
Steave Rojerz |

Round 1
When Steave hears the approaching buzzing he steps between it and the group well within the light. He readies to attack if the giant flies get into melee. "I've got this giant fly."
5 ft in front of group
move action to make the closest fly his freebooter's bane. Everyone gets +1 to attack and damage it.
ready to two-handed shield bash a fly: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
if hit, damage: 1d8 + 6 + 1 ⇒ (6) + 6 + 1 = 13

Aleister Sune |

After the fly's init.
Acid Splash: 1d20 + 3 ⇒ (15) + 3 = 18 - V. Touch, -4 if in melee
1d3 ⇒ 3
Aleister summons another ball of Acid that soars at the flying creatures.

Menedemus Aultor |

When he enters the cave, Menedemus will look around to search were the green light could come from. His scanning of the room is interrupted both by Aleister's mention of possible survivors and by the buzzing of the approaching flies.
I hope to be of use this time...
Menedemus will charge at the closest fly to try halting its progress.
Focus, focus! You have to focus!
Greatsword attack roll: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Greatsword damage roll: 2d6 + 3 + 1 ⇒ (2, 6) + 3 + 1 = 12
>.<
Alas, putting too much thought in his movements only resulted in a sloppy swing at best.

Aeryx |
Aeryx steps up next to Steave, longsword in hand, and readies himself to swing as soon as the flies engage. He's got a lot of respect for Steave's ability in combat, and figures the fellow can handle a fly, so Aeryx targets the other one.
Cold iron longsword: 1d20 + 4 ⇒ (20) + 4 = 24
Longsword damage: 1d8 + 3 ⇒ (6) + 3 = 9
Crit confirm: 1d20 + 4 ⇒ (15) + 4 = 19
Crit damage: 1d8 + 3 ⇒ (6) + 3 = 9

Leander Mulberry |

Leander follows the others into the room only to be greeted by enormous flies. "So that's where those maggots came from."
He draws his bow as he takes a few steps forward to get a clear shot before he looses an arrow at the closest one.
Move: Draw shortbow
Standard: Attack closest fly. Add +1 to attack and damage if it happens to be Steave's Bane
Attack 1d20 + 5 ⇒ (20) + 5 = 25 Damage 1d6 ⇒ 3
crit confirmation 1d20 + 5 ⇒ (5) + 5 = 10 extra damage 2d6 ⇒ (4, 4) = 8
Updated it immediately but then I suddenly couldn't reach the site any more and the edit got eaten
Also removed the draw and move as that indeed requires +1 bab

Aleister Sune |

Was gonna say that too but I figure unless he had a reason to put it away to begin with he could of had it out the whole time.

Aeryx |
Was gonna say that too but I figure unless he had a reason to put it away to begin with he could of had it out the whole time.
A valid point, that.

Spooky GM |

The solid, focused assault manages to put down the approaching insects with ease, and you've completed yet another trial in your journey to become Holy Cans of Raid. There'll be some non-vermin coming up soon, I promise. I even skipped an encounter with a snake because of that.
Horgus scoffs as the flies fall to the ground. "I'm so glad you're able to handle these vermin with ease, it gives me great hope about your ability to kill the demons attacking our home." You can hear an undercurrent of unease beneath his voice that his sarcasm tries to cover up.
Should Aleister send Cain to scout the building out once the flies are dead, he'll find that it's closed off, the crumbling extending only to the small outbuildings, while the only way into the resilient stone structure is through a stuck stone door on the front. It may be forcably opened by someone strong enough.

Aleister Sune |

After a moment conversing with his Familiar Aleister relays his scouts information. "Seems the door is stuck shut, we could try and pry it open though."

Menedemus Aultor |

"Here, let me help. If you give me some time, I think I'll be able to open it." Menedemus will say as he moves to the stone door.
Take 20
Strenght check: 20 + 2 = 22

Steave Rojerz |

Spooky, did Steave improve the wizard to Helpful in this post?
While Menedemus struggles with the door, Steave describes the building to the blind wizard. He takes the torch back from Aleister saying, "Thanks, let me take the light inside first. I'll probably drop it if we get into a fight to free my hands. Can you detect magic here?"
- If Menedemus opens the door, Steave says, "Good job. Please let me go first." He will lead the troop inside with his shield ready.
- If the door moves a bit but does not open, Steave says, "Let me help you."
Strength check take 20+4=24 - If the door doesn't budge, Steave says, "Maybe it doesn't take strength to open it. Can anyone unlock doors?"

Lisandra Elsinore |

A little late to the party...
Entering the cavern, Lisandra slows her heels as her new companions quickly dispatch any and all threats. "Good work gentlemen." Upon hearing the disparaging tone from Horgus, Lisandra fires a scowl and mumbles quietly to herself "That's gratitude for you."

