
Leothar |

Fortune has turned against Leothar, but his faith holds.
He strikes again with Radiance.
Attack vs Black, PA, Inspiring Sword, Power of Faith, Buckler: 1d20 + 9 - 2 + 2 + 1 ⇒ (13) + 9 - 2 + 2 + 1 = 23
Damage: 1d8 + 5 + 6 + 1 ⇒ (2) + 5 + 6 + 1 = 14
He uses his final Lay on Hands of the day to heal his wounds.
LoH 3 of 3: 2d6 ⇒ (2, 1) = 3

Dadna Cloudbreaker |

Dadna PA: 1d20 + 9 + 1 - 2 ⇒ (13) + 9 + 1 - 2 = 21
Cold iron damage: 1d10 + 4 + 6 ⇒ (8) + 4 + 6 = 18
Deciding that the reason she missed was because she had wasted time talking, Dadna kept her mouth firmly shut and focused on bringing the creature down.

Fley Flaxon |

Fley stabs one more time vs the one in the north. "Let's hope this does it."
cold iron kukri, IIS, PoF: 1d20 + 7 + 2 + 1 ⇒ (16) + 7 + 2 + 1 = 26 +2 vs evil outsiders
damage, PoF: 1d3 + 1 ⇒ (3) + 1 = 4 +2 vs evil outsiders

Donnen Phelps |

Good job, me boyos. - says the Dwarf, then moving around as to search around the room.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Let's see what we can find here, and keep on movin'. - he finally says, not really too successful in his searches.

Fley Flaxon |

Perception: 1d20 + 7 ⇒ (10) + 7 = 17 +2 vs traps
Fley also looks around the small room. "Wonder where this goes to. Do you know, Ian?"

Ian Passeri |
As Leothar and Dadna kill the last two flies, Ian lowers his sword as the radiant light wains. Turning to Fley, he shakes his head. "No Fley I don't, it looks like the small door goes to the outside, maybe for carrier pigeons or something."
Turning to Leothar he asks, "Chief are you ok? I think we have more potions in the pack."
dumb question, did we purchase a CLW wand?

Leothar |

"Ah, that vermin got me good."
Leothar tries to stanch the bleeding not for mechanical effect, just flavor and drinks three potions of healing.
Marked as 'used' on the sheet.
CLW x3: 3d8 + 3 ⇒ (5, 5, 1) + 3 = 14
"We do have a wand, right?"
We have a wand of CMW with 9 charges. Don't think we picked up a new full wand of CLW yet but I could be wrong.
"I am ready to proceed."

Donnen Phelps |

Well, since this external door is already barred from this side, maybe we can let it fae' later. - says the Dwarf, waiting to see if his companions agree, then moving towards the next room.
To P15, I'd say - Donnen will stay in front of the door, waiting for Fley's inspection before opening. He will also check for traps and whatnot meanwhile, because why not
Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Fley Flaxon |

Fley cracks his knuckles before moving in. "Stand back boys. Let a real expert figure out this lock."
Disable Device, mwk lockpicks: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34

Donnen Phelps |
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Fley cracks his knuckles before moving in. "Stand back boys. Let a real expert figure out this lock."Disable Device, mwk lockpicks: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Dayum kid! Rock these locks huh

Fley Flaxon |

Fley holds out his arms. "After you, Ian."

DM Trawets |

With the door easily unlocked by Fley, Ian opens the door for Donnen. The southern portion of this room holds a wide alabaster basin filled with bloody entrails. The outside of the basin is carved with images of warriors around a raised sun, holding longswords aloft. A flight of stairs ascends to the west. Six zombies stand around the basin, staring mournfully into it with their bellies open and gaping.
Init Ardriel: 1d20 + 3 ⇒ (4) + 3 = 7
Init Donnen: 1d20 + 2 ⇒ (3) + 2 = 5
Init Fley: 1d20 + 2 ⇒ (12) + 2 = 14
Init Ian: 1d20 + 0 ⇒ (17) + 0 = 17
Init Leothar: 1d20 + 1 ⇒ (1) + 1 = 2
Init Dadna: 1d20 + 1 ⇒ (3) + 1 = 4
Init Zombies: 1d20 + 0 ⇒ (5) + 0 = 5
AC 12, 12 HP, DR 5/Slashing
Round 1
Party UP

