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Sense Motive: 1d20 + 7 ⇒ (3) + 7 = 10
aid another Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
My friend Senjin is correct, my dear, Chusynd says to the woman. We mean you no harm. However, it would seem that those items belong to the temple, not to you.

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"If you won't give back the stuff, we'll take them back ourselves."

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You heard them. If I have to, I'll search each and every one of you. I don't care if your conscious or not while I do it, either.
Intimidate: 1d20 - 2 ⇒ (10) - 2 = 8

Signboy77 |

The woman cries out, "Enough talk! We'll go through you if needed!"
Initiative:
Chusyd: 1d20 + 4 ⇒ (15) + 4 = 19
Darvik: 1d20 + 5 ⇒ (8) + 5 = 13
Khamûl: 1d20 + 1 ⇒ (4) + 1 = 5
Roscoe: 1d20 + 3 ⇒ (15) + 3 = 18
Senjin: 1d20 + 4 ⇒ (13) + 4 = 17
Toshi: 1d20 + 2 ⇒ (16) + 2 = 18
Asvika: 1d20 + 2 ⇒ (3) + 2 = 5
Thugs: 1d20 + 2 ⇒ (19) + 2 = 21
The two thugs with the woman draw hooked axes as the step forward. One tries to trip Senjin, while the other tries to trip Darvik.
Improved Trip vs. Senjin: 1d20 + 6 ⇒ (8) + 6 = 14
Improved Trip vs. Darvik: 1d20 + 6 ⇒ (5) + 6 = 11
Thugs
Chusynd, Roscoe, Toshi, Senjin, Darvik
Asvika (woman)
Khamul
Chusynd, Roscoe, Toshi, Senjin, Darvik are UP!

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Senjin throws a left right combination at the thug who missed the trip on him.
Blessed Left Attack 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage 1d6 + 4 ⇒ (6) + 4 = 10
Blessed Right Attack 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Damage 1d6 + 4 ⇒ (3) + 4 = 7

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Now there's no need to ardú do ghuth, is féidir linn a bheith gach duine sibhialta anseo. Ó, b'fhéidir nach féidir linn. An bhfuil sé do bhealach féin, ansin.
...raise your voice; we can all be civilized people here. Oh, perhaps we can't. Have it your own way, then.
Free action to drop the heavy crossbow in his hands, swift action to activate spring-loaded wrist sheath, standard action to cast bless from the wand contained therein, and move action to draw out his silver light mace in his other hand.
Cuir taitneamh a bhaint bronntanas ó mo Aróden!
Enjoy Aroden's gift!

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Right! We'll do this the easy way then! Darvik avoids the man's trip attempt and then strikes at him with his weapons!
Scimitar: 1d20 + 6 ⇒ (17) + 6 = 23 for Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Shield: 1d20 + 4 ⇒ (15) + 4 = 19 for Damage: 1d3 + 3 ⇒ (2) + 3 = 5

Signboy77 |

Mini-update!
Darvik and Senjin handily manage to severly injure (though not quite put down) the two looters that have attacked them. Chusynd gets busy with the Celestial Tongue and draws out a wand and a mace.
Thugs
Chusynd, Roscoe, Toshi, Senjin, Darvik
Asvika (woman)
Khamul
Roscoe & Toshi!

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Toshi draws his Magic Missile scroll and readies to cast it at the boss-seeming lady if she does anything magical. "These goons look familiar..."
-Posted with Wayfinder

Signboy77 |

Delaying Roscoe's turn for now. Also, I mixed up my information and both Darvik and Senjin did indeed kill their targets outright. I'm sorry for my error.
The woman calls out to Darvik, "Run home to mommy, scaredy-cat!"
Casting cause fear on Darvik. DC 14 Will or become frightened for 1d4 ⇒ 1 rounds. If you make the save, you are shaken for one round.
Toshi's MM: 1d4 + 1 ⇒ (3) + 1 = 4
Concentration from MM damage DC 15: 1d20 + 5 ⇒ (16) + 5 = 21
Asvika is able to concentrate through the pain and cast her spell. She then backs up into a corner of the room.
Roscoe, Khamul, Chusynd, Toshi, Senjin, Darvik
Asvika (4)
The whole party is UP!

