
Bollwerk |

Seeing the demons close on him Bollwerk lets his divine power heal himselfLoH: 2d6 + 5 ⇒ (4, 3) + 5 = 12 before focusing on the first, calling his divine wrath on it
SmiteevilPA: 1d20 + 12 ⇒ (1) + 12 = 131d8 + 13 ⇒ (2) + 13 = 15
SmiteevilPA: 1d20 + 12 ⇒ (8) + 12 = 201d8 + 13 ⇒ (6) + 13 = 19

Fabian Moldonado |

GM: thank you for having Fabian fire the wand; I've noted the charge used.
Assuming that the tiefling's action doesn't invalidate this:
Fabian will run fowrward (to R15) and activate his protective ward.
Everybody within 10 feet of Fabian gets a +2 Deflection bonus to AC; 4 rounds remain.

Kazul the Bear |

Back!
Kazul swings at the tiefling in T17 twice with Haste.
Attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage: 2d4 + 7 ⇒ (2, 1) + 7 = 10
Attack: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 2d4 + 7 ⇒ (1, 4) + 7 = 12
If he kills the tiefling, he moves into his square.
AC: 19/21 (if within radius of Fabian.

Old Guy GM |

Bollwerk brings downs the wounded demon with righteous might. The tiefling, seeing Kazul enter the fray, turns on him. Her short sword fails to catch the fast moving half orc, so she steps back away from the door.
Fabian advances and activates his protective magic.
Kazul steps into the vacated space and with two quick chops, kills the tiefling rogue.
The archon, eager to bring the light of justice to its enemies, moves into the doorway and fires. With the swirling melee, only one shot hits, burning the demon with white fire.
Farasha, demons.

Farasha Aeval |

Can't take a 5 ft step to clear the doorway so the lantern archon provides the demon with soft cover, no RS to try and mitigate some of the to hit penalty. Thankfully still hasted though :)
Farasha squints through the moving figures, and puts another two arrows in to the air, points spinning as they dive towards the demon.
Mwk comp. longbow DA: 1d20 + 6 + 1 + 1 - 4 ⇒ (16) + 6 + 1 + 1 - 4 = 20
cold iron/piercing: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Mwk comp. longbow DA: 1d20 + 6 + 1 + 1 - 4 ⇒ (19) + 6 + 1 + 1 - 4 = 23
cold iron/piercing: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Old Guy GM |

The arrows hit high in the demon's chest, spinning it about and knocking it down. It doesn't get up again.
The Meeting room w. the tiefling guards.
The faces of the portraits that hang on the walls of this room have been slashed. Two marble planters lie smashed in pieces on the ground, and mud streaks across the white stone floor.
The room you are in.
A bracket shows where a longsword once hung over a stylized gold sunburst affixed to the south wall. Lines of strange runes are carved into the walls on both sides of the sunburst. Dried blood and excrement have been smeared across the sunburst and a short bench for kneeling that sits on the floor.

Bollwerk |

KRel: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Moving over to the shrine Bollwerk puts radiance down and kisses its pommel.
After that he pours water on a rag and starts cleaning the shrine.
"Please, I can and will not ask you to help me, but I will not leave this place defiled. It will just be a few minutes, but my soul aches if I live this shrine uncleaned."

Sjurd |
"Here, paladin. Allow me to help." Sjurd intones arcane words and complex hand gestures for a few moments before pointing at a spot in front of the altar. A small water elemental springs into being. Sjurd points at the altar. "Clean." The elemental bows, turns, and sprays the altar with gentle jets of water. "He should have it done in no time."
Use of my summon monster ability.

Farasha Aeval |

know (religion): 1d20 + 6 ⇒ (10) + 6 = 16
Farasha nods her approval as Sjurd's minion helps clean the shrine
Disgusting and foul creatures, their very presence defiles this holy place the cleric's brow furrows in distaste as she regards the dead tieflings and demons
We should finish eradicating this vermin from this place. First though, does anyone have wounds they wish mending?

Old Guy GM |

Well done! With the help, its takes 3 minutes of time to clean the shrine. While you are busy with that...
Check the map. You have two doors from here: the one to the north that the tiefling guard went through, and the one to the east that the demons came out of.