Ian Passeri |
Seeing the Zombies, Ian raises his blade in a flourish, "Time to return them to the grave!" He waits as the others pour into the room then steps near the door so they could still see him.
5 ft step, Iomedae's Inspiring Sword: All allies within 30 feet who can see your display gain a +2 sacred bonus on attack rolls, saving throws,

Dadna Cloudbreaker |

Hit Black: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Damage: 1d10 + 10 - 5 ⇒ (5) + 10 - 5 = 10
Dadna moved into the room and swung her Dorn Dergar at the first zombie. The blunt weapon impacted squarely into the zombie’s chest. It would have been a killing blow against anything alive. As it was, she pulled the weapon out, taking with it bits and pieces of the zombie’s rib cage. But the undead monstrosity did not fall.

Leothar |

Radiance might not be quite as effective as an axe against these, but Leothar is more accurate with it.
He moves up and strikes a zombie with a two-handed blow.
Attack on Black, IS, PA, Buckler: 1d20 + 9 + 2 - 2 - 1 ⇒ (10) + 9 + 2 - 2 - 1 = 18
Damage: 1d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12 7 damage after DR.
Not seeing Dadna in the room on the map, but if she went after the same one, it is down now.

Fley Flaxon |

Fley groans. "The only good zombie is a dead zombie.". He stutters for a second then mutters under his breath, "Well, a destroyed zombie, not an undead zombie... you know what I mean."
cold iron kukri, IIS: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
damage: 1d3 ⇒ 2
He slashes at the first zombie, but barely misses it.

Donnen Phelps |

Donnen moves in, aware that his movement might expose him, and tries to find a spot to attack some enemies. Once positioned, he moves his axe against the enemy on his west.
Attack: 1d20 + 8 - 2 + 2 + 1 ⇒ (16) + 8 - 2 + 2 + 1 = 25 PA, IS, bonus vs. Undead, vs. Red
Damage: 1d10 + 3 + 4 ⇒ (2) + 3 + 4 = 9
If he hits, he cleaves against the enemy on his south.
Attack (Cleave): 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (20) + 8 - 2 + 2 + 1 + 1 = 30 PA, IS, bonus vs. Undead, cleave, vs. Orange
Damage: 1d10 + 3 + 4 ⇒ (10) + 3 + 4 = 17
Confirm?: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (19) + 8 - 2 + 2 + 1 + 1 = 29 PA, IS, bonus vs. Undead, cleave, vs. Orange
Extra: 2d10 + 6 + 8 ⇒ (5, 10) + 6 + 8 = 29 Weapon is x3
I put some green arrows on the map showing the path Donnen took; his last 5 feet might provoke AoO from red if he's not flat footed from not having acted yet :)
Donnen's AC against undead is 24 + 1 (dodge) = 25. With cleave, it's 2 less (23)

DM Trawets |

Ian begins to inspire the group while Dadna moves into the room and hits one of the zombies though doesn't do the damage she normally would. Leothar then enters in and finishes off the zombie. Fley tries to stab one but misses. Donnen then moves in and slashes one zombie, which remains standing, but takes the head off the second.
Round 1
Ardriel Up

Ardriel Zinro |

Knowing his bow would be less effective against Zombies, Ardriel moved into the room and grabbed his holy symbol, uttering a prayer, "Yuleral, use your holy energy to destroy these abominations and send their souls to rest." A wave of holy energy erupts from him, enveloping all of the zombies.
Channel Energy, DC 14: 2d6 ⇒ (4, 1) = 5
Expending my last two uses of Lay on Hands to Channel Energy.

DM Trawets |

Ardriel calls on his divine powers and holy energies wash over the zombies in the room causing the one next to Donnen to fall. Two of the zombies move up while the third attacks Ardriel but misses him badly.
Will Magenta: 1d20 + 3 ⇒ (16) + 3 = 19
Will Green: 1d20 + 3 ⇒ (1) + 3 = 4
Will Blue: 1d20 + 3 ⇒ (19) + 3 = 22
Will Red: 1d20 + 3 ⇒ (5) + 3 = 8
Magenta: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Ardriel, I believe you still have your bow out so you don't get an AoO on the zombie that moved. If I am wrong and you have a melee weapon out make the AoO
Round 2
Party Up

