
Sister Zephra |

Fort save DC 17, Lastwall Phalanx, protection from evil: 1d20 + 10 + 2 + 2 ⇒ (6) + 10 + 2 + 2 = 20
Fort save DC 17, Lastwall Phalanx, protection from evil: 1d20 + 10 + 2 + 2 ⇒ (14) + 10 + 2 + 2 = 28

Zed Ulmin |

I currently have no adjacent allies, so my AC is 32. I'm assuming that 2nd hit lands since you specified "hits AC OVER 31"
Fort DC 22 (vs disease) from Jackal Bite: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24 success
Fort DC 22 from Jackal Aura: 1d20 + 13 ⇒ (9) + 13 = 22 success
Zed lets the effects wash over him without effect. Once Gaelan delivers the fatal blow, Zed lets his haste and bane die out, firing off a new branding ray at the barbed devil, then closes the distance and frowns at the final outsider to deal with.
Ranged Touch: 1d20 + 11 + 2 + 3 ⇒ (15) + 11 + 2 + 3 = 31
Damage: 1d6 - 2 + 3 + 2 ⇒ (2) - 2 + 3 + 2 = 5
Slayer's brand on barbed devil, then move adjacent to it.
Magic Vestment (12 hours)
False Life (12 hours)
Freedom of Movement (2 hours)
See Invisibility (2 hours)
Sola Aura
Inspire Courage
Lastwall Phalanx (increases AC and saves vs evil depending on number of adjacent allies)
Judgement (boosting AC and giving brand right now, until combat is over)
Haste (via full plate of speed, 1 of 10 rounds used now)

Whispering Tyrant |

Round 3: Barbed Devil
The devil drops the flaming bow and tries to claw Zed twice.
Claw: 1d20 + 18 ⇒ (10) + 18 = 28 --- miss
Claw: 1d20 + 18 ⇒ (16) + 18 = 34 --- hit
Damage: 2d8 + 6 ⇒ (6, 2) + 6 = 14
Zed has to make DC 22 Will save or be frightened.
Grab: 1d20 + 22 ⇒ (7) + 22 = 29 - do not know if that succeeds, what is your CMD Zed?
Party is up!

Zed Ulmin |

Normally my CMD is 27, but with the sacred bonus to AC from judgement also impacting CMD, it will be 30 right now.
Anyways, I am going to activate divine interference against this attack, sacrificing a 1st level spell to force him to reroll the attack at a -1 penalty. Don't forget that since he's branded he takes an additional -2 on attack rolls against me.
Zed returns the swings in kind.
Tetsubo Attack (SA, IC): 1d20 + 18 + 2 + 3 ⇒ (18) + 18 + 2 + 3 = 41
Damage (IC, SA, PA: 1d10 + 12 + 3 + 2 + 9 ⇒ (10) + 12 + 3 + 2 + 9 = 36
Tetsubo Attack (PA, SA, IC): 1d20 + 13 - 3 + 2 + 3 ⇒ (8) + 13 - 3 + 2 + 3 = 23
Damage (IC, SA, PA: 1d10 + 12 + 3 + 2 + 9 ⇒ (5) + 12 + 3 + 2 + 9 = 31

Gaelan Zindarien |

Gaelan thanks Iomedae for her assistance with the jackal and moves over to join Zed and attack the devil.
Attack: 1d20 + 16 + 3 ⇒ (12) + 16 + 3 = 31
Damage: 1d10 + 20 + 3 ⇒ (8) + 20 + 3 = 31

Whispering Tyrant |

Normally my CMD is 27, but with the sacred bonus to AC from judgement also impacting CMD, it will be 30 right now.
Anyways, I am going to activate divine interference against this attack, sacrificing a 1st level spell to force him to reroll the attack at a -1 penalty. Don't forget that since he's branded he takes an additional -2 on attack rolls against me.
Zed returns the swings in kind.
[Dice=Tetsubo Attack (SA, IC)]1d20+18+2+3
[Dice=Damage (IC, SA, PA]1d10+12+3+2+9[Dice=Tetsubo Attack (PA, SA, IC)]1d20+13-3+2+3
[Dice=Damage (IC, SA, PA]1d10+12+3+2+9
I did not factor -2 from brand, as I was unaware. Does a 32 hit your AC?

Zed Ulmin |

Yup a 32 will do it! I always make sure to keep my "buffed stats" up to date, even on a round to round basis.

Eudamonia Solanis |

Sola quickly heals herself again as she flies back into the fray. Taking up position above and behind Zed, she stabs at the demon.
lay hands: 2d6 ⇒ (6, 2) = 8
longspear (PA/IC/HoV/higher): 1d20 + 17 + 7 + 1 ⇒ (8) + 17 + 7 + 1 = 33
for: 1d8 + 22 ⇒ (3) + 22 = 25

Whispering Tyrant |

Claw attack on Zed redone: 1d20 + 18 ⇒ (6) + 18 = 24 --- miss
Solanis, Gaelan, and Zed team up to kill the barbed devil. Combat over. The party sustained some injuries, but survived. Now what?
If anyone (looking at Aja) passes inside through the entrance area, you have to make a DC 22 Fort save vs. the malevolent presence.