Spooky GM |

Menedemus manages to pry the door open, its old hinges screaming in refusal as the stone slap is pulled aside for the first time in what is very clearly years. Inside are two benches lining the side walls, a basin of water in the middle, and a door bearing the same hammer symbol at the far end. There is dust everywhere, save for the basin, which is pristine. Menedemus and Lisandra both easily identify the liquid inside as holy water.
I missed that one somehow, but Aravashniel is retroactively upgraded to Helpful. Congratulations.

Aeryx |
Once Menedumus muscles the door open, Aeryx enters the chamber and looks around a moment. He then moves to the far end and listens at the door, before turning to the group and saying, "Some kind of church, it seems. Any idea whose, or how long it's been here?"
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Steave Rojerz |

Steave describes the building and the room to the blind wizard, "Aravashniel, what do you think?"
If there is an empty sconce on the wall, he'll put the torch and look around the chapel.
Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Perception take 20+8=28

Aleister Sune |

Aleister's eyes shimmer as he casts Detect Magic
Spellcraft if needed: 1d20 + 9 ⇒ (12) + 9 = 21

Menedemus Aultor |

"Hm, holy water." Menedemus will comment as he eyes the interior of the building and the symbol of the hammer.
"Do you think that this may be a church to Torag? That would explain his whereabouts and the tunnels we're in. Granted, I haven't been in Kenabres for too long, but I never heard of a dwarven community underneath the city."

Spooky GM |

You look around, but see nothing notable or out of the ordinary in the building. It's very simply constructed and kept modest, supporting the idea of it being a temple. Aleister cannot find any magic in the chamber, either.
There are two doses of holy water, in case someone has contains in which to store it, at least until they can procure flasks to use it properly.

Steave Rojerz |

"Holy water would be useful. If we don't have any empty flasks, maybe Aravashniel should use some cure potions to heal. Then, we can use those potion flasks for the holy water. Aravashniel, what do you think of that idea? Also, have you had any helpful thoughts about what this place is?" Steave says while looking around the place.
Lisandra, do you think you want to use your Consecrate ability? You have uses to burn.

Leander Mulberry |

"We could empty a water skin and fill it with holy water." Leander walks up close to the water and sniffs it. They have threatened him with the stuff in the past but he never actually touched it. It shouldn't harm him, he wasn't a demon or some such, but one never knew for sure.

Menedemus Aultor |

Menedemus nods at Leander proposal"Yeah, we can put it in a water skin until we have a more fitting container". He proceeds to empty his water skin and fill it with a dose of holy water, smirking slightly at the sight of the basin.
"Haven't seen one of these since I left the temple..." the ex-paladin will say to himself, remembering the days of training with the Iomedaeans.
"Shall we move on?" he will ask to the others, pointing at the far door with the hammer symbol.

Lisandra Elsinore |

Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Walking into the building, Lisandra quickly glances around somewhat aimlessly, perhaps somewhat absent minded given the days events.
"I would agree Menedemus, this has all the hallmarks of a temple to Torag." Moving about, she observes the various religious trappings left behind in the abandoned temple "Strange that it should be abandoned though in such a resolutely devout city as this..."
Knowledge Religion: 1d20 + 5 ⇒ (8) + 5 = 13
Isn't consecrate a 2nd level spell Steave?

Spooky GM |

Lisandra is able to successfully identify the symbol and thus the temple as belonging to Torag, but there's something very much off about the energy that puts her at unease. The temple has not only been abandoned, but desecrated in a way that no mere spell can undo.
Consecrate is the ability of the scale you received, I believe. You're able to tell it won't be enough for the situation, though. You'd need to spend an hour praying and cleaning to either redevote it to Torag, or to Iomedae if you wish. Doing so will impart the effects of the Bless spell on the party for 24 hours afterward as a boon for your faith. This will have to be done in the actual temple, not the antechamber you're in now.
Broken stone benches line the narrow room that is the final portion of the temple. The air is cold and stale, thick layers of dust covering the floor. A stocky hooded figure sits in the frontmost row of altars, unmoving.

Steave Rojerz |

I don't know how big this antechamber is with Aeryx, Menedemus, Lisandra and Steave standing in it.
"What's in there? I can go first." Steave offers hefting his shield and carrying the torch further inside.

Aeryx |
"Uh, Steave, there's someone in there," Aeryx says, sounding a bit unnerved, "but look at the dust on the floor. No one has walked across this temple in a very long time."
He moves into the temple behind Steave, curious to see whether the hooded figure moves.

Aleister Sune |

Aleister continues concentrating on his spell, sweeping his eyes over the dusty room.
"Can we not shoot this one until we know what it is?" He asks.

Menedemus Aultor |

Menedemus will gesture at Aeryx and Steave "Please, let me go first. I don't know for sure, but maybe today's events have given me the ability to discern if that hooded figure is alive or not" Activate Deathwatch.
Knowing that what he just said was very puzzling, to say the least, he promised himself, after he made sure that the flames of life were long gone in the hooded stranger, to explain that strange power he acquired to the party.

