
Clancy the Just |

Clancy nods and begins to tend to the others, helping Istevan remove his heavy armor, as he prays. "Justicia, give me the strength of will to channel your healing. My friends are in great need, and the challenges before us are many." And then he gets to work...
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (14) + 3 = 17 for Miranda (1 Dice - I'm thinking she's Chaotic, correct?)
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (18) + 3 = 21 for Istevan (2 Dice - maxed out)
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (1) + 3 = 4 for Zathra (Crud! Disapproval, and my score goes up to 3.)
Disapproval Check: 1d4 ⇒ 3
Clancy feels a sense of disapproval as he heals the barbarian, and though the cleric know it is not directed at her specifically, he realizes that Justicia is sending him a warning. He takes a deep breath and nods, then sends another prayer to his patron as he summons her magic again. Your will shall be done, if it be in my power to do so. This I pledge. He sends, as he tries again to heal Zathra.
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (5) + 3 = 8 for Zathra (Failure, Disapproval rises to 4)
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (17) + 3 = 20 for Zathra (2 Dice - maxed out)
Though there is resistance at first, Clancy feels strongly that his intentions are good, and that Justicia will see it that way as well, or so he hopes... Finally, he feels the surge of healing he'd been seeking for his ally and the cleric leans back, releasing a heavy puff of breath he hadn't realized he'd been holding. "I dare not test the patience of Justicia any further. In fact, if we were to find a place to take our rest before journeying any further, I wouldn't argue that."
DM, I'll work on that Disapproval as we continue the adventure. ;) What time of day is it? Not sure this is a safe place to rest, but depending on those healing dice rolled we might consider resting tonight and get some natural healing in addition to the magical provided.

Clancy the Just |

When Degan brings it up as well, Clancy nods. "We risk allowing the wizard time to create reinforcements, but I suspect that doing so will take him more than a day - though of course, I know next to nothing of arcane magic. Mirinde? What do you think? In any case, if our next steps take us closer to this foe, I believe the risk is worth it to meet the challenge at full strength, both in spirit and in health."
If the party decides to pull back and rest for the night, the cleric speaks of Justicia into the evening hours, seeming as though he is trying to recruit either Zathra or Istevan into becoming a follower of his goddess. "Righteousness and justice are at the heart of her tenets - values that I believe both of you already exhibit through your actions. And know that she does not expect perfection among her followers, myself included. She knows well that everyone sins, but that some are far heavier than others - and it is we ourselves that measure them in our own lives, and act accordingly." If either of them shows any interest, he will speak of Justicia's Six Decrees and, if either are of a mind to become a follower, welcome them into the fold with a hearty smile.
Personality Check: 1d20 + 1 ⇒ (2) + 1 = 3
Mirinde has heard Clancy speak of Justicia before, but never before with such fervor and quite obviously driven to see another pledge their soul to Her. She wonders if perhaps he's overdoing it a bit... Later, the cleric approaches the elf as the evening deepens to night and offers more healing. "My bond with Justicia will strengthen by dawn's light, but allow me to try and call upon Her assistance one more time this night." He suggests with a warm smile.
Lay on Hands Caster Level Check: 1d20 + 3 ⇒ (17) + 3 = 20 for Mirinde (2 Dice!)
I made a Personality check to maybe give you a baseline of sorts to see if I can make a follower of Justicia out of Zathra (or anyone else willing to listen), but boy he apparently got a little heavy-handed or something. But hey, it was worth a shot anyway! ;) One more attempt to heal Mirinde, since I'll likely have that penalty starting tomorrow morning and I think natural healing for one night won't quite bring her up to full. Better to see it done tonight and get my Disapproval down to 1 tomorrow morning with everyone at full HP!
1st decree: Justice must be blind, but always righteous.
2nd decree: You must remain stout and righteous in the face of chaos and sin.
3rd decree: Everyone sins. Not everyone repents.
4th decree: Mercy is for those who truly deserve it.
5th decree: Some sins are heavier than others. Your hands are the scales that weigh them.
6th decree: The faithful must study the Laws, for only the knowing hammer can strike true.

