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"Forward!" Tseghet roars, his own sword pointing the way as he strides past Merritt and Torrak to the hallway. "The Inheritor favors the brave and the just - now show her that your carry both qualities close to your heart by removing these stains of evil from the world!"
Move and start Inspire Courage +1

Torrak Farcrusher |
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"WOOOOOHOOOO!" Torrak hoots as he leaps into a whirling mass of chain-linked, Dwarven steel. "Evil removal at yer service!" he cheers as his extended metal fist collides with the nearest scout's skull. "What ah noise, not as good as ah goblin's buh it's sumthin'!"
________
Mwk Dorn-Derger (Inspire, PA, Overhand) vs Red: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 261d10 + 9 + 1 ⇒ (8) + 9 + 1 = 18

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GM XaveTheNerd |

Tseghet steps forward declaring glory for Iomedae.
Torrak, however, runs forward, ready to swing, but as he steps just past the doorway (1 square left of Tseghet), the ceiling utters an egregious hiss before a strange pink gas bellows from the ceiling.
Torrak fort save: 1d20 + 6 ⇒ (4) + 6 = 10
Onset time. Nothing happen initially
Well, all except:
Torrak's ball and chain fully colide with the poor sod, instantly crushing him to the floor. Needless to say, he stays there.
Merritt puts his shields up and follows into the room. The gas does not persist past Torrak's turn, so Merritt is fine.

GM XaveTheNerd |

The scout quickly shoots his crossbow bolt at Torrak, obviously panicking.
1d20 ⇒ 5
The bolt swings wide and merely skitters across the floor, bumping into the wall with a metallic clink.
Other Side of the Slits
Initiative - the BOLD may act!
Active effects: None
-----------------------------------------------
Merritt
Torrak
Zelphar
Tseghet
Scout (-3)

Torrak Farcrusher |

"Ggggrrrrr..." Torrak growls as he steps up to bat again. "GIVE ME YER BALSAAAAMIIIIIC!" he roars like an uncaged animal, crashing his Dorn-Derger into the ground by the scout's feet. "I'll bathe in tha vinegar and ye can't stop me!"
________
Mwk Dorn-Derger (Inspire, PA, Overhand) vs Red: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 111d10 + 9 + 1 ⇒ (3) + 9 + 1 = 13

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Vinegar?!? That dwarf is weirder than normal today...
Merritt hugs the wall, drawing his crossbow as he moves. His tail whips around, picking a flask of acid from his bandolier and dropping it into his hand; he throws it without hesitating.
Move: 20' drawing crossbow
Swift: retrieve flask of acid with prehensile tail
Standard: attack yellow
Acid, ranged touch, pbs: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Damage, acid, pbs: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Miss direction?: 1d8 ⇒ 4

GM XaveTheNerd |

Merritt's acid sizzles the scout's skin as he falls unconscious, but Torrak is too distracted by something too land a good hit. Just flavor
Nice and quick. Out of initiative
Same loot as the last set of guards, so: 2 potions of CLW, and 2 vials of poison.

Torrak Farcrusher |
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Torrak can't help but to swipe a paw across the first scout's wounds and sniff the blood. Deeply. So I'm not going crazy... Turning about, he pushes his bloody hand into Merritt's face. "Whah's tha smell like tah yer demon nose?"
"Tseghet, yer goddess do nose stuff?" he asks seriously.
________
Put Torrak in front of the next set of doors he would propose to open, but he wouldn't go there until Merritt gives the all clear.

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"Smells like whatever the GM tells me it smells like, presumably normal blood." After searching and securing the bandits, Merritt drops to one knee and takes a couple of minutes to prepare a couple more extracts. Preparing extracts of heightened awareness and shield, one minute to prepare each. Once done, with his gear packed away again, Merritt drinks one of them down immediately. heightened awareness
He joins Torrak at the next door, and gives it a thorough inspection before nodding his approval at the scent-wild dwarf.
Perception, trapfinding, heightened awareness, take 20: 20 + 8 + 1 + 2 = 31
Disable Device (if trapped), take 10: 10 + 9 = 19
Disable Device (if locked and trap disabled), take 20: 20 + 9 = 29

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"Tseghet, yer goddess do nose stuff?" he asks seriously.
”Noooo...?” The half-orc wracks his brain to try to recall if smell or noses are mentioned anywhere in the Acts of Iomedae.
Knowledge (religion): 1d20 + 6 ⇒ (2) + 6 = 8
Ready to proceed as well.