Gaelan Zindarien |

Gaelan quickly heals himself and looks around at the status of his party members.
LoH: 6d6 + 6 ⇒ (6, 4, 1, 5, 3, 3) + 6 = 28

Aja. |

Bright sunlight, more like fire surrounds Aja who is still standing in the door frame. Like a witch burning on the pyre, but never consumed, she speaks "Fire of Sarenrae, heal my wounds."
Cleansing Flame: 2d8 + 12 ⇒ (4, 7) + 12 = 23
she also slowly heals 1 hp/round due to boots of earth
She then steps inside and
Fort: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
feels a malevolent presence.

Zed Ulmin |

ILW: 1d8 + 5 + 1d8 + 5 + 1d8 + 5 + 1d8 + 1 ⇒ (2) + 5 + (8) + 5 + (6) + 5 + (6) + 1 = 38
Mostly through this own power and finishing off with a wand, Zed heals the wounds he collected.
Fort: 1d20 + 13 ⇒ (8) + 13 = 21 +2 vs disease or mind affecting. Will that make the difference?

Eudamonia Solanis |

Sola looks down at the drops of her blood dripping on the stone floor and scowls. "That thing got a few good hits on me, I'm sorry to say. Should I start using up one of the wands or would someone like to use their own spells or powers to heal me up a bit?"

Sister Zephra |

Zephra stares dully forward while they recover. At Sola's question, she looks over. "I think there are probably more enemies. We should use wands to heal ourselves before we go looking for them, to stay ready for more battle."
Drawn out of her reverie for the Lady of Graves, Zephra takes her own advice. I'm not sure who has a wand of CLW, but I'll roll it and note how many charges she used. She has protection from evil but I think the communal spell is still active.
CLW, wand, 1 charge: 1d8 + 1 ⇒ (2) + 1 = 3
CLW, wand, 1 charge: 1d8 + 1 ⇒ (7) + 1 = 8
2 charges total.

Whispering Tyrant |

Zed, why are you rolling for the save, unless you're leaving the cathedral?
Aja comes inside and immediately fills an invisible wave of force grip her body, then slam her forcefully against the wall, inflicting 2d6 ⇒ (6, 5) = 11 damage, and then down to the ground, where she lies prone on the floor.
Aja, I need a new Fort save DC 22. If you do nothing else for the round, you get +4 on the save. You need 2 consecutive saves to pass by.

Zed Ulmin |

Oh my bad, I read that as "anybody who's still inside".
Zed moves to Aja's side. "Pharasma give her strength."
Guidance, have a +1 bonus on your save!

Eudamonia Solanis |

Seeing Aja struggle, Sola accompanies Zed to the sorceress’ side while she continues using the wand.
With both of us adjacent to her that’s +2 to save from Lastwall phalanx too.

Sister Zephra |

Zephra joins the Lastwall party! comes over to help Aja as well.

Zed Ulmin |

Fort with phalynx: 1d20 + 13 + 3 ⇒ (9) + 13 + 3 = 25
"Together we stand."

Gaelan Zindarien |

"Dame, since the force does not affect you, grab Aja and fly her to the center of the cathedral. The presence appears to be geographically limited to the entrance. The rest of you stop subjecting yourselves to the force and get over here."

Aja. |

Fort, full round, guidance, Last Wall: 1d20 + 10 + 2 + 1 + 2 + 4 ⇒ (5) + 10 + 2 + 1 + 2 + 4 = 24
assuming Zed leaves
Fort, full round, Last Wall: 1d20 + 10 + 2 + 1 + 4 ⇒ (16) + 10 + 2 + 1 + 4 = 33
With Zed's quick intervention and Sola's presence, Aja adjusts to the evil spirits easily.
Aja HP: 34 Aja was bleeding good.

Zed Ulmin |

"We stick together, the creatures here are powerful enough to see through invisibility and scouting attempts."
I vote rule of left!

Sister Zephra |

Seconded!
"Dame Solanis's magical tactics probably help us more than it hurts us to stay clumped together," she says flippantly. "I wish we could remove the unholy magic on this temple, but it is probably beyond my powers, at least for today."

Eudamonia Solanis |

Sola smiles at Zephra's sentiment. "Let's remove the unholy inhabitants first and then we can worry about cleansing the vile magics later," she answers with a hint of (attempted) humor. With her spear at the ready, she takes up her usual position above and slightly behind Gaelan and Zed and follows them over to the first door left of the entrance.

Gaelan Zindarien |

"Let us proceed." Gaelan leads the way, looking for traps and other "malevolent presences".