Bollwerk |

Perc: 1d20 + 2 ⇒ (13) + 2 = 15
Finally satisfied Bollwerk nods thankfully to the others and prepares for the next trial. "AMEN!"
Someone decide wich way to go

Fabian Moldonado |

After the shrine is clean, Fabian will thank Sjurd, and then kneel down and say a brief prayer to his patron deity.
"Iomedae, let us inherit thine arms. Give us strength and purpose as we cleanse this place and try to reclaim our city for your glory against the incursions of the abyssal hordes."

Old Guy GM |

This room was once some sort of museum, but its contents have been smashed and scattered across the room—even the shelves have been shattered and torn apart in places. The decapitated bodies of two knights, their armor and bodies broken and mangled, lie in the ruins. Their tabards, clearly marked with the sword-and-sun of Iomedae, lie in tatters. The instrument of their ruin lies nearby, a silvered mace covered in gore, is the only intact item in the whole room.

Bollwerk |

"Can anyone quickly look in the other room. It should be free of danger as the guards came here, but just to check for anything important".
Moving forward Bollwerk carefully arranges the bodies for later burial and speaks a prayer of passing for them before picking up the mace, keeping it for the moment in honor of the dead.
Our lady of valor, take those two brothers who died in your name and grant them a place in your host of rightesness.
Is there any way to identify the dead. Like a dog-tag? In any case Bollwerk has now a list of people who need a proper burial and a proper farewell.

Old Guy GM |

Dog tags are a modern concept, but you may have just started something for the Fifth Crusade! luckily (or unluckily for them) their severed heads are in the room as well.
There is nothing else of value in this room. You do know that Abrikandilu demons thrive on destruction, hence all of the damage in the museum. The mace is the only item that does not have a scratch on it.
The north door opens into a an empty room, an annex perhaps. Two doors lead from it, one north and one west.
Map is current, check it out for next moves.

Fabian Moldonado |

Fabian shakes his head sadly in the museum room. "This place stored relics of the First Crusade," he says. "And, yes, once it is safe, once we have made sure nothing is about to leap out and attack us, I would like to give these bodies a proper burial."

Farasha Aeval |

Farasha says prayers over each body the party encounters, all the while keeping a watchful eye with a cold iron arrow nocked.
Yes Fabian, these folk do deserve a proper burial, hopefully once we've taken back this place we'll have time to attend to that.
She watches carefully as Kazul encounters the door and slips through.

Fabian Moldonado |

Fabian will take a look at this mace. "Something seems interesting about this mace...."
He casts Detect Magic, and concentrates on the mace if does indeed show a magic aura.
Spellcraft: 1d20 + 12 ⇒ (11) + 12 = 23

Bollwerk |

That is why Bollwerk took it. You never know when you need bludgeoning. And if you have to break open a lock or bash in a door. A bladed weapon might nick or break

Farasha Aeval |

Farasha still stands ready, switching her gaze back and forth between Sjurd and Kazul, before settling firmly on the summoner as he walks through the doorway.

Old Guy GM |

The door opens, and all hell breaks loose. First, a bomb arcs through the door to explode at Sjurd's feet, knocking him to the ground. 18 pts damage, Sjurd; Kazul and Bollwerk take 9 unless you make a DC 15 Ref save. Then the two cultists waiting behind the door attack the summoner with their glaives, each cutting the prone man deeply! 14 pts damage, Sjurd.
ROUND ONE: Kazul, Farasha; alchemist; Fabian, Bollwerk, Sjurd; cultists. Sjurd is prone on the floor in the threatened squares of 2 enemies. READY GO!

Fabian Moldonado |

Fabian reacts with alarm when an explosion followed by two reach attacks do tremendous damage to Sjurd. He raises his staff, and fires two bolts of magical force at the alchemist in the back.
Casting Magic Missile, not from the wand this time, so two bolts.
Damage #1: 1d4 + 1 ⇒ (3) + 1 = 4
Damage #2: 1d4 + 1 ⇒ (4) + 1 = 5

