
Nasira Yusra Abujamal |

After reviewing, I think Garith is likely most wounded and not terribly so. Nasira will hold her position and conserve her resources while her spiritual ally tries to remember which end of the sword is which. ;P

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Nope, only one attacked garith, and that missed
Garith easily blocks the incoming swing and follows up after Morgrym's brutal attack laying into the enemy, slashing till the target is finished them stepping up to V 22 and threatening the next one.
Radiance: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
for 1d8 + 7 + 9 ⇒ (4) + 7 + 9 = 20
Haste: 1d20 + 14 + 1 ⇒ (5) + 14 + 1 = 20
for 1d8 + 7 + 9 ⇒ (5) + 7 + 9 = 21
Bash: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19 no slam, no push
for 1d4 + 2 + 6 ⇒ (2) + 2 + 6 = 10
slash: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
for 1d8 + 7 + 9 ⇒ (6) + 7 + 9 = 22
confirm: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
for 1d8 + 7 + 9 ⇒ (3) + 7 + 9 = 19
Var, do they have glaives and reach or are they using standard reach weapons?
.
If they have no reach I'd like to bash with my itterative and may use cage the enemy, but if they have reach I CtE won't be useful

Pakak |

Pakak tries to position himself to pick at one of the foes that appears near dead, and he releases a spell only his foe can hear...
Ear piercing scream on which ever is already wounded and close by. DC 16 Fort to half damage. If Save no made, target takes full and is also stunned for one round.
Dmg 4d6 ⇒ (5, 4, 5, 3) = 17

Zeriax |

Guys, apologies for the delay - it took me some time to get back on track.
So.... We're fighting the whole complex at once - I guess our good, old tactical sense remains sharp :D
Variel, can I assume a cast of Gravity Bow before the combat? We had time for it right?
Methodically, and without a word, Zeriax begins launching his attacks on the foes besetting Garith.
Going with last map update, and targetting those two closer to Garith. Spending one ki point for an extra attack.
Flurry of Arrows 1: 1d20 + 16 ⇒ (11) + 16 = 27
Damage if it hits: 2d6 + 17 + 3 ⇒ (6, 1) + 17 + 3 = 27
Flurry of Arrows 2: 1d20 + 16 ⇒ (8) + 16 = 24
Damage if it hits: 2d6 + 17 + 3 ⇒ (2, 6) + 17 + 3 = 28
Flurry of Arrows 3: 1d20 + 16 ⇒ (20) + 16 = 36
Damage if it hits: 2d6 + 17 + 3 ⇒ (2, 3) + 17 + 3 = 25
Flurry of Arrows 4: 1d20 + 11 ⇒ (6) + 11 = 17
Damage if it hits: 2d6 + 17 + 3 ⇒ (4, 5) + 17 + 3 = 29
Flurry of Arrows 3 CRIT CONFIRMATION: 1d20 + 16 ⇒ (10) + 16 = 26
Additional damage if it crits: 2d6 + 2d6 + 17 + 17 + 3 + 3 ⇒ (1, 6) + (6, 3) + 17 + 17 + 3 + 3 = 56
NOTE: No cover penalties due to Improved Precise Shot

DM Variel |

reflex save 7d20 ⇒ (19, 7, 20, 12, 4, 7, 20) = 89
So'rien unleashes another fireball manipulating the power to keep Morgrm and Garith from harm. The flames and heat wash over the Templars but 3 remain standing.
Nasira's spiritual ally continues to attack the Templar that has withstood the fire and blade thus far. It must be graced by a god though as the 2 strikes were wide of its mark.
Morgrym steps up then and with few powerful blows sends the Templar in front of Garith to Baphomet's court.
Maelchar steps up to attack the Templar gaining a flank bonus from the spiritual ally. The greatsword comes around in a large arc and smashes into the armor of the cultist. Yet it found a weak spot and bit deep of the blood of the Templar.
Without a foe to attack next to him Garith moves over to the same foe as Maelchar. Radiance flashes in the light and the Templar is no longer of this world. (Garith they have glaives so have reach)
fort save 1d20 + 8 ⇒ (15) + 8 = 23
Pakak gets into the action casting a (silent) spell to all but the target of his wrath. The Templar claps both hands over his ears shaking his head from the sound. Moments later he refocuses with lethal intent on the group.
Zeriax moves up a step and targets one of the Templars at the back of the room. 4 arrows zip past Morgrym shaving a few hairs off of his beard. 2 of the arrows lands with soft thwacks as they hit soft spots. Another arrow missed but then you can hear the sound of metal punching through metal as the arrow penetrates the armor and enters the chest killing him.