Aeryx |
Aeryx's feathers are, quite literally, a bit ruffled by Aleister's question, and he flexes his wings ever so slightly, as if shrugging off something irritating. "What do you mean?" he asks the wizard. "I've only shot things that needed shooting. I killed a huge maggot and a giant cockroach, and accidentally shot a backpack, for which I apologize." he says, a touch of sarcasm creeping into his voice at the end.
He goes quiet for a moment, then says, "I'm sorry, Aleister. But I know better than to put an arrow into everything I see."
He then steps aside for Menedumus to use this strange ability he's talking about.

Aleister Sune |

"If I were as good with such a thing as you it would be my go-to." Aleister admits.
After a few moments of contemplation Aleister continues. "I don't know much about the undead, but I do know of the magic that creates them. In all likelihood the creature will attack if we go near whatever it was ordered to protect or if we attack it."

Aeryx |
Aeryx nods in response to Aleister's compliment, taking it as an olive branch rather than a judgment.
He then asks, "But if is undead, and full of the evil of unlife, shouldn't we destroy it?"

Aleister Sune |

"Yes. But only once we know what it is and only once we get the injured away from it." Aleister says.

Menedemus Aultor |

When Menedemus sees black flames crackling from the figure, he will try to understand what the creature exactly is.
Knowledge(Religion): 1d20 + 5 ⇒ (9) + 5 = 14
He will nod at Aleister's proposal while drawing his greatsword "Miss Anevia, Lord Gwerm, Aravashniel, please take shelter in the other room while we deal with the undead"

Spooky GM |

"You don't have to ask me twice," Horgus says, shoving forward ahead of the two injured people and walking out to wait in the antechamber. Anevia sighs, but doesn't say anything as she brings Aravashniel with her through the doorway.
Menedemus identifies the creature as being a Huecuva. These risen corpses were heretical clerics who blasphemed and renounced their deities before meeting death. While a little more intelligent than many other forms of lowly undead, it has only fragments of its former intellect.
Huecuvas have DR 5/magic of silver.

Steave Rojerz |

Steave hangs back from the doorway allowing the kid Menedemus to show his mettle.
Does anyone have magic or silver weapons? This could get painful.
Menedemus should Smite Evil and hand his Holy Waterskin(Hand Grenade) to someone else. Either Aeryx or Leander. Aleister can light it up with his acid darts, too.

Menedemus Aultor |

"It's an Haecuva. He was a cleric who blasphemed and turned his back to his god.Just like me..." he will add to himself.
"Anyway, it's highly resistant to anything that isn't magic or silver. The Holy Water should harm him, tough." and hands the water to Leander.
"I will stay engage him and keep him occupied. I used to be training as paladin of The Inheritor, but I left. I doubt I still have my powers, but I'll buy you time until you send him to his eternal rest.". He then added with a smirk "I've been useless long enough, here."
Greatsword attack roll: 1d20 + 3 + 3 ⇒ (16) + 3 + 3 = 22
Greatsword damage roll: 2d6 + 3 + 1 + 2 ⇒ (4, 3) + 3 + 1 + 2 = 13
Menedemus feels his weapon much lighter as he swings at the Haecuva, as if something was guiding his attack.
What? How is this possible?

Steave Rojerz |

"Sounds like a plan. I'll go up with you to prevent it from going into melee with anyone else." Steave says.
In the Surprise Round, activate Freebooter's Bane (Captain's Leadership) so everyone gets +1 attack and damage with weapons.
Can we say Menedemus's action was a partial charge in the Surprise Round?

Aeryx |
Aeryx moves forward with Menedemus, his longsword held in both hands, hoping to do some harm to the undead creature in spite of his mundane weapon.
Cold iron longsword, Freebooter's Bane: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Longsword damage, 2H, Freebooter's Bane: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Menedemus Aultor |

I can't edit my post to add the freebooter bane :( .
With that, it should be a 23 to hit and 14 damage.

Spooky GM |

Aeryx's Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Aleister's Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Leander's Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Lisandra's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Menedemus's Initiative: 1d20 ⇒ 14
Steave's Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Enemy's Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Just in case you guys can't kill it in the surprise round.
Menedemus's charge rattles the undead creature, which lets out an unholy shriek. The swing of Aeryx's blade strikes the creature, but doesn't seemingly manage to do it any harm. Just short of the Flat-Footed AC.

Menedemus Aultor |

EDIT: @oops, sorry

Aleister Sune |

Should I burn my Summon on this thing? Undead tend to have annoying abilities and the summmon gets to smite?

Aleister Sune |

Adic Splash: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
With a few arcane words Aleister conjures another orb of acidic green slime that flys at the undead abomination.