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Nar will continue to fire arrows at the large snake as it so far has proven to be the more dangerous foe.
Attack 1: 1d20 + 10 ⇒ (6) + 10 = 16DMG: 1d8 + 5 ⇒ (8) + 5 = 13
Attack 2: 1d20 + 10 ⇒ (2) + 10 = 12DMG: 1d8 + 5 ⇒ (7) + 5 = 12

Pirate GM |

Rapier: 1d20 + 12 ⇒ (3) + 12 = 15
Rapier: 1d20 + 12 ⇒ (17) + 12 = 29
Rapier: 1d20 + 7 ⇒ (16) + 7 = 23
Bite: 1d20 + 8 ⇒ (5) + 8 = 13
damage: 1d6 + 2 ⇒ (5) + 2 = 7
Even entangled Nar's arrows don't connect.
Another flurry of blows comes Valya's way from the dual wielding serpent. This time out of 4 blows a rapier connects. 7 damage
Frusturated, you can see the serpent formulating a new plan.
Initiative
Sabi 24
Tico 20
Snake Gold 43
Valya 13
Nar 6
Snake Red (2 snakes) 9
Sabi and Tico are up!

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If I cast another spell, I miss the Bestow Curse?

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Buoyed by the success of his previous strike, Sabi attempts a repeat performance, this time focus more cold energy rather that trying to form ice around his target.
Sabi wraps himself in a noisy flurry of ice crystals before channelling the energy at the golden snake caster.
Gather Power, empower blast this time, instead of a second entangle
ranged touch+heroism: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
cold: 3d6 + 8 ⇒ (1, 6, 6) + 8 = 21 +50%, == 31

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In this case...
Tico tries again discharge his spell on the creature...
melee touch atk: 1d20 + 3 ⇒ (2) + 3 = 5
displacement: 1d100 ⇒ 63
...but fails miserably.

Pirate GM |

Tico also fails to connect with the snake.
Having failed his last lightning bolt the naga tries a simpler spell
Concentration: 1d20 + 7 ⇒ (7) + 7 = 14
but still can't overcome the entangle.
It does once again provoke from Tico
TicoTouch: 1d20 + 3 ⇒ (4) + 3 = 7
Who unfortunatly fails to connect.
Initiative
Valya 13
Nar 6
Snake Red (2 snakes) 9
Sabi 24
Tico 20
Snake Gold 43
Valya and Nar are up!

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Wow these displacement, blur and mirror image spells are earning their keep for Team Serpent!
Wincing as the thing's rapier draws a line of bright red across her arm, Valya redoubles her attacks.
Bastard Sword: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
slashing: 1d10 + 3 ⇒ (9) + 3 = 12
Shield: 1d20 + 9 ⇒ (15) + 9 = 24
bludgeoning/magic: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Bastard Sword: 1d20 + 9 - 5 - 2 ⇒ (4) + 9 - 5 - 2 = 6
slashing: 1d10 + 3 ⇒ (8) + 3 = 11
Oh for heaven's sake! The DiceBot has abandoned us it seems :p
Status: hp 42/53 AC 27

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Nar will continue firing over at the large snake, but take note of Valya's plight with the Rapier wielding serpent.
Erastil, let my arrows be true
Attack 1: 1d20 + 10 ⇒ (11) + 10 = 21 1d8 + 5 ⇒ (2) + 5 = 7
Attack 2: 1d20 + 10 ⇒ (1) + 10 = 11 1d8 + 5 ⇒ (1) + 5 = 6 Or not.

Pirate GM |

Valya's flurry of blows is slightly less efficient than the serpent attacking her and make no connections.
Displacement Nar: 1d100 ⇒ 97
Thanks to the entanglement Nar's arrow hits the large naga.
The red enchanter moves around to the other side of the spire, provoking from Valya.
Bastard Sword: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
damage: 1d10 + 3 ⇒ (3) + 3 = 6
Blur: 1d100 ⇒ 57
MI: 1d2 ⇒ 1
Valya's AoO strikes true and hits the snake! Leaving him and his blurry twin one step closer to doom.
Behind the giant serpent the red snake drops his second rapier and waves his hands into a spell.
DC 16 will vs Hold Person.
Initiative
Sabi 24
Tico 20
Snake Gold 50
Valya 13
Nar 6
Snake Red (2 snakes) 15
Sabi and Tico are up!

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Will: 1d20 + 3 ⇒ (2) + 3 = 5
Sabi begins to call out to his friends, but is cut short for some reason. "This displa—"
His arms stop moving, his legs stop moving. Something is definitely wrong.