DM Variel |

Nasira Yusra Abujamal |

The spiritual ally "steps" over to attack Garith's antagonist. Ignore the extra attack if it moves more than 5', of course.
Spiritual Ally attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d10 + 3 ⇒ (2) + 3 = 5
Iterative attack, if applicable: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d10 + 3 ⇒ (5) + 3 = 8
Maybe the flank will do someone some good.

Morgrym Ironfist |

Taken slightly aback by the arrow shot that nearly took his chin off, "Careful!" the dwarf yells as an unseen wry smile forms just before he unloads on the nearest Templar.
Let me know if this one is smiting me due to the DR issue. That way I'll know whether or not to include it.
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 18 ⇒ (1) + 18 = 19
Damage: 2d6 + 24 ⇒ (3, 1) + 24 = 28
(Haste)+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 18 ⇒ (12) + 18 = 30
Damage: 2d6 + 24 ⇒ (1, 4) + 24 = 29
+1 Cold Iron Earth breaker(Raging w/PA): 1d20 + 18 ⇒ (15) + 18 = 33
Damage: 2d6 + 24 ⇒ (5, 5) + 24 = 34
AC 29; Hp's 148(Either 132 or 136/172; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, DR 4-; Rage 4/32; Mythic Power(1/9 used); Negated PA penalties: Rnd 4/10; Armor of the Pious(Rnd 3/10)

Maelchar |

Maelchar casts grace on himself and moves up beyond Garith and around his opponent to gain flank and strikes once, using power attack and vital strike.
to hit: 1d20 + 11 + 2 - 3 ⇒ (17) + 11 + 2 - 3 = 27
dmg if hits: 2d10 + 6 + 9 ⇒ (1, 2) + 6 + 9 = 18

Zeriax |

I actually had another shot last round due to spending the ki point... Never mind :P
Another step forward brings the monk in line again with the one engaging Morgrym, and again he unleashes - "Always, master Ironfist"
Going to Z:19, and targeting the one on Morgrym - if it is dead, then Zeriax will move to X:21, and attack the one on Garith (thus shooting only a single arrow)
Flurry of Arrows 1: 1d20 + 16 ⇒ (19) + 16 = 35
Damage if it hits: 2d6 + 17 + 3 ⇒ (3, 1) + 17 + 3 = 24
Flurry of Arrows 2: 1d20 + 16 ⇒ (1) + 16 = 17
Damage if it hits: 2d6 + 17 + 3 ⇒ (3, 2) + 17 + 3 = 25
Flurry of Arrows 3: 1d20 + 16 ⇒ (19) + 16 = 35
Damage if it hits: 2d6 + 17 + 3 ⇒ (2, 1) + 17 + 3 = 23
Flurry of Arrows 4: 1d20 + 11 ⇒ (10) + 11 = 21
Damage if it hits: 2d6 + 17 + 3 ⇒ (3, 6) + 17 + 3 = 29

So'rien Zeru |

Seeing the battle well in hand, So'rien conserves his more potent spell power. He waits a moment to see if any other attackers are hidden.
hold action