Mirinde the Elf |

Mirinde is all to happy to retreat from the accursed tower to recover from her wounds. As Clancy speaks of his goddesses tenets she offers a polite smile in reply, although the cleric knew she had little interest in following her dictates. As Clancy calls upon his goddess to heal the remainder of her wounds she recalls their meeting, and the circumstances which led to it, and smiles in thanks. "While I am sure your Goddess and mine own Lady follow different paths, it is...agreeable our paths are now the same. I do count you as a friend. Always remember that - though the future may lead us away from another."

Isteván |

Healing: 2d12 ⇒ (6, 5) = 11
Istevan looks at the others in relief: "I didn't want to say anything, but yeah -- let's try this again tomorrow! I'm wrecked. If the wizard decides to spend the night rebuilding his defenses, well... he'll be that much weaker tomorrow, right?"
****At Camp****
Clancy preaches fervently about his goddess; Istevan listens attentively and with equanimity. But the more Clancy tries to lay claim to his devotion, the more Istevan looks uncomfortable.
"You 'n Justicia've saved my life today," he mumbles, "but, and no offense to you and the goddess -- you're doing great things in the world -- I just don't think we should, er, that is, that I can devote myself wholly to one deity. Justicia for justice and righteousness, yes; but Pelagia for music and travel, or Aristemis for strategy, no?"

Zathra |

Zathra shakes her head as Clancy proselytizes. "You remember that I used to be a beadle in service to Amun Tor, yes? And now that I have become this warrior, it is Crom to whom I cry out for strength. I do not think Justicia is the right goddess for me. But I do appreciate the powers she has granted you to help us find victory in battle!"

Clancy the Just |

Clancy smiles in understanding, knowing that carrying out the will of his Justicia was going to be an uphill battle. To Mirinde, he nods and claps her on the shoulder as he heads to his bedroll. "Always, though I hope our paths align for a long time."
That night, he sends a final prayer to Justicia, before he falls asleep. "I am sorry, Lady. I will accept your divine wisdom in determining the punishment for my failure."
In the morning, he can still feel the connection with Justicia - and that her anger is gone once more. But there is something else... as though sge has turned a cold shoulder in disappointment. Clancy swallows against the hurt, but doesn't allow his inner feelings to show on his face or in his words. He greets the day, and his companions, just as he does on any other morning. As he readies himself for the day's assault against the tower, he speaks optimistically. "Let us hope that the guardian we defeated was the worst that this wizard had to throw at us, yes? If not, I believe we are equal to the task of seeing him defeated regardless."

Isteván |

Istevan tries not to look glum, smiling slightly at Clancy's words of encouragement: "Perhaps we were just having a bad day yesterday, eh? Luck and the gods will see us through."

Degan the Unready |

Degan remains out of the theological discussions, grateful that nobody is attempting to convert him one way or the other.
He nods along politely. "Yes, with blessings from Justicia and Pelagia and Amun Tor and Crom and, um... all of them..."
He is not particularly devout, but will gladly sacrifice to any of the gods a fine white lamb, or failing that, if he can't get a good one at a decent price, then six pigeons.

DM Brainiac |

You return to the Emerald Enchanter's fortress, making your way through the doors and the now-empty hallway. You find yourselves now in a 40-foot by 30-foot room that is appointed as a living room or reception area. Couches, chairs, and tables are arranged to create several comfortable seating areas. Lush rugs cover the stone floors, and colorful fabrics hang over the walls. On the opposite wall are two doors, and between them a 20-foot-wide table topped with a single massive slab of emerald.

Roscoe Nimblepip |

Roscoe tends to stay away from the religious discussions, as he feels that is a private matter, and is not much for preaching... though he doesn't mind others doing so.
I think I'll just remain appreciative of my luck and not question where it comes from.
After spending most of the rest of the afternoon resting, sharpening his hatchets, and reliving his moment of glory in defeating the golem, he is eager for the new day.
Roscoe would have scanned the room for any loot before departing, and perhaps gathered up a couple of broken tiles as souvenirs.
He sees the immense emerald and immediately heads towards it to get a closer look.
"Whoa! Would you look at that"!
Don't really see specific rules for looking for traps so I'll consider this a untrained skill check. Feel free to adjust as needed.
1d10 ⇒ 6 Detect Traps (Maybe +2 for luck score?)

