
| Dadna Cloudbreaker | 
 
	
 
                
                
              
            
            Charge!: 1d20 + 9 + 2 + 2 ⇒ (17) + 9 + 2 + 2 = 30
Cold Iron Damage: 1d10 + 11 ⇒ (10) + 11 = 21
Evil Outsider Bane: 2d6 + 2 ⇒ (3, 1) + 2 = 6
The enemy was attempting to withdraw, and Dadna was not having any of that. Rushing forward, she used the reach of her weapon to good use, lashing out with it and striking the flying foe in the back as it fled.

| Leothar | 
 
	
 
                
                
              
            
            Leothar follows up on Dadna's attack.
He moves, then calls again on his mythic power, and then strikes once more.
Fleet Charge, PA, PoF, Buckler: 1d20 + 12 + 1 - 2 + 1 - 1 ⇒ (12) + 12 + 1 - 2 + 1 - 1 = 23
Not accounting for Inspiring Sword at the moment.
Damage: 1d8 + 7 + 9 + 1 ⇒ (4) + 7 + 9 + 1 = 21
Standard Action Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 1d8 + 17 ⇒ (4) + 17 = 21
Mythic Power at 2/5.

| DM Trawets | 
 
	
 
                
                
              
            
            Dadna charges after the creature and whacks it. Leothar then moves in and calling on his mythical abilities strikes the creature and it falls to the ground. On him you find: wand of hold person (10 charges), unholy water (3), +1 breastplate, heavy steel shield, +1 battle aspergillum, holy symbol of Kabriri, powdered silver worth 250 gp, and a key. In a strong box in the room you find that contains 383 cp, 710 sp, 3,827 gp, a beryl
worth 500 gp, three opals worth 100 gp each, a gold holy symbol of Sarenrae worth 200 gp, a knight’s pennonUE (battle), a +1 chain shirt, and a +1 returning dagger.
The darkness in the room disappears soon after the battle ends.
N -110

| Fley Flaxon | 
 
	
 
                
                
              
            
            Fley sighs as the monster drops. "I feel like we're not done here. Something in my bones feels like there are more evil creatures who have desecrated this place."
The gnome slowly moves forward and examines the rest of the room while the others are examining the body. "When this place gets rebuilt to its former glory, I want to come back and see."
He'll also examine the doors ahead to see if he hears anything coming that way.
Perception: 1d20 + 9 ⇒ (5) + 9 = 14

| Dadna Cloudbreaker | 
 
	
 
                
                
              
            
            Perception Aid: 1d20 + 2 ⇒ (4) + 2 = 6
”Maybe. At the very least we should remove whatever holy artifacts remain. I would hate to see any of this defiled more than it already has been.” Then she added ”And yes. Someday this will be rebuilt. It is worth fighting for.”

| Ian Passeri | 
Nodding approvingly as Leothar and Dadna brought the winged creature down. His holy light illuminated most of the room for about half a minute. Afterwards keeping his halo illuminated to assist Fley as the searched the room.
Nodding approvingly, "Yes, in time we should see it rebuilt." He gestures towards the door. "Fley, maybe the evil you speak is beyond the door. Shall we continue?" Ian moves towards the door, guarding it until everyone is ready.

| DM Trawets | 
 
	
 
                
                
              
            
            Fley moves into the north room and realizes there is no sound in the room. The stained-glass windows lining the ceiling of this quiet chamber have all been shattered, leaving colorful broken glass scattered across the stone floor. As others move in there is no sound at all from anything.
You try the key from the body on the door to the north and it unlocks it. This mostly barren room has two sets of shackles anchored within a nook along the eastern wall. Upon entering the room you can once again hear sounds. The key also unlocks the door to the west which leads out to the courtyard.

| Fley Flaxon | 
 
	
 
                
                
              
            