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Garith 5' steps up and tries to finish off the templar who's blow he easily turned aside
Radiance: 1d20 + 14 + 1 ⇒ (2) + 14 + 1 = 17
for 1d8 + 7 + 9 ⇒ (1) + 7 + 9 = 17
Haste: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
for 1d8 + 7 + 9 ⇒ (2) + 7 + 9 = 18
Bash: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26 no push
for 1d4 + 2 + 6 ⇒ (1) + 2 + 6 = 9
Slash: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
for 1d8 + 7 + 9 ⇒ (3) + 7 + 9 = 19

DM Variel |

With the combined efforts of the group the last 2 Templars are put to an eternal sleep leaving the immediate visible area free to the heroes. From where you are positioned you can see that there are 2 side rooms with the curtain separating them destroyed thanks to Pakak and So'rien. It also seems as if there are further areas north of each of those areas as well but you can't tell for certain what is there.
Now that the combat has ceased you hear the faint sound of chanting but you can't tell from where or from what.

Morgrym Ironfist |

Perception: 1d20 + 15 ⇒ (15) + 15 = 30 Mythic Surge: 1d6 ⇒ 4 = 34! Yes! Just under the wire!
As the last cultist falls, Morgrym's rage recedes. Looking at the fallen cultist at his feet, he raises his hammer high and smashes his him one more time for good measure. "I hope ya felt that in Hell." As he glances around, his eyes narrow as he manages to catch a faint sound. "Shhh!" Morgrym exclaims, raising a hand for quiet. "Do ya hear that? It's chantin'! Blast! We got one weavin' magic and I can't determine from where!"
Hp's 109/145; Rage 4 of 32(8 rounds of fatigue); Mythic Power(2/9 used)

Maelchar |

Maelchar moves toward one of the two doors, the left one since that's the one he's closest to, and listens at the door when he gets there.
perception: 1d20 + 14 ⇒ (13) + 14 = 27

Nasira Yusra Abujamal |

The spiritual ally comes to hover near Nasira as she searches the cultists for potions and the like. She will spend little time on each one, maintaining concentration on a detect magic and just checking for potions stored on bandoliers, on belts, or in belt pouches. She knows that at least some of them appear to have been able to heal themselves, so they may not have needed potions, but she's always on the lookout for resources that can be turned to the cause of good. At this point, she will only view something long enough to identify an aura exists, not long enough to determine strength or type.

Zeriax |

Perception: 1d20 + 18 ⇒ (10) + 18 = 28
At Morgrym's words, Zeriax pays further attention but is unable to listen to any sounds. He still uses his magic to be safe though.
Using See Invisible SLA.

DM Variel |

Zeriax you see nothing that registers as invisible.
Maelchar you approach the left door and do not hear anything coming from behind the door.
Nasira the weapons register as magical but you think that is attributed to the antipaladin's bond with the weapon. Otherwise you do find a small ping of magical aura on each of them but nothing powerful.

Morgrym Ironfist |

The dwarf attempts to discern the direction but can only shake his head in frustration. "Blast it all I can't. It's too faint ta figure out where it's comin' from." He looks around and finds himself staring at the northern wall. He slowly walks toward it, listening intently to see if it may be coming from there.
Move 25' north toward the big statue like thing that is on the north wall.
Here's the Last Map link I'm going by that I got from Variel's post about 5 or 6 posts up. Basically move right up to the edge of it.

Zeriax |

Zeriax veers to the right, carefully peering into the room where some of the cultists came from.
Is that a curtain? Zeriax will take a peek beyond it.
Stealth: 1d20 + 14 ⇒ (8) + 14 = 22
Perception: 1d20 + 18 ⇒ (11) + 18 = 29

DM Variel |

Both side rooms are similar. A row of beds, each with a footlocker beside it, lines one wall of this barrack. The walls are covered in carvings that depict humans being tortured by demons or horned minotaurs
performing lewd and profane acts in a vast labyrinth.
Moving quickly to the curtains Zeriax takes a look at the chamber behind to the northeast. He sees a large oak table covered with sits against the north wall, with four round stools placed around it. To the side squats a five-foot tall and five-foot-wide cabinet with a solid-looking lock.

