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My good friends, in my travels I did acquire a wand that can can air in healing...I offer it up for use of the party.
Ark has a wand of cure like wounds at 45 charges. Let me know what you need

GM Brew |

Caoilte is healed with the help of magic. The Archons continue to search the ruins. They head west...
A statue of a dwarven man strangling a snake stands in the northwest part of this irregularly shaped room.
The statue depicts Kols, dwarven demigod of duty and son of Torag. You recall a legend in which Kols turned Droskar into a snake and nearly strangled him before Droskar managed to slither away.
Finding nothing of note, they agents continue south...
This chamber shows evidence of several triggered and disabled traps. A heavy steel door seals a passageway to the west.
Actions?

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Well is guess we can look at that sealed steel door...maybe there is a handle or release on it or something??
perception: 1d20 + 4 ⇒ (20) + 4 = 24
Casts Detect magic also.

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Well, it looks like we have limited options. Watch your step, with the amount of sprung traps visible here, it is most certain that the owners don't want any inquisitive eyes.
He steps alongside Arklore. See anything suspicious?
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Disable Device: 1d20 + 11 ⇒ (18) + 11 = 29

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This statue was carved in honor of Kols, son of Torag. Apparently it is depicting the legendary story of his battle with Droskar. If I remember the legend correctly, he turned Droskar into a snake and almost choked him to death before he managed to slither away and escape.Tarek follows Arklore's lead and heads to the steel door

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Let me see if I sense anything before we open the door
Tarek opens his shining wayfinder and enables it's ability to detect evil. He moves in a slow arc from left to right to see if it detects anything.

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Tarek informs the group of his findings.
I am sensing some evil west of us. It may be a bit premature to cast any spells but we should proceed with caution. Isador, if you are going to scout ahead, I can give you a little divine guidance to aid you
Tarek touches Isador on the shoulder and speaks a blessing of guidance
Guidance will give Isador +1 on an attack or skill check that he chooses. It lasts for one min until used

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Feeling the divine power wash over his person, Isador smiles as he stealth-fully opens the door. I'll have a quick look and be right back but come running if you hear any squealing!
Perception: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Stealth: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32

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We need to move forward and I get the sense that evil is ahead. We should prepare ourselves for what may be on the other side of that door. I plan on moving quickly to take advantage of any surprise we may have. Is everyone ready?
Tarek waits for everyone to check their gear and ready spells and weapons before opening the door
Tarek calls forth divine energy and blesses his blade with the war blessing of good. He sheaths his blade, opens the door and moves quickly inside. He will move to the left once he enters to allow others to follow.
Here we go!
I am posting this action but Tarek will not open the door until everyone is ready and he will postpone his action if there are any objections to his action. This war blessing will not be cast until right before he opens the door.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27

GM Brew |

The Archons move in, knowing danger lurks but valiantly forging ahead!
Tarek opens the door and Caoilte leads the charge! In the room he sees a very large, muscular orc in the room. He grows, showing his tusk and gets into a fighting stance that Caoilte knows is the motion of a trained skilled fighter. The humanoid grins.
***ROUND 1***
Caoilte
Arklore
Isador
Tarek
-----
Orc
Party up!
init Ark: 1d20 + 3 ⇒ (15) + 3 = 18
init Caiolte: 1d20 + 1 ⇒ (18) + 1 = 19
Init Tarek: 1d20 + 1 ⇒ (8) + 1 = 9
init Isador: 1d20 + 8 ⇒ (9) + 8 = 17
orc: 1d20 + 1 ⇒ (1) + 1 = 2

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Having nothing better to do, Caoilte closes the distance and attacks. Big Orc. Biiiiiig Orc. yells the fighter.
Attack, Battle Axe: 1d20 + 8 ⇒ (17) + 8 = 25 +4AB, +4 Str, +1 MW axe, +1 Weapon Focus, -2 Power attack
Damage, Battle Axe: 1d8 + 10 ⇒ (5) + 10 = 15 +4 Str, +4 Power Attack, +2 Specialization
Brew, I can't move my icon.

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As Caoilte moves I run up and cast Protection from Evil on him....
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

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sorry for late post. I was under the impression that posting wasn't resuming until the middle of the week
Prepared for battle, Tarek rushes forward to aid Caoilte and attacks the massive creature
Falcata Attack: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
If creature is evil
War Blessing Damage: 1d6 ⇒ 2

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Caoilte yells Hah! Ya tusk-faced bag of crap, you missed with that leg sweep. Here's a little axe for you.
Attack, Battle Axe: 1d20 + 8 ⇒ (3) + 8 = 11 +4AB, +4 Str, +1 MW axe, +1 Weapon Focus, -2 Power attack
Damage, Battle Axe: 1d8 + 10 ⇒ (6) + 10 = 16 +4 Str, +4 Power Attack, +2 Specialization
of course I mean a little axe like a wild miss.

GM Brew |

Izzy misses the frantic orc.
The orc, seeing he is outnumbered, takes a decisive action. He winds up and gives Caoilte a wicked upper cut. He lands the haymaker, clocking Caoilte under the chin, causing him to see stars...Caoilte takes 9 damage and must make a FORT save v DC 18 or be knocked unconscious.
***ROUND 3***
Caoilte (-9 hp, need FORT save v DC 18)
Arklore
Isador
Tarek
-----
Orc (-27)
Party is up!
Knockout attack: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d8 + 5 ⇒ (4) + 5 = 9

GM Brew |

Caoilte takes the full front of the orc's uppercut. His eyes roll into the back of hsi head and he falls backwards, unconscious. Caoilte is knocked out for 5 rounds, but he may attempt another FORT save each round to wake up.
Tarek slices the orc nastily on the arm, drawing blood. The orc is damaged but still fighting.
Ark and Izzy up.
nighty night: 1d6 ⇒ 5

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OH well ....lets see here....since I am out of the swing of his ax....
I take aim, and cast Scorching Ray....
Ranged Touch Scorching Ray: 1d20 + 2 ⇒ (11) + 2 = 13
Scorching Ray Damage: 4d6 ⇒ (3, 4, 6, 1) = 14

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Isador seems a little frustrated as he attempts to find a better angle. He attempts to draw a bead on the enemy once more.
MW Shortbow: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Arrow: 1d6 + 1 ⇒ (4) + 1 = 5

GM Brew |

Isador finally gets a bead and clips the ferocious orc in the arm. The orc battler is hurt but continues the fight.
Seeing Caoilte laid out, the orc turns his attention to Tarek. The orc, in a clearly trained and practiced move, tries to kick Tarek's legs out from under him. The damaged orc cannot muster enough strength and his attempt to trip Tarek fails.
***ROUND 4***
Caoilte (-9 hp, need FORT save v DC 18 to regain consciousness)
Arklore
Isador
Tarek
-----
Orc (-43)
Party up
Trip attack v Tarek CMD 17: 1d20 + 12 ⇒ (1) + 12 = 13

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Tarek's anger grows as the orc attempts a dirty strike You will pay for that you swine!
Falcata Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Crit Confirmation: 1d20 + 9 ⇒ (14) + 9 = 23
Primary Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Crit 2x Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Crit 3x Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Good Blessing Damage: 1d6 ⇒ 2