            Fley is not as ease as he wanders into the eerily quiet room. He stares at the glass that's shattered all over the room. 'Oh to see this in its former glory...'. Something is not right about the silence effect.
But Fley continues. He motions the others to join once he unlocks the door and enters. "Was anyone else creeped out by that room? I could hear my own heartbeat it was so silent."
"Doesn't look trapped though. And no more monsters hanging out here." He motions around.

| Ian Passeri | 
Moving behind Fley into the eerily quite room, Ian nods in agreement with Fley. "I thought maybe with the stained glass it would have been for meditation." He gestures towards the shackles, "But those would infer otherwise."
Moving through the room to towards the north, Ian stops near the door leaving plenty of room for the others. Sword and shield in hand, ready to use light or sword. "Maybe what we find in this room will help explain the rooms original intent."

| Leothar | 
 
	
 
                
                
              
            
            That Knight's Pennon (Battle) is a very useful item, granting Heroism for an hour.
"Perhaps this room with the stained glass was for meditation, and the next room further north with the shackles was a prison. I hope the silence was for a good and noble purpose... though it could also have been to block the screams of prisoners from the adjoining room." 
Ian, I think they are two separate rooms, but I could be wrong.
"Fighting the demons might require using painful or terrifying means to extract information." Leothar looks very uncomfortable at this thought. He knows that many of the gods of Good have Inquisitors, but he would not use such methods himself.
"What do any of you know of Kabriri? Another ally of Baphomet and Dispater? Or just an opportunist in this case?"

| Fley Flaxon | 
 
	
 
                
                
              
            
            Fley walks over to the shackles and attempts to pull them from the wall. "Leothar, come help me with this. This is a holy place. Not a prison." His tiny gnome arms just aren't strong enough for the task, it seems. "I wish I had a broom or mop.... but soon enough."
Fley then pokes his head out into the courtyard. "Do you think there are any more? Enemies that is. You never know in a place like this. Maybe there is a crypt we haven't found..."

| Ian Passeri | 
Still following Fley around, Ian chuckles when the gnome grabbed the chains and started trying to pull them out of the wall. Realizing Fley was serious when he called for Leothar to help, Ian sheathed his sword and unstrapped his shield. "Scoot over Fley, I'll help too."
As he took hold of part of the chain. he added. "It looks like we've been everywhere, at least on this level. I don't know i there's a crypt or not. Should we clean the temple up like we did back in town?" Knowing it's a temple to Torag, he looks at Leothar. "Happy to help if you want to chief. It seems like the least we can do."
in case we actually pull on the chain
aid another: str: 1d20 + 3 ⇒ (16) + 3 = 19

| Dadna Cloudbreaker | 
 
	
 
                
                
              
            
            "We can have our army camp here. It is a defensible position, and many hands will make quick work of cleaning the place. That, and this was a Temple to Torag. There may well be a cache of weapons or holy artifacts hidden away. With enough paladins here, our chances of recovering and safeguarding relics will increase." She said.

| Leothar | 
 
	
 
                
                
              
            
            "Ah... so these manacles are newer, and it is likely that Crusaders suffered here at the hands of demons or their cultists."
"Yes, Ian, I think you are right. We should take our time to clean and re-sanctify this temple.
It was a difficult climb to get up here. Fley took the lead with a Potion of Spider Climb, and then we followed climbing a rope-and-wall. Is there another way? Otherwise, I don't know how our army would bring their horses here."

| Dadna Cloudbreaker | 
 
	
 
                
                
              
            
            ”Ah! Oh. Hmm.” Dadna said, letting the matter drop.

| Fley Flaxon | 
 
	
 
                
                
              
            
            Strength, aid: 1d20 + 0 ⇒ (4) + 0 = 4
Fley's weak muscles are of no use.
Knowledge (History): 1d20 + 6 ⇒ (8) + 6 = 14
"Hmmm. Probably no crypt here..."

| Dadna Cloudbreaker | 
 
	
 
                
                
              
            
            Str with aid: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Surge: 2d6 ⇒ (5, 6) = 11
29
With Fley’s help, Dadna ripped the manacles off the wall. Doing so was a good way of hiding her embarrassment of having made such a foolish suggestion.