GM XaveTheNerd |

Yep. Normal blood for Merritt. Nice ironey grossness.
Door opens. No trap.
This large natural cave has been widened by excavation. Masonry walls enclose structures within the cave, including what looks like a temple to the north and a crypt to the west. In the eastern end, a low stone wall encloses a large pool of water.

GM XaveTheNerd |
1 person marked this as a favorite. |


Torrak Farcrusher |

"F~+@, that is LOUD!" Torrak complains, taking a hand off of his chain and pressing a finger into his ear. "What abouh ears? Can she do somethin' tah turn tha noise off? By the Divine and Unholy, that is awful."
He eyes his weapon curiously. "Can sounds be smashed by steel? Not regular steel, mind, but good Dwarven steel, the real stuff?" He doesn't let his wondering go for too long before trying to answer his own question.
"Awwwwwwright rocks, you rung yer last bell! TAH PIECES!" he roars, swinging as hard as he can against the opposite wall.
________
Grey circle is what he is striking.

Zelphar Xyroris |

Zelphar concentrates for a moment, doing something the less-arcane-inclined Pathfinders don’t really understand. Then as per usual, stays back a bit and scans the area with detect magic.
Using consume spells class feature to refill one point in my Arcane Reservoir.

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"Okay, Torrak. You're officially being weirder than normal now. Did something happen inside that mouther thing? First you were talking about smells that I couldn't smell; now you're talking about sounds I couldn't hear... and you're attacking the walls because of it." Merritt looks askance at the dwarf. "Even for you, this is weird."

Torrak Farcrusher |

"What? Tha ringin' is practically breakin' my bones! Sod off while I fix tha problem, it'll only take ah second!" Torrak snaps back irritably.
________
Idk how long we have before something responds to all the noise he is making...

GM XaveTheNerd |

"What in the hells?" echoes through the cavern in a light, feminine whisper. "I bet it's those intruders." responds a different, lower voice. Torrak can hear them incredibly well for what he's experiencing. To be clear, this is coming from the east.
I'll give you all a moment to respond before something happens.
______________
This is amazing roleplaying. Keep it up.

Torrak Farcrusher |

"Aw shit, bet tha cultist morons are gonna come try tah give me a stern talking to about their wall, BUH IF THEY WOULD JUS' TURN THA DAMN THING OFF, THEN MAYBE, JUS' MAYBE, I WOULDN'T 'AVE TAH BUST THA DAMN THING DOWN!" he roars in the direction of the voices. "DO YER WORST, SCUM! AN' MAYBE YE CAN GET YER ROBES BACK!"
________
Mwk Dorn-Derger (PA, OC) vs Foe: 1d20 + 7 ⇒ (14) + 7 = 211d10 + 9 ⇒ (9) + 9 = 18
Reach mode, readied to strike foe in range. Torrak moved 10ft to be in front of the door, but if it sounded further than that, he'd take the full 20ft.

GM XaveTheNerd |

You hear a few sounds, but as Torrak waits, nothing comes running.
Because order is going to matter here...
Torrak: 1d20 + 4 ⇒ (19) + 4 = 23
Merritt: 1d20 + 5 ⇒ (20) + 5 = 25
Tseghet: 1d20 + 0 ⇒ (19) + 0 = 19
Zelphar: 1d20 + 3 ⇒ (6) + 3 = 9
Tarrin: 1d20 + 6 ⇒ (20) + 6 = 26
Scouts: 1d20 + 3 ⇒ (6) + 3 = 9
Obligatory reminder that initiative does not mean combat. The people in the room do not attack on sight, but are most certainly ready to attack if it comes to it.
Muffled verbal components echo from beyond the door Torrak's pretty much attacking.
Also, going to take it slower for a bit. I know this bogs down gameplay, but some things are going to happen.
The Shrine of the Gray Master
Initiative - the BOLD may act!
Active effects: None
-----------------------------------------------
Tarrin (Buff 1)
Merritt
Torrak
Tseghet
Zelphar
Scouts

Torrak Farcrusher |

"I hear them, behind the door! I'll show you," Torrak says before stepping up to it and trying to kick it open. Gods that ringing! Maybe it'll be better if I take my helmet off... Bah, not if we're about to jump more of those weirdos.
________
Nothing has been peaceful in here so far, I can't say Torrak would assume this would be different now (for better or worse...). 5ft step, move to open door, standard to either swing or ready to swing. LMK if you want me to roll for readies if you'll roll if it goes off. Or just use that previous roll ;)

