
Thorthal Runecloak |

Kick, Combat Expertise, Fighting Defensively, Subdual: 1d20 - 1 ⇒ (6) - 1 = 5Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Stabilization: 1d20 + 2 ⇒ (1) + 2 = 3
Those were some quality Morgrom die rolls... AC 20 if still standing, 7 rounds of dodge remaining.

Haer Kul |


Morgrom Hellblade |

As a standard action I touch Thorthal and use my War Blessing on him.
Supernatural Ability, lasts 1 min, on each of Thorthal's turn he can choose 1: +10' land speed, +1 dodge to AC, +1 insight to attack, +1 luck bonus to saves.

DM Rambler |

Hmmm..."Bardos" was at my place last night, and missed with a ray of frost, but his post isn't here. I think he "previewed" and never actually posted it.
Though he seems to be tiring, the priest continues to buy enough time for his companions to recover.
Kronk!: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 2 ⇒ (6) + 2 = 8
Thorthal manages to evade another attack.
Thorthal
Morgrom of the Red Tunic
Prahd
Petronicus
Haer Kul
Bardos

Thorthal Runecloak |

Thorthal continues to attempt to subdue the priest.
Kick, Fighting Defensively, Combat Expertise, Subdual: 1d20 - 1 ⇒ (6) - 1 = 5Damage: 1d6 + 3 ⇒ (3) + 3 = 6
AC 21, 7 rounds of dodge, 10 rounds of war blessing

Haer Kul |

If anyone wants to move up, Haer Kul'll move back after his turn, otherwise he'll stay put.

DM Rambler |

Bash: 1d20 + 6 ⇒ (20) + 6 = 261d8 + 2 ⇒ (2) + 2 = 4
Confirm: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 2 ⇒ (3) + 2 = 5
The priest swings again, and Thorthal collapses on top of Morgrom.
Thorthal Stabilize: 1d20 + 2 ⇒ (14) + 2 = 16 Stable. Jeff is AFK for a couple of days.
Note that Morgrom's greatsword is on the ground beside him from when he was unconscious. Grabbing it provokes, as does standing or crawling.
Morgrom
Prahd
Petronicus
Haer Kul
Bardos

Haer Kul |

Haer Kul will attack again on his turn, and if someone wants his spot will step back after.
Melee touch miss w/ cover: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2, damage(fire): 1d6 + 2 ⇒ (1) + 2 = 3
C'MON! I don't even look like Morgrom!

Petronicus Alazario |

Petronicus waves his arms and wiggles his fingers. "Not to worries friends, I'll bring the roof down on his head."
(Casts ghost sound)
The roof rafters begin to snap and groan directly above the priest's head. It sounds like the roof is threatening to come down on top of him (hopefully giving some separation so that Mogrom can stand up).
Will save dc 15.

DM Rambler |

Morgrom's attack is turned aside by the priest's armor, but Prahd's followup finally fells the foe.
1d20 + 2 ⇒ (17) + 2 = 191d8 + 1 ⇒ (8) + 1 = 9
That would've been before Petronicus & Haer Kul's stated turns.
I'm going to take us out of initiative, but please give me your actions round-by-round.

Haer Kul |

"Mr. Goatsfoot, you have relieved us of eternal frustration! I can attend to Mr. Thorthal. We have but a few seconds to bind and disarm the sleeping acolytes. They would be good to question, no?". He winces when he realizes what the word "disarm" means to Morgrom.
On his turn, Haer Kul fishes the remaining extract of CLW and administers it to Thorthal.
"I am hoping that if we search diligently, we may find more healing potions here. Otherwise, another visit to Rexel might be required."

Petronicus Alazario |

"Let us not behave as barbarians friends. Someone please restrain these brutes before more violence is thrust upon us. I am in agreement with Prahd that we should extract any clues we can before the townspeople burn them at the stake or whatever country bumpkins are wont to do."

DM Rambler |

This question is quickly answered as Prahd strides over and opens the doors, revealing a kitchen, a common area for the acolytes, and the head priest's personal study with a bedroom beyond.
The study contains three bound and gagged villagers.
As well, Bardos spots a strongbox behind the altar in the main room.

Haer Kul |

Questions for the villagers:
"Who are you?"
"What did the priests want with you? Did you overhear any of their plans? Are there more priests?"
"Are there more prisoners?"
"Before you go, please take what you can from the kitchen. Vessa, the innkeeper, will greatly appreciate it."
If their route back to the inn takes them past the log with the unsavoury halfling, Haer Kul will warn them to give it a wide berth.
Haer Kul would also like to search the study.
The desk in the study Perception (trap-finding): 1d20 + 7 ⇒ (14) + 7 = 21. If a trap is found Disable device: 1d20 + 7 ⇒ (17) + 7 = 24.
The strongbox Perception (trap-finding): 1d20 + 7 ⇒ (14) + 7 = 21. If a trap is found Disable device: 1d20 + 7 ⇒ (9) + 7 = 16.
Search the study Perception: 1d20 + 6 ⇒ (2) + 6 = 8.
Search the bedroom Perception: 1d20 + 6 ⇒ (8) + 6 = 14.
Search the main part of the temple Perception: 1d20 + 6 ⇒ (7) + 6 = 13.