Clancy the Just |

Clancy whistles softly at the sight of the table. "That can't be a real emerald, could it?" He asks curiously. The cleric glances at Degan. "What do you think, is the place trapped? It doesn't seem to be guarded, which is strange - although maybe the golem was meant to be the protector of this chamber." After a moment's pause, he adds. "Perhaps Justicia can assist us, here." Clancy then casts a spell that might give them some idea of where evil lurks - as well as whether there are any traps around.
Detect Evil Spell - Caster Level Check: 1d20 + 3 - 1 ⇒ (13) + 3 - 1 = 15
12-13: Creatures of opposite alignment are potentially detected, as well as objects inherently dangerous in nature (such as traps and cursed weapons). Evil creatures receive a Will save vs. spell check DC to remain undetected by this spell.
14-17: As above, but no Will save is allowed and all creatures of opposite alignment are automatically detected.
Once the thief has poked around (and he himself has had a good look around using the spell), Clancy moves around the room. looking behind the draperies, lifting up the rugs and peering underneath for hidden trap doors mostly. If nothing interesting is found, he'll approach the doors - once they've been searched for traps. "Anyone have a gut feeling about which one to open?" He asks.
That's why we have a thief! I'm not even sure whether the typical character can find traps at all, though it's probably the DM's call, I'd expect. The Detect Evil spell will help at least detect traps, but we'll still need a thief to disarm them - if they can't be circumvented.
Detect Evil: For 60 minutes, the cleric can raise his holy symbol and detect for creatures of opposite alignment, as well as objects that are dangerous in nature (such as traps), detecting them automatically if they are within 60'. If 'evil' is spotted, a heavenly chorus trumpets strident tones of warning. Yeah... sorry, everyone!

Degan the Unready |

"A huge slab of emerald. I have never seen anything like this. I am sure it would be worth far more intact than cut up, but I can't think of any buyer who would be able to afford such an unbelievably valuable thing. Perhaps a master jeweler could cut it into multiple smaller tabletops."
Degan searches the chamber for traps as Clancy suggests.
Find Traps: 1d20 + 3 ⇒ (3) + 3 = 6

Isteván |

Although he marches in the lead, Istevan advances much more cautiously through the fortress than on the previous day: slightly hunched behind his shield, his longsword drawn and ready.
Fully expecting the giant emerald to turn into another golem, he taps it lightly with his sword: "If it is real, we should come back for it on the way out -- must be worth a fortune!"
Once Degan has checked the place for traps, Istevan will join Clancy in front of one of the doors: "Flip a coin? You gotta think they both lead to somewhere equally bad..."

DM Brainiac |

You don't find any traps, nor does Clancy detect any danger. As you approach the table, though, you notice movement from it. Two winged green skulls rise from the tabletop, as if it were the surface of a pond, and flap toward the ceiling. Seconds later, a green-robed, green-skinned man steps from the tabletop to the floor, again emerging from what appears to be empty space below the table.
Clancy: 1d20 - 2 ⇒ (2) - 2 = 0
Degan: 1d20 ⇒ 3
Istevan: 1d20 + 1 ⇒ (8) + 1 = 9
Mirinde: 1d20 - 1 ⇒ (19) - 1 = 18
Roscoe: 1d20 + 2 ⇒ (16) + 2 = 18
Zathra: 1d16 + 1 ⇒ (7) + 1 = 8
Enemies: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19
Before you can react, the man scowls at you, mutters a word to the skulls, then steps back into the tabletop and disappears. The emerald skulls are human-like skulls carved entirely of emerald. They have green bat-wings attached to their craniums and rubies for eyes. They flap about around the ceiling, keeping their distance but watching you through their gemstone eyes...