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Reminder to Darvik: bless affects that Will save!
Chusynd steps up to the woman (indicated by arrows) and, as usual, chats amiably with a soothing tone. Except in Celestial.
Ní mór dúinn a throid, a ligean ar labhairt. Cén fáth a bhfuil tú ag robáil an scrín? Cad a rinne sé riamh a thabhairt duit? B'fhéidir gur féidir linn cabhrú leat filleadh ar an Conair geal Aroden!
We don't need to fight, let's talk. Why are you robbing this shrine? What did it ever do to you? Perhaps we can help you return to the bright Path of Aroden!
Ready an action to attack if she makes a hostile action toward us.
Beidh sé seo Gortaítear tú níos mó ná mar a dhéanann sé dom...
This will hurt you more than it does me...
1d20 + 5 ⇒ (20) + 5 = 25
1d6 + 2 ⇒ (3) + 2 = 5

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"Two can play at that game."
Khamul casts cause fear on the intruder.
DC 15 Will save or frightened for 1d4 ⇒ 4 rounds; make = shaken 1 round.

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Senjin moves to the lady and tries a less than polite kick to the ribs.
Attack 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
Damage 1d6 + 4 ⇒ (4) + 4 = 8

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- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Round 1
Seeing the encounter turn toward melee, Roscoe rides George into combat against the lady and attacks with his lance ...
Lance: 1d20 + 3 ⇒ (4) + 3 = 7 for Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
... and has difficulty sticking the pointy end into the target.

Signboy77 |

Mini-Update.
Will: 1d20 + 4 ⇒ (12) + 4 = 16
"Ha-ha! You'll have to do better than that!" she taunts Khamul.
Senjin's kick knocks some of the wind out of the woman, enough to put an end to her not very effective attempt to escape with the temple loot.
End Combat.
In addition, the looters were also carrying a coral holy symbol of Ragdya, six jeweled tiles and an alluring golden apple. You determine that the society would be interested in all these pieces.
I better do some work - I'll post more later.

Signboy77 |

Okay, I don't think anyone was actually injured in the last fight, so you continue into the temple.
Venturing further into the temple, the next area features a mosaic of a monkey-faced figure decorating the floor, though the tiles that would form its eyes are missing. The north end of the room is filled with rubble blocking an arched passageway. To the west, vines and foliage intrude into the temple through an open-air balcony, while a similar balcony to the east remains relatively clear of plant life. An open archway leads south.
Heading around the eastern (top) side, a narrow path extends between the exterior wall of the temple and the thick web of vines and tree branches that cover the temple’s walls. At either end of the path, small open-air balconies lead back into the temple. You find a sack of golden rings - apparently a bag of spoils dropped by one of the looters.
Entering into the northernmost chamber, you see that a large statue of a monkey-faced man sits on a pedestal at the north end of this small shrine. The statue’s arms and legs are missing, and deep scratches have been gouged into its face. Pieces of broken stone, rotting plant matter, and other assorted rubbish lie in heaps on the floor of this room. The smell of rot is particularly strong here.
2d20 ⇒ (2, 5) = 7
Perception
Chusyd: 1d20 - 1 ⇒ (8) - 1 = 7
Darvik: 1d20 ⇒ 13
Khamûl: 1d20 - 1 ⇒ (15) - 1 = 14
Roscoe: 1d20 + 9 ⇒ (12) + 9 = 21
Senjin: 1d20 + 8 ⇒ (15) + 8 = 23
Toshi: 1d20 + 1 ⇒ (14) + 1 = 15
Initiative:
Chusyd: 1d20 + 4 ⇒ (19) + 4 = 23
Darvik: 1d20 + 5 ⇒ (17) + 5 = 22
Khamûl: 1d20 + 1 ⇒ (7) + 1 = 8
Roscoe: 1d20 + 3 ⇒ (6) + 3 = 9
Senjin: 1d20 + 4 ⇒ (20) + 4 = 24
Toshi: 1d20 + 2 ⇒ (17) + 2 = 19
Creatures: 1d20 + 2 ⇒ (11) + 2 = 13
Suddenly, two arrows fly from seemingly out of nowhere!
Attack vs. Senjin: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Attack vs. Darvik: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Senjin and Roscoe each get a Surprise Round Action.
Senjin, Chusynd, Darvik, Toshi
Cretures
Roscoe, Khamul

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For his surprise round action, Senjin moved to hide behind the monkey statue, figuring out where the arrows were coming from, hoping for cover.

Signboy77 |

Ooops! Senjin and Roscoe see the creatures that have climbed onto the statue. Sorry, I thought I put it in the post. So, you can change that action if you'd like, Senjin.

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If they are at a level that I can reach the first with an attack...
Senjin charges at the closest creature, swinging with both fists.
Pummeling Style Attack 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage 1d6 + 4 ⇒ (1) + 4 = 5
Pummeling Style Attack 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage 1d6 + 4 ⇒ (1) + 4 = 5
If they are too high and I can't reach them, then I'll move to the base of the statue and start climbing up after them.