GM XaveTheNerd |

Torrak throws open the door to reveal two scouts and a woman dressed in dark clothes and a bright purple cloak. Character displayed next to map.
Rows of pews and a stone altar on a low dais show that this room is a shrine. A large statue of a mysterious, hooded figure stands solemn vigil at the east end. Paintings on the walls depict a grey-hooded man in a variety of exploits and triumphs, culminating in his ascension to godhood, when he begins aiding lesser thieves.
Torrak sees, so Torraks swings. The poor scout is INSTANTLY knocked unconscious from the hit.
"Woah woah woah!" the woman shouts, her hands in the air (but still gripping a rapier). Her voice is soft, but honestly quite terrified. "I'll assume you're the reason the bell rang earlier, right? And that you've been killing my men?" She puts her other hand on her hip at this point. "So long as you don't enter and defile this chamber, and of course given that you cease killing my men, I'll strike a deal with you. Free passage through the level for you four. All I ask in return is that you deal with our..." she pauses for a bit as her face sours. She looks for the word for a minute before very sarcastically concluding "Benefactor."
Well. Tactics say "if the party seems dangerous..." and, uhh, Torrak just one shot the dude. Seems a bit dangerous to me. We are tentatively out of initiative, though we can hop back in at any time.

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Knowledge (religion): 1d20 + 6 ⇒ (4) + 6 = 10
Tseghet peers through the doorway behind Torrak. ”Vile worshipers of Norgorber!” he cries, recognizing the statue and holy symbol around the woman’s neck. ”We will have no dealings with the likes of you unless you renounce your evil ways!”
LOL, that’s probably gonna be a hard pass from them. Tseghet’s rather rigid in his views on worshipers of evil deities though - especially Norgorber, given that he believes the thief “cheated” to achieve divinity, unlike his own beloved Iomedae or the good-hearted, drunken layabout Cayden Caelian.

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Merritt chuckles at Tseghet's words. "Well, you're going to have to convince him first! We'll all probably be on board if you can get our dear Tseghet to agree." He fingers the stopper on one of the flasks in his bandolier. "So, what have you?"

Torrak Farcrusher |

Torrak smiles proudlyfrom ear to ear at his handiwork and the many compliments just laid upon him by this kind stranger, and waits for the final say from his allies before acting. I always knew this day would come. She's heard of my deeds before ever meeting me! I've got to write home to Mum about this! SHE'S GONNA BE SO PROUD!

GM XaveTheNerd |

"Sure thing. I'll just change my entire life around and tear down a perfectly good chapel. I guess I've come to my senses.
"Or, at least, that's what you goody-two-shoes types want me to say, right?" She points her rapier torwards Tseghet. "How about you renounce your God-forsaken hostility, and we'll talk a bit about Klarkosh? I'll even let you go on your way so long as you make it so we stop having to pay the dude. That's it. That's the deal. Kill the evil wizard, and let the thieves live."
She keeps her rapier leveled at Tseghet, a holy symbol at the ready in her other hand. "What'll it be?"

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I know what Tseghet’s response is, so I’ll wait a bit in case someone wants to try to talk him out of it. X-D

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"Never been much of a fan of thieves..." Merritt whispers in Tseghet's direction. "Gotta have some order in this life."
Apparently Merritt feels there's a sizable difference between looting and thieving...

Torrak Farcrusher |

"Klarkosh? That some sorta weapon or ah god I've nevah heard of? And what's this abou' an evil wizard?" Torrak asks during the pause in the conversation.

GM XaveTheNerd |

"I'll tell ya if you put your weapons down!" she shouts, much more threateningly.
Looks like we're fighting. Back into initiative unless somebody wants to disarm the situation
The Shrine of the Grey Master
Initiative - the BOLD may act!
Active effects: None
-----------------------------------------------
Tarrin (Buff 1)
Merritt
Torrak
Tseghet
Zelphar
Scouts

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”The righteous do not bargain with demons!” Tseghet bellows, his own longsword pointed at the woman. ”Onward, faithful of the Inheritor! Cleanse the earth of this foul stain!”
Move action to draw weapon, Standard to start Inspire Courage +1

Zelphar Xyroris |

kn: religion: 1d20 + 8 ⇒ (3) + 8 = 11
The skinny elf casts a spell and suddenly the holy symbol in the woman’s hand is all slippery with grease.
Using an arcane pool point to make the final REF DC 17—failure means she drops it.

