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Well, I don't have any information on how high the ceiling is in these rooms. Ok, if you want to spend a ki point on it, let's say you could jump and climb and stick your head out of the skylight by taking 10 on acrobatics and climb. Do you want to do that?

Sanjay Gupachandra |

Works for me. -1 ki point
Sanjay sets his newly-sticky sword down for the moment. Calling on the secrets of his monk training, Sanjay takes a deep breath, then launches himself at the wall, seeming to almost run up it with superhuman grace. He just manages to grab the window ledge, and hauls himself up to peek out over the forest around them.
Perception?: 1d20 + 11 ⇒ (16) + 11 = 27

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"Wow, Sanjay. Did you ma get friendly with a cricket?" says 'five' looking very impressed with the monk.
While waiting for him to come down, she also dips her rapier into the holy font. "Who knows what else might be in here? I'm willing to bet those face shifters were here for a reason, and probably not alone."

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Sanjay sees flocks of birds in the trees, on the roof of the temple and the hillside it is built into, and wheeling through the air. Out here, the din is terrible: every bird seems to be competing with every other to see which can make the most noise. He can also hear growls, howls, and other noises in the forests surrounding the shrine, suggesting other beasts that he can't see.
A careful look at the nearest birds reveals red, smoldering eyes and bloody talons. The monk has seen creatures summoned from the lower planes by enemies (and occasionally allies) before, and these birds almost look like those sorts of fiendish beasts.
Storm clouds are also gathering on the horizon, still visible in the last rays of the sun.
-Posted with Wayfinder

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"Bad omens, one and all. Come, let us find out what they portend. I for one think that putting a spear in the plans of those who killed the priests could be a good idea."
Five heads off to the door at the end of the room, listens at it and then opens it. (assuming there is nothing alarming heard)
perception: 1d20 + 11 ⇒ (3) + 11 = 14

Sanjay Gupachandra |

Sanjay frowns deeply at the things he sees, his face drawn with worry. He lowers himself back to the ground, clinging to the ledge with his fingers until his body is fully extended, then pushing off to land on the ground below in a crouch. (If I need to spend another ki point to descend safely I will, just say so. Otherwise I'll assume not.)
He offers a stiff bow to Five at her compliment, but his attention is on the omen of the beasts outside.
"All the natural world outside seems to be mad... or tainted with the hells, perhaps. The birds scream as if each sought to rend the sky, and I saw blood on the talons of the nearest. I can hear other beasts, sounding as furious. There are clouds building on the horizon. This is not natural. Some corruption must be caused by these cultists."
Picking up his sword again, Sanjay grimly follows Five's lead. "We could try the symbol we found in the locked door, yes? Or shall we clear the rest of the temple first?"

Balazar Unchained |

Wasn't it impossible to listen now due to the cacophony?
Balazar frowns. "That's not good. Can't say this is the first time something went awry on a mission though. We learn to expect the unexpected. Let's see the rest of the temple first. Maybe there is a key somewhere. But, uh, my spells are not going to last forever, so let's try to spend more time than we have to." Balazar follows after Merisiel and waits for everyone to gather so she can open the door.
Instead of having to wait for everyone to post that they are ready to go to the next room and for them to move their characters, I think it's easier if the GM just moves the remaining people to the door once we've indicated we are ready to make it to the next room.

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"Good point about your pets there. I'm guessing the core of the evil is probably hidden behind the door we first checked. It would be nice to know there is nothing coming at us from behind... or if there are other items of use for us here."
She counts off on her fingers. "How long do they stick around for? Can you call them again?"

Amiri, Kinslayer |

Question: would the holy symbols of Erastil (that were on the bodies) fit into the niche on the main door? Actually... would the 'arrow'?
Amiri does not comment on the strangeness going on around them, though she grips her weapon tighter, and you can tell she is perturbed by it.
"I like none of this." she mutters. "Let us find the source and be done with this place."