Ian Passeri |
duh, I wasn't thinking, longswords are great for attacking zombies.
Keeping his sword in a high guard, Ian follows his friends into the room, Stepping past Dadna and around Leothar, he smiles, "At least there's more room in here." Stepping over the fallen zombie, "At you side Ardriel.'" Slashing his longsword down at the green Zombie in front of the elf.
20 ft move; attack:MW longsword PA
attack: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21 for damage: 1d8 + 3 + 4 ⇒ (4) + 3 + 4 = 11

Dadna Cloudbreaker |

Hit Purple: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d10 + 10 - 5 ⇒ (8) + 10 - 5 = 13
Stepping forward, Dadna swung her weapon straight into the head of the only zombie that she had a clear shot at. She felt the impact reverberate up her arm as the head broke apart under the weight of her weapon. She grimaced at the mess it made. She tried her best not to think about whom the zombies once were.

Fley Flaxon |

Fley steps up towards the blue zombie. "Let's demolish this abomination, Donnen. Let's see if I can distract it for you."
The gnome goes in and tries to draw the attention of the zombie so Donnen can destroy it.
Aid attack: 1d20 + 7 ⇒ (18) + 7 = 25
Donnen gains +2 to attack the blue zombie.

Leothar |

Don't think I can get in there, so Leothar will just hold position. Donnen has a slashing weapon and an Aid Another from Fley, so he should be able to finish this last one.

Donnen Phelps |

Donnen attacks the last of the enemies. His attack isn't as precise as the previous ones, despite all the aid from around him, but he still hopes that it's enough.
Attack: 1d20 + 8 - 2 + 2 + 1 + 2 ⇒ (4) + 8 - 2 + 2 + 1 + 2 = 15 PA, IS, bonus vs. Undead, Aided
Damage: 1d10 + 3 + 4 ⇒ (9) + 3 + 4 = 16

Dadna Cloudbreaker |

When the last zombie fell, Dadna looked down at the zombies with sadness. "These were once crusaders. We *have* to make them pay for this. Let us...let us at least lay their bodies down properly until they can be buried." With that she began living the corpses up and arranging them in a manner reminiscent of the type of image one would see on a crusader's sarcophagus.

Fley Flaxon |

"They could have been former cultists though." Fley tries to be realistic. "But either way, I agree. We need to lay their bodies down.". Fley stows his weapons and rolls up his sleeves to help arrange the bodies.
When Dadna and Fley (and others?) are done, Fley will examine the room to see if he sees anything unusual. "Why were they keeping zombies in this room, I wonder?"
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Ian Passeri |
Helping lay the bodies in an orderly fashion. Ian gives an option to Fley's question, pointing to the steps, "They may be an early warning system for whoever's upstairs."
Once they are done with the room, Ian nears the stairs, looking to Leothar, "Chief, I've got a bad feeling about what may be waiting for us.
when were ready to go, I will use my Power of Faith to illuminate the way."
Before we head up the stairs, Ian will use PoF, basically burning one round, before they get up stairs.

Leothar |

With the door easily unlocked by Fley, Ian opens the door for Donnen. The southern portion of this room holds a wide alabaster basin filled with bloody entrails. The outside of the basin is carved with images of warriors around a raised sun, holding longswords aloft. A flight of stairs ascends to the west. Six zombies stand around the basin, staring mournfully into it with their bellies open and gaping.
Leothar looks into the alabaster basin.
"I suppose these are the entrails of those who were turned into zombies. We should bury these remains with the zombies. And, if by the engravings this was a sacred basin for Iomedae - I believe this was the scrying room, so that is what it was used for - we should do what we can to purify it."Leothar will lay the entrails on the remains - "unfortunately I cannot identify whose intestines are whose" - and begins cleaning the basin with any rag he can find.
Do we want to do anything else before going on to the next level? Or are we planning to come back and double-check everything once the whole place is cleared?

DM Trawets |

For simplicity's sake I will put the room descriptions here for this floor. Once you are ready to ascend the stairs let me know.
P11 A long table engraved with a relief map of Mendev stands to the east in this long room. A dozen bodies lie scattered about the room, each bearing a gaping empty hole in the chest.
P12 Bookshelves line the walls of this small library. Many of the tomes have been torn to shreds, and smoldering piles of ashes fill the room with an acrid stench. One small stack of books on a circular table seem to have escaped destruction.
P13 Several stacked horizontal shelves hold a number of small, straw-lined bird cages. A stack of parchment, three quills, a pot of ink, and a pile of tiny cylindrical objects cover a nearby table, while a small wooden door is in one corner of the room.
P14 Stacks of scrolls, books, maps, and more sit atop a large hexagonal table in this room. The walls are painted with detailed maps of Sarkoris, over which features of the Worldwound have been painted.
P15 The southern portion of this room holds a wide alabaster basin filled with bloody entrails. The outside of the basin is carved with images of warriors around a raised sun, holding longswords aloft. A flight of stairs ascends to the west.
P16 Six cots sit in two orderly rows in this room. The bedding has been tossed on the ground, and an iron lockbox lies on its side, empty. A lidless box holds scraps of moldering food, while a pair of large barrels nearby look to be filled with water.