Whispering Tyrant |

Northern section of map:
Room with closed door in NW is in area of malevolent presence. Will skip unless Solanis wishes to explore on her own since she is immune to presence's effects.
Proceeding clockwise, next room is rubble - nothing of interest.
Next room: Fresh bloodstains spatter the walls and floor of this rubble-filled chamber. A makeshift, bloodstained altar stands in the center of the room. It is unholy but other than that, not much of interest.
Next room with the water: Three pews face a raised stone baptismal font containing clear water. Torn tapestries depicting spirits of the dead awaiting Pharasma’s judgment cover each wall. Nothing here except due to the corruption of this evil cathedral, the water is unholy.
You can move east toward the choir where the jackal man was or south.

Zed Ulmin |

East first, then south!

Eudamonia Solanis |

Sounds good to me. Should I check the room we skipped before we move on? If there's something causing that malevolent force we maybe don't want to leave it unchecked behind us while we move forward?

Whispering Tyrant |

Will skip the room for now until the party decides.
You head east toward the choir. Cracked stone steps descend steeply into this dedicated choir, which holds a long table covered in the eviscerated remains of obviously humanoid corpses. A once-opulent bishop’s throne overlooks the choir from the east, its jewels and gold sheeting long plundered, and now covered in greasy, foul-smelling brown hair.
Further east, about 20' away, you see a cracked altar smolders with gray fumes; upon it are stacked foul offerings of bloody skulls and broken scythe blades.
To the S, you see a 5' hallway heading further east.
What are you doing?

Aja. |

"We should at least look into all the rooms we pass." Go ahead Solanis, check it out.

Eudamonia Solanis |

"I agree, Aja," Sola answers with a nod, "we can't risk letting enemies approach from behind if we can avoid it. If we move together to that final door on the north wall that we skipped, I can open it to see what's beyond."
Once her companions have positioned themselves as close to the mysterious door as they can without risking the malevolent force, the winged knight glides the rest of the way and swings open the door.

Gaelan Zindarien |

Gaelan approaches the unholy altar and looks around.
Perception: 1d20 + 13 ⇒ (10) + 13 = 23

Eudamonia Solanis |

”Just the stairs up to the bell tower,” Sola reports, “we should be able to get a good view of the surrounding area from up there, once we finish clearing the rooms down here.”
Are there doors on the south wall as well? If so, we can check those on our way back to the east side.

Zed Ulmin |

Zed does his usual scanning for any undead, both with magic as well as his eyes. Traps are also an interest, to be sure.
Perception: 1d20 + 25 ⇒ (7) + 25 = 32

Eudamonia Solanis |

Sola follows Gaelan back towards the altar, skipping the collapsed door, in case anything goes wrong. She takes her usual position just above and behind him so that they can continue to protect each other.
I'll try to keep as many people as possible in range for Lastwall phalanx.

Whispering Tyrant |

As the party moves about, Zed hears a subtle chorus of voices whispering in a cacophony of languages, of which he only understands some phrases in Common. Suddenly, both Solanis and Zed feel a malevolent force trying to enter their mind, but they resist. They move forcefully, away from the altar and the effect subsides. Gaelan is unaffected.
Will saves:
Solanis: 1d20 ⇒ 9
Zed: 1d20 ⇒ 8
Finding nothing of interest on the altar other than it gives off a desecration aura and effect, the only way to proceed is down the narrow hallway to the east.
Dozens of decapitated human heads preserved as crudely mounted trophies adorn the walls of this tall, imposing 70' long and 10' wide hallway. There is a door to the right 60' down the hallway and the corridor turs left at the end.
One at a time, all together, who is first, etc.?

Sister Zephra |

Zephra does her best to stay beside her teammates to gain and grant the most benefits, but she is unsure where to go and follows rather than leads.

Zed Ulmin |

Zed takes point, side by side with Gaelan if possible. He scowls deeply at the severed heads. "You shall be put to rest when this is settled." He quietly promises them.

Eudamonia Solanis |

Sola nods to the others and falls into formation as they begin moving down the hallway. "I remain of the opinion that we shouldn't leave unchecked doors behind us," she offers as they approach the door on the right.
If Gaelan and Zed are shoulder to shoulder in front with Zephra right behind them, and Aja and I are flying side by side right above the sister, that puts us all in range of all the buffs, and gets us each +4 from Lastwall Phalanx.

Aja. |

"I agree, Sola."

Zed Ulmin |

I am normally one to vote for scouting, but so much at this level can see past both invisibility and a high stealth check that I would rather have our huddled together bonuses. As a group we go! And yes, leave no door unopened behind us.

Whispering Tyrant |

As the party walks down the hall, the faces of the decapitated human heads slowly animate and contort, their mouths gasping and eyes bulging as if trying to take in breath. At the same time, all of you suddenly feel the air from the hallway and your lungs being sucked out of you!
Everyone except Solanis must roll DC 23 Fort saves. Add +4 for Lastwall.
Solanis and everyone who makes the save, you feel staggered for 1 round, as you gasp for breath. If you fail, you begin to suffocate.

Zed Ulmin |

Fort: 1d20 + 13 + 4 ⇒ (19) + 13 + 4 = 36
Zed was well prepared for some kind of necromatic trickery, and he holds strong.