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- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Round 0 Reach
Roscoe attacks the other creature with his lance ...
Lance: 1d20 + 3 ⇒ (16) + 3 = 19 for Piercing: 1d6 + 1 ⇒ (4) + 1 = 5

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Darvik is surprised as an arrow glances of his shield. I'll wait to see if the creatures can be reached with melee weapons.

Signboy77 |

Sorry, they are 10 feet up. I should've clarified that before. Senjin, I'll say that your surprise round action was to move and climb up. I'll take your first roll as your Climb roll DC 10. And that second roll as an attack.
Senjin climbs up the statue and smacks one of the small creatures hard with his fist.
Rosce rides forward. (Surprise round only allows you to move, since you were not close enough to attack.)
Darvik notes that the creatures are 10 feet up the statue, out of his reach. (You can still give me an action)
Toshi draws his sword and hopes nothing gets close enough for him to need to use it.
I'll wait for Darvik, then I'll move forward.

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Charge actually has a limited version (as a standard when one has ONLY a standard; usually Surprise or Slow'd) where the attacker can only go a single move's distance and does not permit drawing a weapon as part of the Charge action. This circumstance would need a surprise round-active kitty if mounted and having kept his lance out (as he couldn't draw it as part of the charge.)
This is also entirely conjecture as I didn't actually look at the map to check distance, inits, etc.
The more you know!
-Posted with Wayfinder

Signboy77 |

Do, ho, ho! (to steal a phrase). True that, but I put Roscoe at the back of the pack, so he had some people in front - preventing him from having a clear path to charge.
I don't charge all that often, so maybe allies don't count as blocking your way for charging. But they do count as soft cover for ranged attacks, and I guess I just inferred (perhaps incorrectly) that if they give soft cover, then they also count as being in the way of charging. I could definitely be wrong.

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Ha, yeah; wasn't sure where he was since I'm actually working for once and typing this with Voice-to-Text. Allies do block charges; Dragon Style (best Style) overrides it.
-Posted with Wayfinder

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Darvik grunts and readies himself in case the creature decides to move off of the statue. I'll just move into the room.

Signboy77 |

Sorry, I'm not sure what is wrong with my home internet, but I couldn't get it to work last night. Charter will come out sometime today to try and fix it.
And, I got things a little mixed up with surprise round actions. I apologize. Senjin's action was to climb on his surprise round. Then he hit one of the creatures for his standard initiative roll. He could get another attack roll if he wants that to be a full attack.
Senjin climbs up the statue and smacks one of the creatures, but is surprised that his punch doesn't seem to have much of an effect on the creature at all. (DR)
Toshi and Darvik ready themselves for the creatures to bring the fight to them.
Chusynd is up.
After Chusynd, then the creatures will go.
Senjin, Chusynd, Darvik, Toshi
Creatures
Roscoe, Khamul

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O daor...ní arís... With something of a sigh, Chusynd steps forward and produces a wand from his spring-loaded wrist sheath. Cuir taitneamh a bhaint bronntanas ó mo Aróden!
Oh dear, not again...
Enjoy Aroden's gift!
Five foot step, swift action to release wand, standard to cast bless from it. Heavy crossbow remains in off hand to (hopefully) shoot next round.

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]If I score a hit with my second attack and Pummeling style, I might be able to get through that DR, DM.
Second attack 1d20 + 5 ⇒ (19) + 5 = 24
Damage 1d6 + 4 ⇒ (2) + 4 = 6

Signboy77 |

Aha - sorry. Again, I'm still learning the finer points of the ACG stuff. So yes, you do overcome DR with that second hit using Pummeling Style
Senjin's focused punching allows him to overcome some of the strange creature's inherent resistances. The creature retaliates, lashing out with it's pointed tongue.
Sting! vs. Senjin: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Also, please make a DC 12 Fort save or take 1d2 ⇒ 2 WIS damage.
The blue-horned creature fires off his bow at Darvik.
Bow Attack: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Suddenly, a low rumbling is heard, followed by the screeching of monkeys - though the sound doesn't seem to originate from anywhere in particular. The two creatures look around nervously at the noise, they are visibly shaken.
Senjin, Chusynd, Darvik, Toshi
Red Creature (6) Blue Creature
Monkeys!
Roscoe, Khamul
Party UP!