Ardriel Zinro |

"Let's clean this basin and lay the other bodies from that other room out as well. We may wish to check out the books that weren't destroyed in that library, as well."
Ardriel sets about cleaning it.

Leothar |

Leothar hears a voice in his head.
Perhaps it is his father.
Perhaps it is Torag.
Perhaps it is the implication of the GM's post.
Be methodical and thorough. Don't rush through things. This is our way.
"Let us get the information and things we have found to Irabeth and the First Descendants."
P11 A long table engraved with a relief map of Mendev stands to the east in this long room. A dozen bodies lie scattered about the room, each bearing a gaping empty hole in the chest.
"The room with that bizarre magical beast creature. We should take care of the bodies. It seems their hearts were ripped from their chests in some Abyssal sacrifice. We should say some prayers, wrap them in shrouds, and bring them outside so that Irabeth can see to a proper burial."
P12 Bookshelves line the walls of this small library. Many of the tomes have been torn to shreds, and smoldering piles of ashes fill the room with an acrid stench. One small stack of books on a circular table seem to have escaped destruction... There are seven books that seem to be saved stacked up here. They are history, geography, and tactics texts. One seems to be about fighting techniques.
"Let us make sure we take all of these books with us. As to the shredded texts, they may still be useful for the faithful of Iomedae if they can be restored somehow. Through magic, possibly. I think the burned texts are beyond restoration, but let us gather what scraps we can of the rest."
P13 Several stacked horizontal shelves hold a number of small, straw-lined bird cages. A stack of parchment, three quills, a pot of ink, and a pile of tiny cylindrical objects cover a nearby table, while a small wooden door is in one corner of the room.
"Let's check the cylindrical objects - message tubes, most likely - for any messages that the Crusaders were unable to send before this keep fell."
P14 Stacks of scrolls, books, maps, and more sit atop a large hexagonal table in this room. The walls are painted with detailed maps of Sarkoris, over which features of the Worldwound have been painted.
"I don't believe we finished searching the War Room, so we can go back there and double-check. Let's take all the scrolls, books, and maps. Let's also take notes on the wall maps in case there are any clues to the demons and cultists' plans."
P15 The southern portion of this room holds a wide alabaster basin filled with bloody entrails. The outside of the basin is carved with images of warriors around a raised sun, holding longswords aloft. A flight of stairs ascends to the west.
"I have tried to clean the scrying pool as best as I can. Do we think what I have done is enough?"
P16 Six cots sit in two orderly rows in this room. The bedding has been tossed on the ground, and an iron lockbox lies on its side, empty. A lidless box holds scraps of moldering food, while a pair of large barrels nearby look to be filled with water.
"Let's search this room thoroughly. Nothing springs to mind but perhaps we can use the water to help clean anything else that was befouled. Or refill the scrying basin."
"We'll take what we have found to Irabeth and then move on."
Ninja'd by Ardriel! Well, dwarves are a bit slow and steady...

Ian Passeri |
Realizing the others were going to clean and organized the second floor, as they had the first before going on, Ian sheathed his longsword and began helping. Following behind Leothar, Ian begins collecting the things they had found. Having his arms full, he turns to Leothar. "Chief I'll run this stuff downstairs and be right back."

Dadna Cloudbreaker |

Her eyes hard by the horrors that they had been seeing, Dadna quietly went about helping to secure the rooms as they went, standing guard over her comrades or helping them to resanctify the defiled, as the situation called for.

