from evil , thunderstomp
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , mending, prestidigitation, read magic
Counterspell (Su) Use 1 reservoir as an imm action, counter with spell 1 level higher or same spell at +5 bonus.
Dimensional Slide (100 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for
only 5 ft movement & no AoO.
Metamixing (Su) Use 1 reservoir while casting a spell, apply a known MM to spell without affect on
casting time.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Sickening Spell You can cast a spell that sickens those injured by it (duration = spell's level in rounds,
Fort negates).
Scroll Comprehend language x3
Scroll of Obscuring mist
Wand of Grease 5/14
Wand of Spider climb 40/15
Pearl of power 1/1
Lesser silent metamagic rod 3/3
Liquid Ice 2/2
Smoke pellet 4/4
Smoke stick 1/2
Spell Latice vanish 1/1
| Foxy Quickpaw |
Spugnoir adds a dent to the cultists armor. The cultists withdraw. But Stam finds out that someone else joined the fight. A large three legged monster, with a beard of tentacles and two fear inducing shears that are big enough to cut off a head.
Shear: 1d20 + 14 ⇒ (16) + 14 = 302d6 + 7 ⇒ (1, 4) + 7 = 12
Miss Chance: 1d100 ⇒ 23
Grab: 1d20 + 19 ⇒ (20) + 19 = 39
The others only notice by Stam's sudden struggling.
Scion of the Sea, Clergy(36), Clergy(21)
Darius, Stam, Grergof, Spugnoir <--
| Brother Grergof Varsk |
Given the silence and fog, Grergof has no clue of Stam's issue so...
Grergof moves forward following the Cultist that tries to escape him.
He smashes at the cultist through the doorway.
Who considering he had to just open the door as it was closed up to this round, and thus was closed when the fog spell was cast, would be standing outside the fog as the square he is in would be outside of line of effect.
Large Heavy Flail + 2 - Power Attack + Furious Focus + Bless + DJ: 1d20 + 18 - 3 + 3 + 1 + 2 ⇒ (7) + 18 - 3 + 3 + 1 + 2 = 28
Vital Strike Large Heavy Flail + Power Attack + Flaming+ DJ: 4d8 + 11 + 9 + 1d6 + 2 ⇒ (2, 3, 8, 1) + 11 + 9 + (3) + 2 = 39
In case you disagree Foxy, here's the miss roll if it's needed.
Miss <21: 1d100 ⇒ 89
If he drops the cultist and does not see another one he calls out:
Call out where they are in this fog!
DR 4/-- against all attacks now.