| Ian Passeri | 
Having help pull the chains from the wall, Ian, rearming his shield, turned to Fley. "I don't remember seeing any crypt. And when I read about the temples they built I don't remember hearing that a lot of them had cryptes." He paused to think for a moment, he smiles. "But I do remember many of them had hiding places under alter."
Moving to the alter, Ian fidgeted with the alter trying to find a hidden compartment. Shaking his head, he calls to his friend. "Hey Fley, come take a look at this thing. I know there's a latch here somewhere!"
lore: worldwound: 1d20 + 9 ⇒ (17) + 9 = 26
perception: 1d20 + 1 ⇒ (6) + 1 = 7

| DM Trawets | 
 
	
 
                
                
              
            
            As the group discusses the possibility of there being a hiding place under the the alter, they hear from outside in abyssal "Nulkineth! Nulkineth! You better have my dinner for me as I am HUNGRY! And what's this about an army invading?"
Round 1
Party Up
I'm going into rounds for movement and action purposes. Combat hasn't started yet. I'll roll initiative when you encounter each other. In the courtyard you can't move through the bushes and the rubble is difficult terrain, including that by the statue.

| Fley Flaxon | 
 
	
 
                
                
              
            
            Fley puts his finger to his lips, indicating that the rest of the party should be quiet. He'll walk up to the door and put his ear to it. If the rest of the party is okay with it (and the voice doesn't sound close by), Fley will crack open the door slightly to see if he can see what it is.

| Fley Flaxon | 
 
	
 
                
                
              
            
            Rolling a Perception check, just in case
Perception: 1d20 + 9 ⇒ (11) + 9 = 20

| Ian Passeri | 
Fley I assume your opening the door to the courtyard? I don't know if everyone speaks abyssal so Ian is translating, that and he likes the sound of his own voice.
Hearing the voice from the courtyard, Ian freezes. Watching as Fley moves to the door, in informs the others. "Their asking if their dinner is ready and for information about an army."
Letting the fact that another resident is about to enter the temple sink in, he asks gesturing towards the door. "Do we rush out and meet the new threat or wait for it in here?

| Leothar | 
 
	
 
                
                
              
            
            "Let them come."
Leothar casts a spell, and grows to the size of a giant (well, a short stocky giant anyway).
Enlarge Person on self.

| Ardriel Zinro | 
 
	
 
                
                
              
            
            Concerned about whatever manner of creature was out there, Ardriel called on his blessing from Yuelral and shifted some of the magic he'd prepared from her blessing on the group to one that would protect him from villainous creatures.
Spend 1 Mythic Point to use Wild Arcana and expend a spell slot to cast protection from evil on myself.

| DM Trawets | 
 
	
 
                
                
              
            
            Fley looks out into the courtyard but can't see much since the door opens the wrong way only really seeing some bushes and the outerwall. The rest of the group prepares for combat.
The party again hears the voice call out "Nulkineth! Where are you hiding?"
Round 2
Party Up

| Dadna Cloudbreaker | 
 
	
 
                
                
              
            
            Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Dadna kept her mouth shut as she waited for the creature to come. She took a deep breath to calm her nerves. It would not be good to get all sweaty and high strung before whatever foul demon made this place it's lair arrived.

| Fley Flaxon | 
 
	
 
                
                
              
            
            Perception: 1d20 + 9 ⇒ (8) + 9 = 17
"Yes, I hear it too Ian." Following Ian's suggestion, Fley heads to the 'silent' room.
Double move south.

| Leothar | 
 
	
 
                
                
              
            
            Leothar remains where he is, well aware that at his size it would be challenging to try to move quietly. Even moving towards the 'silent' room would make noise before he were to get there.

| DM Trawets | 
 
	
 
                
                
              
            
            A few more seconds go by with no sound from outside.
Round 3
Party Up

| Dadna Cloudbreaker | 
 
	
 
                
                