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Last time I'm trying this, I swear.
Tico tries AGAIN discharge his spell on the creature
melee touch atk: 1d20 + 3 ⇒ (15) + 3 = 18
displacement: 1d100 ⇒ 100
And maybe this time Sarenrae heard his prays.

Pirate GM |

Tico finally connects with his spell...
Willsave: 1d20 + 9 ⇒ (6) + 9 = 15
and Sarenrae's might overtakes the foul snake!
Sabi also struggles to break the hold person.
SabiWillsave: 1d20 + 3 ⇒ (19) + 3 = 22
Sabi gets loose and starts moving again.
Gold Cursed: 1d100 ⇒ 6
The large snake twists and turns under Sarenrae's power.
Initiative
Valya 13
Nar 6
Snake Red (2 snakes) 15
Sabi 24
Tico 20
Snake Gold 50 (Cursed)
Valya and Nar are up!

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Heartened by her success, Valya redoubles her efforts as she moves to strike the snake thing.
Bastard Sword: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
slashing: 1d10 + 3 ⇒ (7) + 3 = 10
Shield: 1d20 + 9 ⇒ (18) + 9 = 27
bludgeoning/magic: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Bastard Sword: 1d20 + 9 - 5 - 2 ⇒ (11) + 9 - 5 - 2 = 13
slashing: 1d10 + 3 ⇒ (7) + 3 = 10
Status: hp 42/53 AC 27

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Nar continues to fire arrows at the Naga knowing that it blocks the way to another enemy.
Attack 1: 1d20 + 10 ⇒ (17) + 10 = 27DMG: 1d8 + 5 ⇒ (3) + 5 = 8
Attack 2: 1d20 + 10 ⇒ (8) + 10 = 18DMG: 1d8 + 5 ⇒ (7) + 5 = 12
As he looses his volley a prayer escapes his lips that they might actually find their target.

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Ah apologies, posted from my phone and it doesn't play well with the map :( V has a 30 Ft charge move, so will charge the snake for a single attack +2 to hit AC 25

Pirate GM |

Unfortunately no straight line, the spire is in the way, I double moved you up to behind the red bipedal snake though
Nar Displacement: 1d100 ⇒ 97
Nar's arrow connects, giving another wound to the Naga.
Rapier: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 1d6 + 3 ⇒ (2) + 3 = 5
The red serpent stabs Valya once 5 damage before retreating to the back wall.
Bastard Sword: 1d20 + 9 ⇒ (2) + 9 = 11
Valya is unable to connect with an AoO though.
Initiative
Sabi 24
Tico 20
Snake Gold 58 (Cursed)
Valya 18
Nar 6
Snake Red (2 snakes) 15
Sabi and Tico are up!

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Tico takes a step back (5-foot step), then channels positive energy to heal his allies.
Using selective channeling to exclude the enemies
channel energy: 2d6 ⇒ (6, 6) = 12
After positioned, the cleric draws a scroll of dispel magic and stays with it in hands. move action

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@to all: don't forget the bonus from Bless!

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"Thanks, Tico!" Sabi calls, as he again wraps himself in cold energy. I'd be dead twice over if it weren't for that blessed cleric.
Snow and ice glisten with an ethereal light as they fly in a ferocious blast of energy at the large snake-beast.
Again, gather power for an empowered blast
ranged touch+heroism: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28
cold: 3d6 + 8 ⇒ (5, 6, 5) + 8 = 24 +50%, == 36
disp?: 1d100 ⇒ 60

Pirate GM |

Tico heals the party while Sabi connects with another cold blast, finally felling the giant snake.
As a note the fight had been going on long enough the displacement was finally going to wear off next round.
Initiative
Valya 6
Nar 3
Snake Red (2 snakes) 15
Sabi 12
Tico 8
Val and Nar are up!

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Nice healing Tico!
Valya continues to stalk the snake, reassured that the other snake had finally been taken care of.
Bastard Sword: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
slashing: 1d10 + 3 ⇒ (2) + 3 = 5
Status: hp 48/53 AC 27

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Nar will move up beside the spire to get an angle of the remaining snake and fire a single arrow it's way. Blessed Erastil that creature is finally out of the way, better get up there and check on Valya's fight.
Attack: 1d20 + 12 ⇒ (12) + 12 = 24DMG: 1d8 + 5 ⇒ (7) + 5 = 12
Thanks Tico, Nice shot Sabi.

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Sabi doesn't know Abbysal, but does have Linguistics at +5. Can he roll to determine what was said, or to attempt to repeat what seemed to be a command word?