Sjurd |
Sjurd tries his best to stand up, not willing to let such evil get the best of him. He tries to avoid any incoming blows.
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13
HP: 14/46
Uli advances [N21] and unleashes his frustration on the nearest foe. [Target M22]
1d20 + 5 ⇒ (5) + 5 = 101d6 + 4 ⇒ (4) + 4 = 81d20 + 5 ⇒ (17) + 5 = 221d8 + 3 ⇒ (4) + 3 = 71d20 + 5 ⇒ (7) + 5 = 121d8 + 3 ⇒ (4) + 3 = 7

Farasha Aeval |

Have LOS but cultist gets soft cover
Looking worries for Sjurd, Farasha weaves her hand in an abrupt motion and points at one of the cultists, who's glaive glows red hot in response.
Cultist must make a reflex save DC 14 to drop the glaive or else take: 5d4 ⇒ (3, 3, 2, 1, 4) = 13 fire damage
3rd - Remove Curse(d), (Open), Dispel Magic
2nd - Remove Paralysis(d), Resist Energy, Shatter,
1st - Remove Fear(d), Bless,
0th (at will)-create water, detect magic, light, read magic

Bollwerk |

Feeling the fire wash over him and cleaning all dust Bollwerk smiles under his armor, feeling no harm, but the smile quickly vanishes as he sees Sjurd bear the scars of the assault. Moving towards the alchemist, ignoring the attacks from his bodyguards he brings his blade down with all his might, hoping to draw attention.
AttackPA: 1d20 + 8 ⇒ (19) + 8 = 271d8 + 9 ⇒ (3) + 9 = 12
conf: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 9 ⇒ (2) + 9 = 11

Old Guy GM |

Feeling the fire wash over him and cleaning all dust Bollwerk smiles under his armor, feeling no harm, but the smile quickly vanishes as he sees Sjurd bear the scars of the assault. Moving towards the alchemist, ignoring the attacks from his bodyguards he brings his blade down with all his might, hoping to draw attention.
[dice=AttackPA]1d20+8; 1d8+9
[dice=conf]1d20+8; 1d8+9
You still take 4 pts fire, You only resist 5 right? The 9 pts was halved already.
EDIT: Never mind, you made your save!

Old Guy GM |

The alchemist chuckles as Fabian's missiles glance off of a shimmering shield that appears in front of him. Next to him, the cultist hit by Farasha's spell cries out in pain as her glaive gets red hot.
The alchemist barks out an order to his subordinates, then heaves another bomb at Sjurd and darts out of sight.
This time the bomb misses, but the narrow opening prevents to much of a scatter, and it goes off next Sjurd and Bollwerk. DC 15 Ref save Sjurd / Bollwerk or take 8 pts fire damage. In the meantime, Uli crashes through the door, only to run into two tiefling rogues that suddenly appear to attack! Combined strikes by glaives and shortswords cut Uli down before he has a chance to strike. Combined AoO damage = 22 pts.
Bollwerk moving too fast for me, alchemist hadn't gone and wasn't going to wait for you to charge him.
Bollwerk rushes through, stepping over the body of the fallen Uli. The cultists react by attacking the paladin. One misses with a thrust of her glaive, but the second lands a crushing blow with her light mace. 6 hp damage, Bollwerk; don't forget your save vs the second bomb.
Just then, more trouble reveals itself as the left-hand door opens! The noises Kazul heard behind that door reveal themselves to be two Dretches, foul demonlings that rush out and attack! They rake at Kazul and Farasha with filthy claws, but score no hits...for now.
OK, this just got horribly complex. I blame global warming. ROUND TWO: Kazul, Farasha; alchemist; Fabian, Bollwerk, Sjurd; cultists, dretches.

Bollwerk |

Ref: 1d20 + 4 ⇒ (7) + 4 = 11
In that case Bollwerk will quicken LoH himself. If the alchemist is gone Bollwerk will attack one of the shortswordwielders
LoH: 2d6 + 5 ⇒ (2, 2) + 5 = 9

Farasha Aeval |

Seeing the demons burst through the doors, Farasha calmly ducks away from their clumsy attacks and steps back to the wall, bringing up her bow and loosing three arrows from it with incredible speed.
Mwk comp. longbow RS DA: 1d20 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
cold iron/piercing: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Mwk comp. longbow RS DA: 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22
cold iron/piercing: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Mwk comp. longbow RS DA: 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 18
cold iron/piercing: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12