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The bird are very loud, but you can still hear each other. The holy symbols would fit in the niche. Erastil's arrow will not, as it's the size of a spear to lowly humanoids like yourselves.
I'll speed up the process here. The party carefully but expeditiously explores the remaining rooms in the northern half of the temple, and finds little of importance. The two rooms to the east and south of the room with the pools in it are mostly bare rooms for prayer and meditation. The two rooms to the west are sleeping quarters and storage.
Balazar senses that his Elementals will remain on this plane for no more than a minute longer. Want to summon Padraig? Now's the time. Otherwise we can go ahead with the elementals, or you can let them fade and make a new summon based on what you see inside the room.

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'Five' waits for the team to arrange themselves around the door. Once everyone is ready she takes a holy symbol and tries to fit it into the gap, taking care to avoid the water with the horned crown shape.
"Not that there could be anything in there right, as the holy symbols are out here..."
And a fast forward from me too. MerisielB will happily open the door, once everyone is ready.

Balazar Unchained |

I can just replace the elementals with whatever I need once we get into the room. My shield spell only got a minute longer duration than the elementals anyway.
"Whatever is in league with those faceless stalkers and causing all these birds to go into a riot, it's in here. Let's go and deal with it." Balazar says with grim determination as they get ready to face whatever lies at the end of this.

Merisiel the rogue |

Merisiel joins her comrades around the door and drinks her potion of blur as soon as it opens. "And whatever creature it is, it should be a dangerous opponent if it is able to have such an influence on animals" she adds.

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Five presses the holy symbol into the niche, and the doors open. Inside is the one part of the shrine you visited when you met the now-slain priests of Erastil. At that time, a broken altar stood at the far side of the room, with a row of columns lining a path to it. Now, the columns are interspersed with statues of snarling beasts, and where once the altar stood now towers a statue of a fiendish man made of the same stone as the altar was. He has curling ram horns, a hissing snake in each hand, and a gaping hole in his chest. From this wound pour writing tendrils of inky smoke that slither across the floor and ceiling.
Hovering 10 feet off the ground, a brown, shaggy-furred beast is turning its depraved eyes towards you, aware of the door opening. It resembles a maniacal ape with two sets of curled black horns and hooves on its hind legs.
As you open the door and take in the scene within, a hideous voice speaks inside your head.
H̸e̶̴ ̡͠c̡o̡͟me̸s̢̀!́͜ T҉h͡͏e͏̡ F͏at͝ęd̷͘ ҉F̵́a̧n̶̕gs ̷̧̨gro̷͘ws̨͘ ̡ǹ̸é̡̛a͏̡̀r̶͟,̧ ̧a̢͘͜n͏̡d ̡y͝o͘ư ̶̧͝s̀h̸̨͝a̵͜l̨̛l̶̶̴ ̴tre͠͞m͢͞b̡̢͞l͏̷e͏ b̸͢ef̵o͟r͏e̛̕ ͘h̡͟i̸m̴̧͘!̧ ̡Ç͢a̛̛͠s҉͟t d̷o͞wn ̨̨y̕o̶̢u̴̢r͜͏ ̨͟a̷̢ŕms̷̡̧ ͘a̕n̴d ̛w͏o̸̢r͡s̵̷h̕i̕͜p̵͘͞ ͟h̷̶̀im͏͝,̛͞ ̧́a̶̡nḑ͜͡ ̡h̵e̷ m̸̨a̸y̶ ̵͠s͢҉p̷à͡͏r͏̷e̵̷҉ ҉̡̕y̢o̕͘u̵̴!̧ ̶̴̀H̸i̸s ̕s̨͢͝é̶rv҉̡an̵͘͞t͘͟s͞ ̶a̸r̡҉e le͏͜gi҉͠o̡n͏; ̡̀͡t̡h̨̨e͞ ̴̛͟v̶̢͝e͝r̀̕͝y͏ ́́be͞a̴̕s̴t̛s̕ ̀a̷n̡͡d̶ ͏bi̢̕r҉̧d̶̛s̀ ̧͠pŕ̶͢a̶i͜ş̷͝é ̸̷̡h̸į͢s̵͢ ̴̨͟n͡͝am̵̧҉e͘͢!
A burst of dark, red-eyed, blood-soaked starlings appear from the wound in the chest of the statue, flying out through the door above you, and swirling around in the courtyard with angry cries. Their short-lived whirlwind of rage disperses, and in their place appear two mountain rams with eyes like glowing coals and fleece of burnished brass, smelling of ash and death.
Balazar recognizes these immediately as fiendish rams.
H̛̪̖̦̮̙͈̗͆E̦͉̱̗̟̮͂̚ ͙̜̙̗ͧ̕C̨͖̰̯̯̺̼̪ͮ̆̓͐̏ͮ͑O̮̲ͤ̋ͨ͆ͨ̚͝M̻̼͕Ḛ͇̞͚ͅͅͅS̻̬̖̖͓̣̑̀!̻̙̤̦ͣ̇̑̄̿ͮ ̧̙͉͕̠̦̮̈́͂̉Ą̪̳͙̻͎͐ͫ͆̓ͦ͊ͧN̪͈̗̠̍O̳͈͖̣̹͂̓̀ͣ͑̽͆͟G͎̩̜͍͉͛ͧ͌͘ͅE̩̺̱̟ͬ͗̅͋́T̗̱̲̹̰̯ͨ͢Z ̥͑̊̉͢!̸̖͓͕̃͋̏ͬͧͬ̂!̳̥̥ͮ̋͆̌͌̈
daemon init: 1d20 + 1 ⇒ (1) + 1 = 2
Amiri Init: 1d20 + 2 ⇒ (10) + 2 = 12
Sanjay Init: 1d20 + 6 ⇒ (3) + 6 = 9
Merisiel Init: 1d20 + 8 ⇒ (15) + 8 = 23
Five init: 1d20 + 8 ⇒ (17) + 8 = 25
Balazar init: 1d20 + 1 ⇒ (7) + 1 = 8
Merisiel and Five can go first, before the baddies.