              
            
            Aid Leothar: 1d20 + 2 ⇒ (10) + 2 = 12
Is that allowed? Only way we're going to hit that DC, I think. If so, pushes it up to 23
Seeing Leothar looking around, Dadna nudged Adriel and pointed towards the direction that Leothar was looking at...the dwarf had noticed something. She just wasn't sure what it was yet.

| Fley Flaxon | 
 
	
 
                
                
              
            
            Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Fley isn't paying attention and is distracted by his companions coming in to the room. He'll nod at them before dashing down south again.

| DM Trawets | 
 
	
 
                
                
              
            
            As Fley runs into the room they fought their last battle in, he spots a demon standing behind the desk. It reacts first and points at him and a black ray hits Fley and he feels his life force ebb away. Ardriel can see Fley react to this attack but can't see the attacker. Fley hears a lough DINNER! in abyssal from the demon. Same perception checks as before 25 to hear the demon yell in the back room. 25 for Ian to see from where he is. The blue lines are the open doors. Lines of sight are blocked in here somewhat.You can react to what others do but right now only Ardriel and Fley know that anything is amiss
Init Fley: 1d20 + 2 ⇒ (16) + 2 = 18
Init Enemy: 1d20 + 7 ⇒ (12) + 7 = 19
Touch: 1d20 + 12 ⇒ (9) + 12 = 21 1d4 ⇒ 3 Negative Levels
One knowledge roll per person. If you beat 23 pick one of the two listed to see the other you need a 28 or better.
Round 4
Party Up

| Fley Flaxon | 
 
	
 
                
                
              
            
            Knowledge (planes), negative levels: 1d20 + 14 - 3 ⇒ (14) + 14 - 3 = 25
As Fley is blasted by the negative energy of the Nabasu demon, he screams out in pain. "You are mistaken, demon. Gnome is not on the menu today."
Though Fley is not a coward, he knows he can't defeat the demon by himself. The gnome retreats to a better position, behind the door. He screams out at the others, not knowing if they can hear.
"A demon! A Nabasu. It wants to eat me." Will pick defensive abilities. "Use cold iron weapons or good weapons. Don't use electricity, poison, acid, cold, or fire attacks!"
Fley stands behind the door in the silent room, both kukris raised high.
Double move back.

| Ardriel Zinro | 
 
	
 
                
                
              
            
            Ardriel says, "Fley was just attacked by something, I think, although I can't hear what he said."
Can't make that DC Perception check.
Ardriel draws out his bow and nocks an arrow, pointing it at the far doorway in case whatever attacked Fley comes after him.
Readied Attack: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Readying an attack to shoot any possible recognizable foe that comes through the doorway.

| Ian Passeri | 
Before Ian could follow Fley into the southern room, Fley comes back into the silent room. His mouth moving but, due to the magical qualities of the room, Ian is not able to hear him. Turning, questioningly he yells,"I can't hear you!" Then steps into the doorway to see what the fuss is all about.
Ok, a move action into the doorway. DM Trawets can he see the demon from the doorway? if so does he have time to take either another move action or a standard?

| Leothar | 
 
	
 
                
                
              
            
            Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Leothar does not hear Fley.
He does see the gnome falling back, but doesn't want to block Ardriel's shot.
Knowing that Fley and Ian can't hear him, he tries to wave Come Back Here! to his companions.

| Ian Passeri | 
Seeing the demon in the room, Ian eyes widen as he realizes why Fley came back into the silent room. He ducks back into the room going to the corner. Waiving both arms as best he can wearing a shield and carrying a sword, he swings them about trying to point to the southern room.
knowledge(planes): 1d20 + 2 ⇒ (2) + 2 = 4

| Dadna Cloudbreaker | 
 
	
 
                
                
              
            
            While she certainly couldn't hear what was going on, it would take a fool not to realize that 'Fley is fighting something' meant that she had to get off her arse. With weapon in hand, Dadna advanced.
Double move
 
	
 
     
    