Torrak Farcrusher |

"Cleansin' on tha double, HAHA!" Torrak guffaws as he steps in, begins with a long, lazy swing, then shortens his grip just at the right time for the fist of his Dorn-Derger to collide with the nearest cultist's chest. The sickening crunch is music to his ears, or, perhaps, is that just the ringing of the walls?
"This Goddess o' yers, I can get behind this sorta thing! Cleansin' skull crushin', tha works!"
________
Mwk Dorn-Derger (Inspire, Overhand, PA) vs Orange: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 211d10 + 9 + 1 ⇒ (7) + 9 + 1 = 17
5ft step, move to shorten the chain, standard to attack.

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Merritt lobs the bomb he'd been playing with high over the altar towards the back wall, trying to splash it in the woman's face.
Standard: attack Tarrin
Bomb, ranged touch, inspire courage, range increment (splash weapon mastery): 1d20 + 7 + 1 - 1 ⇒ (5) + 7 + 1 - 1 = 12
Damage, fire, inspire courage: 2d6 + 5 + 1 ⇒ (5, 3) + 5 + 1 = 14 splash 7 to adjacent squares
Miss direction?: 1d8 ⇒ 4 adjusted to 5 with splash weapon mastery

GM XaveTheNerd |

Tarrin Reflex: 1d20 + 6 ⇒ (9) + 6 = 15
Tseghet loudly proclaims his doctrine of a different ascended deity, thoroughly angering Tarrin as she finds her holy symbol on the floor.
Torrak one-shots the cultist, causing Tarrin to panic a bit more.
Her panic increases as a fiery flask heads her way, but she manages to avoid it entirely. Save with evasion: 1d20 + 6 ⇒ (12) + 6 = 18
Tarrin angrily reaches for her dropped holy symbol.
Reflex: 1d20 + 6 ⇒ (14) + 6 = 20
She presents it forward, and with a quick word, the hallway cracks with a loud sound.
The Pathfinders are suddenly beset by an incredibly loud noise.
Damage: 1d8 ⇒ 2 sonic damage.
Zelphar fort: 1d20 + 4 ⇒ (2) + 4 = 6
Tseghet fort: 1d20 + 8 ⇒ (5) + 8 = 13
Merritt fort: 1d20 + 5 ⇒ (15) + 5 = 20
Torrak fort: 1d20 + 6 + 3 ⇒ (1) + 6 + 3 = 10
Reminder of gentleman's rule
Everybody but Meritt finds themselves able only to grab their ears in pain.
Stunned for 1 round. Drop everything you're holding.
The Shrine of the Grey Master
Initiative - the BOLD may act!
Active effects: Inspire Courage +1 (lingering)
-----------------------------------------------
Tarrin (Buff 1)
Merritt (-2)
Torrak (-2; Stunned)
Tseghet (-2; Stunned)
Zelphar (-2; Stunned)

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Spellcraft DC 19: 1d20 + 10 ⇒ (9) + 10 = 19
Knowing the name of the spell does Merritt no good; it wasn't going to help him nor any of this companions anyway. And if that woman was that adept at dodging his bombs... he needed another plan. He quickly steps to the side, dipping out of her line of sight, and he drinks his mutagen. A ripple passes over his skin, chitinous plates forming in its wake all over his body as small barbs protrude from skin.
Move:
Standard: drink mantis mutagen
At 1st level, a crimson chymist discovers how to create a specialized mutagen that grants him aspects of a praying mantis. A mantis mutagen functions as an alchemist mutagen, save that it always enhances Dexterity and applies a penalty to Charisma. When imbibed, the mutagen causes the crimson chymist’s flesh to grow red chitinous plates on her body as natural armor and a row of small, cosmetic barbed hooks along her arms.

GM XaveTheNerd |

"Awww. My trick didn't get everybody!" Tarrin shouts after Merritt moves.
Reflex to use the holy symbol: 1d20 + 6 ⇒ (8) + 6 = 14
She curses as the holy symbol hits the floor again, effectively foiling her spellcasting.
Reflex to pick it up?: 1d20 + 6 ⇒ (3) + 6 = 9
The holy symbol remains on the floor, slipping further away from her as she frantically reaches for it.
The Shrine of the Grey Master
Initiative - the BOLD may act!
Active effects: Inspire Courage +1 (Lingering)
-----------------------------------------------
Tarrin (Buff 1; Holy symbol on ground)
Merritt (-2)
Torrak (-2)
Tseghet (-2)
Zelphar (-2)

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Tseghet grabs his sword from the ground and steps closer to Torrak. "See how she consigns her fallen allies to the Abyss!" he roars, raising his own symbol of Iomedae's sword into the air. "She cares not for those who have put their faith in her, both as a leader and a priest. In the Inheritor's name, we will cleanse the world of your evil!" He lays his hand upon the haft of the dwarf's weapon, and glowing light settles around the spiked ball and chain. "Now go forth and spread her light, acolyte!"
Move action to retrieve weapon, 5 ft step, standard to cast magic weapon on Torrak's dorn-durgar.