Pirate GM |

Opps, I meant to say Valya is close enough to hear. Everybody else is likely too far but Valya speaks abyssal so there's no trouble getting the word from her.

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As the snake disappears in to the portal, Valya snarls, issuing a string of expletive in abyssal, evidently heaping every epithet and cuss word she knows in to one run-on sentence that would have left a balor blushing.
Finally she regains some semblance of civility.
So the blasted thing used magic to use a portal and escape...
she explains to the others. After a moment she continues
Good team work there, for a minute I didn't think we'd prevail, good shooting and timely magical aid all, well done

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Agreed, though I admit that fight took more out of me than in injuries, not sure what that large snake did to me, but I just don't feel quite right. Everything feels heavy and my bow's pull just doesn't seem to do as much as it normally does.
Then Nar goes about retrieving his arrows and making sure everyone is healed.
If people need Nar is happy to use wands on them

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Masao hands a wand to Nar with a grunt and a word of thanks.
clw wand: 1d8 + 1 ⇒ (5) + 1 = 6
clw wand: 1d8 + 1 ⇒ (3) + 1 = 4
clw wand: 1d8 + 1 ⇒ (7) + 1 = 8
"Well, that was nightmarish. What were those things?"

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Kn. planes (take '10): 15 = 15
Spellcraft DC 24 (almost impossible): 1d20 + 5 ⇒ (5) + 5 = 10 I told.
"We all did a nice work, my friends", Tico nods to the others.
After Valya told him what the snake spoke, the cleric starts to analyse the mosaic works around there.
"That mosaic works as some sort of abyssal gate. No good is likely to come from activating it", he ponders.
"Let's heal the wounds before continue", Tico draws his wand of cure light wounds.
Wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
"Now, check for any hidden passage..."
Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Pirate GM |

There is a secret door on the west wall between some pews. Opening it reveal an octagon of a room with a middle section sunken down a foot. In the center are a desk and chair surrounded by four candelabras. To the west, the walls are lined with bookshelves. To the north, a bed rests against the wall. To the east are two basalt statues whose heads are wreathed in fire.
Sartoss’s library largely consists of books written in Aklo. In his desk, Sartoss keeps a small leather pouch with 55 pp, 160 gp, and 3 rubies worth 100 gp apiece. There is also a large serpent’s fang made of stone, about a foot long
---
There is also a non-secret door from the large shrone room heading west as well.

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No problem, my friend, it seems we can each help each other and the sum may be greater than it's parts, it is good to make ourselves into a strong community that we each may flourish.
As we appear to be delving further into the spire, Nar will recall a potion in his bag and draw it out and drink it, hoping that it will ameliorate some of his weakness.
Potion of Lesser Restoration,Str: 1d4 ⇒ 4
Then follow the party as we move deeper in.
He'll take a look around the room
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
And make himself ready at the western door whenever everyone else is ready.

Pirate GM |

After checking out the study/bedroom and looting its goodies, eventually the party lines up at the western door with Valya in the lead and her companions arrayed behind her.
Once everybody is ready... Feel free to note anything else you want to do before opening the door here.
Opening the door reveals a pair of human sized ogres. One has a shortspear and is clearly standing watch over the door on the west wall, armed with a shortspear. The other is lightly dozing on a hammock with his spear resting on the wall beside him. They both have reddish eyes as through they had some sort of abyssal taint. Seeing you they both grunt and move to get up/attack.
These are Ogre-Kin, sometimes known as half ogre. While they do appear to have a minor abyssal taint, you think its effects are only cosmetic.
red: 1d20 + 5 ⇒ (15) + 5 = 20
Blue: 1d20 + 5 ⇒ (8) + 5 = 13
green: 1d20 + 7 ⇒ (18) + 7 = 25
nar: 1d20 + 10 ⇒ (18) + 10 = 28
tico: 1d20 + 1 ⇒ (15) + 1 = 16
sabi: 1d20 + 4 ⇒ (7) + 4 = 11
valya: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative
Nar
gRed
Tico
Blue
Valya
Sabi
Nar is up!

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Perc: 1d20 + 13 ⇒ (2) + 13 = 15 Blargh
Nar will take a couple of quick shots at the far ogre-kin(red), shooting around Valya Ignoring her for pruposes of cover.
Attack 1: 1d20 + 9 ⇒ (5) + 9 = 14 DMG: 1d8 + 7 ⇒ (8) + 7 = 15
Attack 2: 1d20 + 9 ⇒ (12) + 9 = 21 DMG: 1d8 + 7 ⇒ (8) + 7 = 15
At the ready guys, shooting past you Valya. Crap, hope they don't jam the door to hard. At least my bow's draw feels right again.
Nar will then 5 ft. step out of the way in case Sabi wants into that spot.