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"Help me with those goats first."
Muriel runs backwards getting behind the foul goats.
acrobatics if required- hopefully not if they are flatfooted: 1d20 + 17 ⇒ (13) + 17 = 30
Once there she readies an action to strike a goat as soon as she has flanking.
if they are regarded as flat footed already, she won't wait!
attack magic, stuff from font: 1d20 + 11 ⇒ (16) + 11 = 27
damage: 1d6 + 5 + 3d6 ⇒ (3) + 5 + (5, 2, 6) = 21 <- plus anything from the stuff in the font.

Merisiel the rogue |

If the goat wounded by "Five" is still alive, Merisiel will flank and attack it. If it's dead, she will attack the other one instead (taking advantage of the fact that it is flat footed). In both case, she will charge.
Without thinking, Merisiel darts forward and strikes at the fiendish ram.
+1 rapier: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Damage: 1d6 + 5 + 3d6 ⇒ (1) + 5 + (4, 1, 3) = 14
I didn't include the possible flanking bonus and anything from the liquid in the basin.
Is barkskin still in effect?
Also I can't move my token on the map right now, please move me 3 squares E/E/E/, tx

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Quick footwork and bladework by the elves renders the fiendish rams defeated before they can even move. They slump to the ground, beginning to dissolve back into the mists and darkness.
Amiri, Sanjay, and Balazar are up before the Daemon.

Sanjay Gupachandra |

Sanjay holds his sword out to the evil beast in a challenge. "Your time here is done. Your desecration of this place will no longer be tolerated. Come down to earth and fight as if you had honor."
He dashes into the room, intentionally running close beneath the hovering beast.
Double-moved on the map. My movement would provoke an attack of opportunity from the creature. AC vs the attack is 26 due to Mobility.
Just to clarify, I assume that '10 ft in the air' means 'out of the range of a non-reach melee attack from the ground'?