Maelchar |

covered with what?
Maelchar does not expect much, but opens a footlocker just to take a cursory look inside... casting detect magic.. If there's nothing of interest, he'll go look into the northeast chamber with Zeriax.

Zeriax |

"A cabinet" - Zeriax whispers to the others - "I will check it" - then moves toward it to look for traps.
Perception (Cabinet): 1d20 + 18 ⇒ (10) + 18 = 28 < +19 vs. traps.
Disable Device (if traps are found): 1d20 + 19 ⇒ (18) + 19 = 37

DM Variel |

Haha, I copy and pasted the wording from the peg and nev noticed the typo in there. The table should be covered with papers.
The cabinet is locked but does not seem trapped Zeriax.
Maelchar the foot lockers are mostly empty but some have some basic traveling supplies like rations, rope, a few daggers, backpacks etc. Combined all of the lockers hold a total of 75 gp in mundane gear.

Maelchar |

Maelchar checks a couple of the footlockers just to confirm they contain common mundane equipment, then joins Zeriax, after taking nothing from the footlockers.

DM Immortal |

So'rien joins Maelchar and Zeriax at the cabinet, standing right behind them in case of explosion so that he might be able to throw a protective sphere over them should the need arise.

Morgrym Ironfist |

Whoa! Had me tripping there a moment, Immortal. I'm thinking: "Oh man, I clicked on the wrong game. I meant to go to the Wrath game." :P
Morgrym moves over to where the others are, curious as to what it is they've found, if anything. "Anything, Zeriax?" he asks as he glances around the room.

Zeriax |

Are we keeping my Disable Device roll for the lock? :D
If not: 1d20 + 19 ⇒ (3) + 19 = 22

DM Variel |

Yes I will but you still may not like it.
Zeriax spends a few seconds analyzing the cabinet and lock before pulling out his lock picks. Working between the tumblers Zeriax feels the reassuring final click as the doors bust open. From within the cabinet were two held and compressed outsiders full of tentacles and malice.
Surprise round
The creatures lash out with a tentacle each at Zeriax and Maelchar. Fortunately So'rien was behind the and ready as he casts an emergency force sphere encasing all 3 in a sphere of force.
Nasira 1d20 + 2 ⇒ (7) + 2 = 9
Maelchar 1d20 + 2 ⇒ (12) + 2 = 14
Pakak 1d20 + 1 ⇒ (15) + 1 = 16
Zeriax 1d20 + 2 ⇒ (17) + 2 = 19
Morgrym 1d20 + 2 ⇒ (13) + 2 = 15
Sir Garith 1d20 + 1 ⇒ (2) + 1 = 3
So'rien 1d20 + 4 ⇒ (1) + 4 = 5
Outsiders 1d20 + 14 ⇒ (5) + 14 = 19
With the sphere of fore preventing any attacks at Zeriax, Maelchar or So'rien the outsiders fly to Morgrym and start to lay into him with their tentacles.
First outsider 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31 for 1d4 + 3 ⇒ (1) + 3 = 4 and grab 1d20 + 19 + 1 ⇒ (15) + 19 + 1 = 35
Second outsider 1d20 + 18 ⇒ (15) + 18 = 33 for 1d4 + 3 ⇒ (3) + 3 = 6 and grab 1d20 + 19 + 1 ⇒ (4) + 19 + 1 = 24
Morgrym gets hit twice but his protection from Pakak prevents any true damage to him. However the first outsider wraps a tentacle around him grappling him tightly preventing him from using his two handed weapon.
Good guys up. The outsiders are just to the left of Morgrym.