Torrak Farcrusher |

Keeping his chain short, Torrak hustles after the cleric. "It is yer scrawny hide makin' all thah noise!" he challenges, before winding up and taking a swing.
And then again, but this time he takes the steel ball into his hand. "TURN. OFF. THA. NOISE!" he screams at her, spit flying everywhere as each word is punctuated by a steel-clad punch.
________
Reroll that Fort! DC ?: 1d20 + 6 + 3 ⇒ (15) + 6 + 3 = 24
Mwk Dorn-Derger (Inspire, Overhand, PA) vs Blue: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 221d10 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Mwk Dorn-Derger (Inspire, Overhand, PA) vs Blue: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 241d10 + 9 + 1 ⇒ (2) + 9 + 1 = 12
GM, what is this gentleman's rule? Searching the thread, doesn't appear I've used a reroll yet this level (although if you remember me doing so, please speak up!), so I'd like to reroll that save! Above post assumes I can "make up" the last round's actions since he probably made the save with a 24. If I have used my reroll or 24 wasn't enough, then only one attack goes through.

Zelphar Xyroris |

The skinny elf seems to have cuckoo-birds flying around his head for the moment. (No reroll—stunned for this round.)

GM XaveTheNerd |

@Tseghet: Would you have dropped your holy symbol upon being stunned?
@Torrak: You were stunned, so you ended up actually dropping your weapon.
@Zelphar: Already counted the stunned round, actually, by having Merritt be the only one to go.

GM XaveTheNerd |

Meaning I can't reroll the fort save vs stunning?
OOPS. Totally missed that. Carry on.
As for the gentleman's rule, I just mean: Remember that you can't reroll if you know the result, so let's be fair and decide to reroll before continuing.
The reroll was plenty.
Torrak slams the ball and chain into Tarrin's face repeatedly, causing her to reach for her holy symbol even more frantically.
The Shrine of the Grey Master
Initiative - the BOLD may act!
Active effects: Inspire Courage +1 (Lingering)
-----------------------------------------------
Tarrin (Buff 1; Holy symbol on ground; -27)
Merritt (-2)
Torrak (-2)
Tseghet (-2)
Zelphar (-2)

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Tseghet wasn’t holding his holy symbol at the time - just the sword in one hand and the buckled strapped to the other.

GM XaveTheNerd |

Redirecting Tseghet's magic weapon to his own longsword.
I'm unsure why Merritt drank his Mutagen while talking about not doing bombs, so I'm going to wait one more day before just botting.

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Merritt return to the door's opening, drawing his crossbow as he goes. He loads up a bolt and readies to fire as soon as he sees an opening.
Move: 10' drawing crossbow
Standard (move-equivalent): load crossbow

Zelphar Xyroris |

Zelphar retrieves his trusty wand and says, ”Pew!” as he fires it at the foe.
Magic Missile wand: 1d4 + 1 ⇒ (4) + 1 = 5

GM XaveTheNerd |

Tseghet magics his own sword.
Merritt gets in position for a crossbow.
Zelphar contributes.
Tarrin reaches her hand towards Torrak as magical energy gathers around her hand.
Concentrate: 1d20 + 6 ⇒ (14) + 6 = 20
Touch Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Good thing this isn't damage!
Torrak finds himself dazed for a round as her hand connects. (from what I can tell, this doesn't offer a save. Merely the touch attack.)
She then scrambles for her holy symbol AGAIN.
Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
But still can't get it in her hand.
She then sees the crossbow, and takes cover using the Dazed Torrak. (5 foot step)
The Shrine of the Grey Master
Initiative - the BOLD may act!
Active effects: Inspire Courage +1 (Lingering)
-----------------------------------------------
Tarrin (Buff 1; Holy symbol on ground; -32)
Merritt (-2)
Torrak (-2; Dazed)
Tseghet (-2)
Zelphar (-2)