Balazar Unchained |

You can always high jump. Shouldn't be many feet you need to jump to reach with your sword. You have some height, add on your arms and then the length of the sword and it shouldn't be much further.
Balazar chants a quick incantation and glitterdust starts raining around the daemon. His earth elementals move in shortly thereafter, and tries to reach.

Amiri, Kinslayer |

ouch... 10' of the ground? Since it probably has reach, we're kind of boned here... it never has to come down and have no way to reach it.
I notice the back end of the room is higher then the front end, can we reach him from up on the platform section? (At least for this first round?) How high is the roof?
Amiri glares at the strange hovering creature then mutters, "You talk too much."
She quickly skirts along the southern row of pillars up onto the altar platform to gain some altitude then cuts right to attack the creature itself, screaming in rage as she does so.
Single move (forward and up), Rage, power attack.
Melee Attack, PA, Rage: 1d20 + 9 - 2 + 2 ⇒ (19) + 9 - 2 + 2 = 28, for 2d8 + 7 + 2 + 6 ⇒ (4, 1) + 7 + 2 + 6 = 20 (plus anything dipping the sword might do)
This assume we can still reach him from the platform at least...
If not, then she will attempt to jump the last bit, to gain some more height to make the attack... though don't do this bit if she doesn't have to, as it will provoke all over.
Acrobatics: 1d20 + 8 ⇒ (13) + 8 = 21
edit: good for 5' of vertical distance!
edit2: hmm... another one Confirmation: 1d20 + 9 ⇒ (13) + 9 = 22, for an additional 2d8 + 15 ⇒ (7, 6) + 15 = 28 damage.

Balazar Unchained |

If it's blind she gets a bonus to attack right? Sorry for such a brief post earlier, I didn't want to hold up things. Glitterdust DC 17.
"Ogrei jogfre onivos nroig nroes enoiv bioes riobt ronea" Balazar chants as he picks up some powder from the pouch at his side before sprinkling it harmlessly into the air. At the same time as he does so a massive amount of glitterdust starts falling all around the floating creature. Balazar is shocked to see the floating daemon. "I have no idea what kind of creature that is! Most mysterious. I've studied a lot of outsiders, but this is unknown to me." He says.

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Sanjay: The Daemon is flat-footed currently and can't take attacks of opportunity, so you're safe from that for this round, anyway. That said, you have 40 ft of movement so it only takes 1 move action to get to the place your icon is currently. Do you want to try to take another action, or jump as part of that move and attack during the jump? There are two 5-ft squares between it and the ground, so you can't attack from the ground without a reach or ranged weapon, or a jump. A 5-ft jump, which would be enough to reach him with a melee attack, would be a DC 20 Acrobatics check.
Balazar: The elementals can't reach. I don't think they can really jump, either. I'll allow the spell to go off before Sanjay and Amiri reach the area so they won't be affected.
The glittering dust rains down around the creature, but it closes its eyes tight for the first blinding seconds of the spell, and opens them again with no change to its malicious gaze. No invisible creatures are revealed by the dust, however.
Amiri: the raised section is less than 5 feet higher, perhaps 3 feet higher. Let's say it would give you a +2 circumstance bonus on jumps from it to try to reach the daemon, but if you want to move, jump, and attack this round, you'll need to make an acrobatics check to jump during your move, before you reach the dias. If you can't make the jump high enough, I'll let you throw a weapon using the attack roll you made above. The roof is at least 20 feet high, probably higher. Let's say it's 30 feet, which seems like a reasonable height for the central worship chamber of a temple. Don't forget you have a spear and hand-axes that can be thrown as well, Amiri. You also have the knockback power which could be used to knock the thing down, and Balazar has a certain item that could help as well. (Just giving a hint.)
I'll wait for everyone to decide their actions before moving the foe.
1d20 + 8 ⇒ (16) + 8 = 24

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Oh, yes, I missed that. Amiri is able to jump and attack then.
Amiri deals a powerful blow to the creature, and it emits an ear-piercing screech of pain as its black blood splashes to the floor below.
A glance at her blade shows the barbarian that the sticky sap suffused with holy water has mostly come off with that strike.
The holy water dip allows the weapon in question to overcome DR/Good for one attack. It's like weapon blanch.