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Fort 1d20 + 4 ⇒ (16) + 4 = 20
The najagi again tries to punch his way through the enemies' defenses.
PS Attack 1d20 + 5 ⇒ (3) + 5 = 8
Damage 1d6 + 4 ⇒ (5) + 4 = 9
PS Attack Two 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d6 + 4 ⇒ (3) + 4 = 7

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Chusynd moves over to get a clear shot at Blue, then fires!
1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
1d10 ⇒ 4
confirm?: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
if so: 1d10 ⇒ 3
Cad sa déag cheilta go raibh torann?!?
What in the Twelve Guises was that noise?!?

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- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Round 1 Bless; Reach
Roscoe will attack red with his lance ...
Lance: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 for Piercing: 1d6 + 1 ⇒ (1) + 1 = 2

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Since Darvik can't reach the creatures with his weapon he'll go into Total Defense (until these monkeys arrive, anyway).

Signboy77 |

Update!
Senjin punches at the creature, landing one blow to damage the creature a little bit.
Chusynd fires a crossbow bolt that strikes true, but doesn't seem to damage the creature as much as it should have.
Roscoe has the same problem, as he manages to stab the creature, but fails to do any damage at all.
Fort: 1d20 + 4 ⇒ (18) + 4 = 22
Khamul tries to blind one of the creatures, but the effort doesn't seem to have had any effect!
Toshi!
Red (8), Blue (2)

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Only slightly deterred by the lack of blindness, Toshi will move up and try to hot the closer foe with his sword!
sword: 1d20 + 3 ⇒ (9) + 3 = 121d8 + 2 ⇒ (1) + 2 = 3
-Posted with Wayfinder

Signboy77 |

Toshi swings and misses at the creatures. (Nobody went for a knowledge check on them yet - DC 17 Planes check about a dozen posts up.)
The creatures seem to magically recover from some of the damage they've received. The red-horned creature strikes at Senjin again with his pointed tongue.
Sting!: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d4 - 1 ⇒ (3) - 1 = 2 (And another DC 12 Fort save or take 1d2 ⇒ 2 Wisdom Damage)
The blue-horned one fires off a shot at Roscoe.
Bow Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Suddenly, the rumbling and screeching grows louder as a flood of monkeys bursts into the room, swarming the two creatures. Within a flash, the monkeys have stolen all of the weapons from the beasts, leaving them with only their natural attacks.
PARTY UP!
Red creature (6), Blue creature (0)

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I guess that's my bad, being the party wizard.
Knowledge (planes): 1d20 + 8 ⇒ (1) + 8 = 9
Never mind, he doesn't know what they are.
Khamul tries again to blind the red demon creature as he cheers on the monkeys!
DC 16 Fort save or permanently blinded

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- Roscoe - HP 30/30 | AC21 T14 FF18 | Init +3 Perc +10 Diplo +3 CMB +3 CMD 16 | F+5 R+4 W+7 | NG Halfling (Adaptable Luck) | Druid (Menhir Savant) 4 | Lance +6; 1d6+1 (x3)
- King George - HP 26/26 | AC19 T13 FF16 | Init +4 Perc +6 CMB +4 CMD 19 | F+5 R+8 W+3 | N Lion | Animal Companion 4 | Bite +4; 1d6+4 | Claw (x2) +4; 1d4+4 | Rake (x2) +4; 1d4+4

Round 2 Bless
Seeing that his lance was not effective, Roscoe drops it and begins to cast an enchantment to ...
Produce Flame ... then hurls the flame at the blue creature.
Range Touch: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 for Fire: 1d6 + 1 ⇒ (4) + 1 = 5
Threat: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12 for Critical: 1d6 + 1 ⇒ (2) + 1 = 3

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Chusynd focuses on the baddies, shaking his head. Tá tú míshásta Aroden, agus íocfaidh sé as do coireacht!
Chusynd five-foots forward and casts bane (DC 14 Will); affected creatures take a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

Signboy77 |

Quick question, wouldn't casting bane dispel bless? Just making sure you'd want to do that.

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Darvik will strike at either of the creatures if they close to within his threatened area (preferably the blue one).
Readied Scimitar: 1d20 + 6 ⇒ (9) + 6 = 15 for Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Readied Shield: 1d20 + 4 ⇒ (15) + 4 = 19 for Damage: 1d3 + 3 ⇒ (3) + 3 = 6

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Quick question, wouldn't casting bane dispel bless? Just making sure you'd want to do that.
The spells require you to define allies/enemies, leading me to the interpretation would be that it would counter a bless on them if they had it, and not the one on us.
If your view is different, that's fair — you're the GM. It could be seen as kinda ambiguous. In which case, yeah, I'd do something else.