Donnen Phelps |

Donnen walked with the others, room by room, almost audibly praying to Torag. In each room, in each space, the Dwarf stopped to kneel down with closed eyes and ponder, then stood up to help the others with the basic cleaning. Yet, there was a sense of rush on him.
Me friends, despite my own will tae' stop and clean, tae' stop and pray... We have tae' keep ascending. We will get back to these things. - he said, lifting the bloodied waraxe to point at the stairs - There's still more evil tae' be cleansed before we can worry 'bout the mundane.
He still gave time for the others to do the basic preparations and helped as he could.
At a certain point, a rare moment alone and in the awkward peace under the insanity around them, he opened the helm and pulled it down. He placed in the floor and took a deep breath, closed eyes, letting his body lean against the holder of the waraxe. Such a violent weapon, he thought. A weapon of dwarves from a different time, yet it seemed as if things would still get a lot worse before getting peaceful again.
He stood up, put the helmet back, and let the dwarven weapon stand on his shoulder. The Dwarf donned the shield back, and for moments imagined if Torag would allow him to see the end of it. He'd retire to a life of prayers and feasts, die old with a good mug of ale in his hands. The Father of Creation shall forge me into his weapon for this war, and give me rest if and when he deems me worth.
As he finished the last prayer - the ground moved in front of him. His first instincts were those of pointing weapon and shield ahead, as if getting ready to fight, but in his mind he heard a song of peace, as a harmonic beating of a hammer against a mold. He knew it wasn't a foe.
In front of him, Bakkon appeared. Sent by the will of Torag, the small celestial earth elemental greeted him in silence, and in Terran he spoke.
If you guys want to approach now and assume you're introduced to him, please feel free to do so. I just felt I had to do some RP here :) GM, if you want to change something, please go ahead. As I understand, there's still some climbing to do, so we should probably push to keep going

Dadna Cloudbreaker |

Dadna's frown vanished when she saw the elemental appear, replaced by a starry eyed smile.

Leothar |

Leothar bows his head in greeting to the Earth Elemental.
"I cannot yet speak the language of earth and stone, but I will learn."

DM Trawets |

The group of heroes takes a moment to breath and count the cost of the endeavor so far. It has been less than an hour in the Grey Garrison but they have cleared two floors of unbelievable evil and witness the horrific deeds they did to the righteous defenders. With Dadna keeping an eye out for danger from above the group gets to work.
As they enter the Conference Chamber again and Leother mentions the holes in the corpses Fley tells says "Perytons love to eat hearts. That was what they were feeding the beast would be my guess." With the help of Irabeth and the First Descendants the corpses are removed from the floor and placed with Lord Hulran's outside. Ardriel collects the stack of books from the library and puts them in his pack for safe keeping. Leothar checks the message cylinders but finds they are all empty, either never used or check by the demons for intelligence. The group gathers in the War Room to sort the papers there and give them to Irabeth. Leothar finds a single scroll while gathering the papers up. Irabeth and the First Descendants are sent back downstairs with the gathered items while the heroes search the barracks. They find nothing of interest in the room but decide to take the water barrels into the scrying room. Some is used to clean up and then more is used to fill the pool.
The water glows and shimmers and a vision of a female half-elf appears. She is studying the fragment of the wardstone you came to destroy. It is in an iron barbed cage on top of a pedestal. A scythe is nearby and she wears a cloak and amulet. This circular room’s original purpose is unclear, but now it seems to be a trophy hall of some sort. A low stone pedestal sits on the floor in the middle of the chamber under a domed ceiling.
The vision then extends out of that room and shows a wide hall stretches for thirty feet before ending in a door. Two alcoves on both sides of the hall hold torches that burn with white light. Each torch illuminates a pedestal, on each of which rests a battered and broken steel helm. There is a fiendish minotaur with a great axe guarding the room..
The vison then goes down the stairs and the Heroes see themselves looking into the pool and then the pool goes dark.
Perception Ardriel: 1d20 + 2 ⇒ (18) + 2 = 20
Perception Donnen: 1d20 + 7 ⇒ (11) + 7 = 18
Perception Fley: 1d20 + 8 ⇒ (6) + 8 = 14
Perception Ian: 1d20 + 1 ⇒ (9) + 1 = 10
Perception Leothar: 1d20 + 6 ⇒ (19) + 6 = 25
Perception Dadna: 1d20 + 2 ⇒ (8) + 2 = 10

Ardriel Zinro |

Ardriel considers the vision, then says, "We know what waits for us at the top of the stairs. The rod of cancellation should be able to pass through the iron bars of the cage, but that half-elven woman could prove difficult. A priestess of Deskari, perhaps?"