Amiri, Kinslayer |

Ah, if I had to jump no matter what, then she'd have come straight in, not the round about dogleg... so will just shift her 5' to the right... I'm assuming I end up just underneath it whatever the case.
Is this thing flying with wings? Such that it would have to make a fly check when it takes damage, or descend 10'?
Not that anything is ever likely to fail that fly check, but am being hopeful...
edit: I had pondered the Knockback thing, but its a bull rush... which can only push the creature away from me. That'd only work if I was above it, neh?
Sadly, jumping from this point on will be hard... as there won't be a 10' run up anymore, so the DC gets doubled to like 40 for a 5' vertical jump =). Not to mention will provoke all over. Which is why the height of the platform matters... if we only have to jump 2.5 feet... its only a DC 20! My math might be off a bit, but its relatively in the ballpark. Additive property of modifiers might make it DC 30? (5 * (4+2))

Balazar Unchained |

He did say I had an item that helps. I can only assume he means the wand of dispel magic, so probably no wings. That said I really don't like it when the GM comes with tactical advice. Not going to complain too much due to the nature of this mission though. Also, a shame the rogues wasted their weapon blanch on the goats. Now the elementals got no enemy to strike.

Sanjay Gupachandra |

Hmm. On my count, it came out to 45 feet from where I started. Ah well, guess I'll take the jump then.
Jump: 1d20 + 19 ⇒ (11) + 19 = 30
As Sanjay runs forward, he leaps directly beneath the monster-- and punches upward with the hand not holding his sword, attempting to strike it bodily from the air.
(Stunning fist attempt, though I'm betting I'll hit the same DR problems I did with the stalkers...)
FALCON PUNCH! vs flat footed: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
If it actually hits and does damage, then it's the DC 15 fort save or stunned, etc.

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It does not have wings. It appears to be flying either by a spell or an inherent supernatural ability. That said, it's not a particularly graceful flier.
Sanjay's punch impacts the creature's rock-hard skin and doesn't seem to do any damage.
Flat-footed AC is actually just a little higher than that.
The creature roars in anger, its grievous wound enraging it, but also sending it off balance. It is unable to remain hovering and flies in a curved path around the room, maintaining its current height and focusing its will on the meddlesome insects that dare hurt it. The very air you breath and move through seems to thicken and slow you.
Everyone please make a Will save, DC 15, or be effected by Slow.
Now that he is very close to the statue, Sanjay notices that the hole in the chest, from which oily smoke is oozing, is the same shape as the hole in the altar from which the arrow-spear was taken weeks ago, which he remembers seeing when the PCs came to the temple previously.
Fly: 1d20 + 7 ⇒ (2) + 7 = 9

Balazar Unchained |

Will save: 1d20 + 5 ⇒ (11) + 5 = 16
"Argh, these elementals are useless against a flying opponent! Let's use something different instead. Balazar mutters before focusing his powers to once again draw forth a creature to help them. He closes his mind for a second and when he opens them again a large dire bat is suddenly flying through the air above the statue. It's eyes gleam with white light as it charges at the demon. The earth elementals vanish at the same time the bat appears.
Summon Celestial Dire bat. Smite to boost damage and bypass DR. It'll be like 15 feet above the ground when it attacks so it gets high ground advantage, leave space for Amiri below it and allow the rogues to jump/flank.
Attack with charge, smite and high ground: 1d20 + 10 ⇒ (19) + 10 = 29 damage: 1d8 + 11 ⇒ (8) + 11 = 19
After summoning the bat Balazar steps to the side to allow the rogues a change to charge at the creature.
fly check in case it takes damage from AoO, AC 12: 1d20 + 9 ⇒ (19) + 9 = 28