Maelchar |

know planes: 1d20 + 9 ⇒ (10) + 9 = 19 wow, I took 10 and didn't even know it, lol
"They are Mihstu, air outsiders that can compress in small areas and fly through even the smallest cracks! And apparently they can grapple with those tentacles too... coming Morgrym!"
Maelchar moves to Morgrym and tries to free him from the grappling creature.
to hit w/Braceheart: 1d20 + 11 ⇒ (3) + 11 = 14 grrrrr
dmg if hits: 1d10 + 6 ⇒ (10) + 6 = 16

Morgrym Ironfist |

Narrowing his eyes at the annoying bugs Morgrym drops his hammer as he goes into a rage, his fingers extending into sharp claws as he attacks the one that has him grappled.
Claws (Raging w/PA): 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 1d6 + 16 ⇒ (6) + 16 = 22
Claws (Raging w/PA): 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 1d6 + 16 ⇒ (4) + 16 = 20
AC 27; Hp's 134/172; Acid/Cold resist 5, Fire 2; Attacks: Good aligned, DR 4-; Rage 5/32

DM Variel |

Maelchar you try to move but find that you are stuck inside an invisible shell just large enough to hold you, Zeriax, and So'rien.
Morgrym rates as his nails extend into razor sharp claws. Slashing them at the outsider he is appalled to see that both swipes miss the creature leaving hm still grappled and in peril.

Maelchar |

Unable to move out the force bubble, Maelchar instead tries to cast a spell through it.
Liberating command on Morgrym, if it will work through the force bubble

So'rien Zeru |

So'rien dispels his Emergency Force Sphere to allow his companions access to help Morgrym.

Morgrym Ironfist |

Rolling his eyes at his own ineffectiveness, "COULD USE A BIT O' HELP IN HERE!" he yells for the team in the other room.

Maelchar |

Morgrym - Maelchar cast liberating command on you... - If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).... Maelchar is 9th lvl so that is +18 to your roll

So'rien Zeru |

You wouldn't be able to do the liberating command until the force sphere was down but then you could immediately do it after that.

DM Variel |

I will allow you to wait till after the sphere is dispelled to cast the spell. Morgrym go ahead and roll your escape artist check with Morgrym's +18 bonus.
In the other room you all can hear the shouts of combat coming from the northeast. However...

Maelchar |

perception dc 26: 1d20 + 14 ⇒ (3) + 14 = 17

Morgrym Ironfist |

Escape Artist: 1d20 + 17 ⇒ (20) + 17 = 37 Unfortunately I've got a -1 normally. Blah.
HA! Well, I may not can hit the broad side of a barn but at least I can escape like nobody's business. :P

DM Variel |

Believe it or not Morgrym you escape but barely. These things are nasty and grappling is their forte.
Thanks to Maelchar's divine intervention Morgrym is able to wiggle free just enough to get away from the tentacles. Still the threat is there and now that the force shield is gone it leaves the others vulnerable to the attacks from the second mihstu.

Zeriax |

I think this was probably the ONLY time when I did not use Detect Magic when looking for traps :P
Knowldege (Planes): 1d20 + 5 ⇒ (1) + 5 = 6
Zeriax scolds himself for his lack of care, and unleashes a volley of arrows on the creature not yet engaged.
Whisperwind 1: 1d20 + 17 ⇒ (5) + 17 = 22
Damage if it hits: 2d6 + 19 + 3 ⇒ (6, 4) + 19 + 3 = 32
Whisperwind 2: 1d20 + 17 ⇒ (14) + 17 = 31
Damage if it hits: 2d6 + 19 + 3 ⇒ (2, 3) + 19 + 3 = 27
Whisperwind 3: 1d20 + 12 ⇒ (13) + 12 = 25
Damage if it hits: 2d6 + 19 + 3 ⇒ (6, 4) + 19 + 3 = 32

DM Variel |

Miss chance 1-20 1d100 ⇒ 71
With the sphere down Zeriax unloads on the nearest creature hoping to distract it enough from Morgrym. 3 arrows are launched but the first and last miss. The second gets picked up by the swirling winds of the air outsider but still has enough force to cause a hit on the creature.
This is not a concealment issue but rather a defensive ability and thus improved precise shot does not apply in this case Zeriax.