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Perception (take '10): 21 = 21
kn. planes (take '10): 15 = 15
"Be careful! It seems like something invisible is lurking here", Tico alerts them.
"And those two, despite they have some sort of abyssal taint, it seems they are purely humanoids."

Pirate GM |

can't take 10 while threatened or distracted. I'm sure there can be exceptions, but my general rule of thumb is in initiative: no take 10, out of initiative: yes take 10.
Tico Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Tico Know Planes: 1d20 + 5 ⇒ (18) + 5 = 23
So Tico recognizes the lack of subtypes but not the invisible creature.
Nar's 2 quick shots dispatch the red ogreish creature without trouble.
Initiative
Tico
Blue
Valya
Sabi
Nar
Tico is up!

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I'm sorry, I thought that the checks had to be done before the initiative, since they were posted before the turn order. Sorry again.
Tico draws his wand of bless and uses it to grant some advantage to the allies in the combat.

Pirate GM |

No worries, I tend to post stuff in all sorts of weird orders some times, especially if I've rolled any dice to not mess up my rolling.
The remaining half-ogre creature stands up from the hannock, lets out a scream for his downed brother and picks his shortspear off the ground.
Initiative
Valya
Sabi
Nar
Tico
Blue
Everybody is up!

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Valya moves in to the room, taking up a defensive guard and lashing out with her blade at the ogre-kin.
Bastard Sword: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 Think we're still under Tico's bless spell but if not -1 from roll
slashing: 1d10 + 3 ⇒ (10) + 3 = 13
Status: hp 48/53 AC 27

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Back in the study...
Sabi runs his fingers along the spines of some of the books.
With Linguistics +5, can he quickly get a sense for the type of books? I'll have GM roll in secret, if so.
He grabs one that looks non-threatening as study material, as he wants to learn every language he encounters.
——
Are we within 60 minutes of the start of the previous combat? If so, heroism is still active. I'll assume yes, unless I'm told otherwise.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Is there still an enemy alive?
Masao hustles in to the room to provide support to Valya, although she is certainly capable on her own. (Path marked on map, @GM, in case you need to know...) He doesn't have time to summon additional energy as he moves, but does manage a quick blast at the ogre-kin.
ranged touch+heroism: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
cold: 3d6 + 8 ⇒ (2, 5, 1) + 8 = 16

Pirate GM |

No more than say 5 minutes past the last encounter. Some healing some investigation, but nothing too time-consuming. Unfortunately I have no other information on the books other than them being old and in Aklo.
Between Sabi and Valya the other half ogre goes down.
As soon as Sabi and Valya enter the room clearing space a fey creature suddenly appears from the room and makes a break for it.
ValyaAoO: 1d20 + 10 ⇒ (2) + 10 = 12
The fey is little more than a blur as it dashes past Valya, past the party and further away in the dungeon.
Combat over. It's fast enough you can't really catch it.

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Know(nature): 1d20 + 4 ⇒ (9) + 4 = 13
"No sense chasing the creature. I recognize it as a fey, a 'quickling' to be specific. It's practically invisible when still, and only a feint blur when moving."
Sabi investigates the ogres. It seems odd to him they'd be here next to the naga and serpent folk.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

Pirate GM |

With the abyssal taint on the Orges you would guess the serpent folk might have called them from the Abyss, but it's hard to be sure.
It looks like they were on guard from dangers beyond the next door. Eventually checking that door reveals stairs further down, but unfortunately no more clues.
Level complete! Lvl 7 chronicle sheet is available via the link up top. We've got some town action coming up before delving back down to level 8
---
Feel free to roll day jobs and let me know what your plans for the Fort are as well as any plans regarding the abyssal gate.

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For now Nar seems more concerned with protecting the village from whatever the gate is, as they don't seem to have a way of dealing with it. He'd like to find some way to make sure things coming out from it can't get into town and conversely no one from town can get to the gate.
As for the Fort, he's happy to continue exploring and meeting people as well as help anyone with what they're doing in town. In addition, he makes sure to spend time at the tannery, in the fields, and buying some cheese from the dairy farm down the road. In his spare time he practices his sword dance and occasionally draws an audience and plants new seeds that more fields may grow and acquire more land for the planting. Buying C3
[dice=Dayjob(I'm dancing, I'm dancing)]1d20+9[/dice]