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Sorry, misread the spell. Just Amiri and Sajan need to save.
AoO with bite and power attack: 1d20 + 11 - 3 ⇒ (16) + 11 - 3 = 24
damage: 2d6 + 4 + 6 ⇒ (4, 1) + 4 + 6 = 15
The Daemon manages to catch the bat with a bite as it swoops in, but it gives back a greater wound. The creature's viscera and blood are dripping from it, and it looks nearly ready to collapse.

Sanjay Gupachandra |

Sanjay will: 1d20 + 5 ⇒ (7) + 5 = 12 Fail. Which... kind of takes me out of the fight as far as being able to engage a flyer (can't do both a jump and a strike).
Sanjay says some rather unenlightened things under his breath in Vudrani as he feels his muscles locking up and slowing down. Moving like he is underwater, Sanjay reaches into his robes and draws one of the flasks of holy water he caries.
"The... creature," he manages to get out, "the hole... in it chest... the spear... fits?"
Staggered. Move action to draw a flask of holy water, 5 ft step closer.

Amiri, Kinslayer |

Ya, you can still do a partial charge.
Whether all the jumping at a creature over your head, et al, counts as a straight line, however, is debatable.
Will Save, Rage: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Consumed with the lust for battle, Amiri shrugs off the creature's attempt to ensorcell her with a contemptuous snarl.
"Least its done talking." She growls.
I think you guys wanted Amiri to hold the spear... Sanjay could, I assume, use his standard action to grab it from her, before she runs off again, as they're adjacent? Its just hanging off her back, I assume.
Merisiel 1 and 5 go before this, but when it comes around...
She takes a step back, and then rushes forward and leaps at her foe yet again, trying to bring it down with a mighty sweep of her blade.
Move action to back up a square or two, then forward again for the 10' run up, to jump and try to clear enough space to reach it!
This will provoke if he has combat reflexes
Acrobatics: 1d20 + 8 ⇒ (10) + 8 = 18
Melee attack, Rage, PA: 1d20 + 9 + 2 - 2 ⇒ (18) + 9 + 2 - 2 = 27, for 2d8 + 7 + 2 + 6 ⇒ (1, 5) + 7 + 2 + 6 = 21 damage.
edit: Ha, I think I didn't get high enough! That's only 4.5 feet! Coulda used that circumstance bonus for the platform this time! =)

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Yes, that's not quite high enough I'm afraid. As for the charge-and-leap, I am fairly permissive on that issue, though I recognize there is table variation. It's a very common trope in movies and comics and such, especially for monk - type people, and the rules are kinda agnostic on it, so I allow it.
-Posted with Wayfinder

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Hearing the sound of battle, Five runs into the main temple, readying her tanglefoot bag as she goes.
Double move. Draws a weapon (tanglefoot bag) as part of move

Balazar Unchained |

@Five: You know you can jump charge if you wait for the other Merisiel to move out of the way first right? Not that you have to of course, it's your character, but it was described as nearly dead, so any amount of damage would finish it off. It looks like the creature doesn't have combat reflexes since it didn't take an AoO against Amiri and my Bat will provide flanking so you can sneak.

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Oopse, I think I had the bat and the demon muddled up. Letse try for a jump charge.
acrobatics: 1d20 + 17 ⇒ (13) + 17 = 30
Charge!: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 4d6 + 5 ⇒ (2, 3, 5, 6) + 5 = 21
-special effect, disoriented, -2 to hit, and -4 to hit Five. Also can not make an AOO for one round.
crit: 1d20 + 11 ⇒ (6) + 11 = 17
crit damage: 1d6 + 5 ⇒ (4) + 5 = 9