DM Rambler |

Sorry for the delay.
To expedite things a bit...
The prisoners are villagers who did not get sick when the disease swept through town. They say that the priests were capturing people who proved immune, then hanging them.
They also overheard the priests talking about a new god they served, named Vuelib, who spoke to them in their thoughts. However, the priests were becoming frustrated with the lack of spells Vuelib was providing.
Unless there are more specifics you want, they head to the inn.
The priests are sullen and uncooperative, knowing that their crimes probably already mean their execution.
The unlocked strongbox contains 214 gp, 129 sp, and 93 cp.
Haer Kul discovers a secret drawer in the desk. It contains 4 potion vials, a wand, and a scroll.
The three acolytes have mostly mundane equipment (scalemail, shield, 2 short spears each), though their healers kits and silver holy symbols may be worth something. They also have a total of 6 scrolls between them.
The head priest has a breastplate, a well-made morningstar, a well-made dagger, a well-made light crossbow, a silver holy symbol, 76 gp, 27 sp, 30 cp, and 4 potions.

Bardos |

"If it is all right with everyone, I fancy that well-made dagger and morningstar. Mr. Morgrom, on three?" Bardos gestures towards the head priest's items, concentrating. "One... two..."
Bardos casts Detect Magic, focusing on the dagger and morningstar first.

Haer Kul |

Haer Kul uses his skill at alchemy to try to identify the potions.
The 4 from the desk:
Craft (alchemy): 1d20 + 9 ⇒ (14) + 9 = 23, Spellcraft w/inspiration: 1d20 + 6 + 1d6 ⇒ (12) + 6 + (6) = 24
Craft (alchemy): 1d20 + 9 ⇒ (5) + 9 = 14, Spellcraft w/inspiration: 1d20 + 6 + 1d6 ⇒ (17) + 6 + (5) = 28
Craft (alchemy): 1d20 + 9 ⇒ (1) + 9 = 10, Spellcraft w/inspiration: 1d20 + 6 + 1d6 ⇒ (8) + 6 + (4) = 18
Craft (alchemy): 1d20 + 9 ⇒ (19) + 9 = 28, Spellcraft w/inspiration: 1d20 + 6 + 1d6 ⇒ (4) + 6 + (3) = 13
And the 4 from the leader
Craft (alchemy): 1d20 + 9 ⇒ (6) + 9 = 15, Spellcraft w/inspiration: 1d20 + 6 + 1d6 ⇒ (20) + 6 + (3) = 29
Craft (alchemy): 1d20 + 9 ⇒ (3) + 9 = 12, Spellcraft w/inspiration: 1d20 + 6 + 1d6 ⇒ (15) + 6 + (5) = 26
Craft (alchemy): 1d20 + 9 ⇒ (20) + 9 = 29, Spellcraft w/inspiration: 1d20 + 6 + 1d6 ⇒ (20) + 6 + (3) = 29
Craft (alchemy): 1d20 + 9 ⇒ (6) + 9 = 15, Spellcraft w/inspiration: 1d20 + 6 + 1d6 ⇒ (5) + 6 + (6) = 17
Actually, if I understand the rules, I don't need to roll the craft alchemy check, just the spellcraft checks. But what the heck...

DM Rambler |

You can use Spellcraft in conjunction with detect magic to identify magic items (including potions) DC 15+caster level. You can use Perception to do a taste test on potions DC 15+caster level. As an Investigator, Haer Kul can also use Alchemy to identify potions by holding them for a round, as if he were using Spellcraft and detect magic. I thought there was also a rule that you could use just Spellcraft against a DC 20 or 25, but that may be 3.5 stuck in my head. Note that you can Take 10 on any of these checks if you're not in combat.
As Haer Kul does not have detect magic, only the Alchemy works.
The three potions that Haer Kul is able to identify are all light curing. A further investigation reveals that 4 of the others have the same medicinal odour as those 3, and that the party has encountered in the past. The other potion is a dark brown fizzy liquid which smells sweet.
Bardos is unable to identify things because he has no Spellcraft and Petronicus has no detect. Only Morgrom has the combo.

Morgrom Hellblade |

"Lemme check." He casts a spell and concentrates on the brown fizzy liquid as well as the other gear.
If I can take 20 on this check then I will have 24, otherwise here are my rolls.
Spellcraft potion: 1d20 + 4 ⇒ (10) + 4 = 14
Spellcraft Morningstar: 1d20 + 4 ⇒ (9) + 4 = 13
Spellcraft Wand: 1d20 + 4 ⇒ (16) + 4 = 20

DM Rambler |

You can Take 10, but not 20, as there is a penalty for failure (can't try again til next day).
Morgrom is able to determine that the wand contains 11 uses of lesser restoration. He's uncertain about the other items, but notes that the weapon has a relatively weak aura.
Scrolls can be identified like any other magic item, or you can decipher them with a Spellcraft DC 20+spell level (no spell needed), or read magic automatically deciphers them.

Petronicus Alazario |

Petronicus will try to identify the scrolls (I believe there are 7 of them).
Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22
Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23
Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22

Haer Kul |

Haer Kul will try to identify the scrolls that Petronicus could not.
Spellcraft: 1d20 + 6 + 1d6 ⇒ (20) + 6 + (5) = 31
Spellcraft: 1d20 + 6 + 1d6 ⇒ (9) + 6 + (2) = 17
Spellcraft: 1d20 + 6 + 1d6 ⇒ (5) + 6 + (3) = 14
Spellcraft: 1d20 + 6 + 1d6 ⇒ (4) + 6 + (2) = 12
Finally with a shrug, "Perhaps this one is Guinness", Haer Kul says hopefully as he tastes the brown fizzy potion and tries to identify it: Perception+inspiration: 1d20 + 6 + 1d6 ⇒ (13) + 6 + (2) = 21. 4 uses left today

Haer Kul |

Awesome. 5 scrolls down, 2 to go.
Minor correction, 3 uses of inspiration left.
Relating his discoveries, Haer Kul wants to search for any papers or books that might explain how this temple got so badly off the rails, or any information on this "Vuelib" fellow.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7 if necessary.
When we're done here, I'd like to check out the manor for the lady that Vessa asked us to look in on.