DM Brainiac |


Clancy the Just |

Clancy eyes the floating skulls warily, but his warhammer is in hand just in case they come swooping down. At Istevan's question, his eyes flicker toward the table.
Spell Check: 1d20 + 2 ⇒ (12) + 2 = 14 vs DC 16
The cleric shakes his head. "I'm not sure, but it doesn't seem likely. What do you suppose those things are doing, then? Guarding the door? If we touch it, they attack?" He asks, directing his question to Mirinde - who seems the likeliest of them to know that answer.
GM, are those skulls 'doing' anything? Attacking? Or just flying around? Clancy will have a readied attack with the warhammer in case one swoops down to attack him - though I've got the feeling they'll be staying at range for their attacks. Is his Detect Evil radar going off with this new circumstance? Whether for evil creatures OR for dangerous traps?

Isteván |

Istevan shrugs: "Back to the doors then -- someone let me know if those things look more aggressive depending which door I approach."
Istevan will go first to the door on the left, rattle it a bit, then do the same on the right. If the skulls don't react, he'll open the right-hand door.

DM Brainiac |

The skulls move to keep an eye on Istevan but don't change their behavior based on which door he goes near. The warrior opens the rightmost door.
A burly emerald soldier stands guard over this hall. He is remarkably lifelike, down to his curly hair and pockmarked skin. He looks in your direction, hefts his emerald axe, and strides toward you.
Clancy: 1d20 - 2 ⇒ (4) - 2 = 2
Degan: 1d20 ⇒ 5
Istevan: 1d20 + 1 ⇒ (7) + 1 = 8
Mirinde: 1d20 - 1 ⇒ (14) - 1 = 13
Roscoe: 1d20 + 2 ⇒ (17) + 2 = 19
Zathra: 1d16 + 1 ⇒ (9) + 1 = 10
Enemies: 1d20 + 2 ⇒ (1) + 2 = 3
Everybody but Clancy may act. The soldier is 20 feet away down a 5-foot-wide hallway.

Roscoe Nimblepip |

BTW Roscoe had already moved to the other door in the previous post, so that's where he's located.
"Darn it! Why is everything so hard and green".
1d16 + 2 ⇒ (14) + 2 = 16 Hatchet 1
1d6 + 2 ⇒ (5) + 2 = 7 Edge 1
1d16 + 2 ⇒ (9) + 2 = 11 Hatchet 2
1d6 + 2 ⇒ (4) + 2 = 6 Edge 2
Spending 2-Luck Points to raise #2 to a 15

DM Brainiac |

Roscoe quickly springs into action. Before anybody else can act, the halfling cuts down the emerald soldier with his axes!
Mirinde may keep her spell since Roscoe's initiative was higher.
The soldier falls to the floor, where his body transforms into flesh and blood before your eyes. The man coughs up blood and manages to whisper, "Ask Thesdipedes to... save my... wife..." Then he slumps back as he dies.
There is are two doors on the west wall in this hallway, as well as a door on the east wall at its far end.

Degan the Unready |

Ninja'd... I was really hoping to post sooner.
"We know these constructs were once people. Perhaps villagers abducted by the sorcerer. Is it necessary to destroy them? Can they be healed? Can we just evade them?
The other one also mentioned Thesdipedes and said that he knew 'the word'."
Degan will search the doors for traps.
Find Traps: 1d20 + 3 ⇒ (5) + 3 = 8

Isteván |

Jostled to one side as the halfling rushes past, Istevan takes a half-step into the room, just in time to see the soldier fall: "Ookay... Nice work with those hatchets, Roscoe! Guess our sparring sessions are paying off," he says with a grin.
To Degan, he responds: "Maybe we could restrain them? At least until we can reverse whatever magic is forcing them to attack us."

Clancy the Just |

Clancy smiles sheepishly, caught totally unprepared. In response to their discussion, the cleric adds. When Justicia smiles on me, I can sometimes paralyze a foe - or even more than one, sometimes. But it is difficult to do so with only a gesture, more often than not her magic imbues my weapons with the ability to paralyze when I strike true. If we are able to do so, perhaps they can be restrained then. Beyond that, striking to knock them out is an option - but consider, it might not be possible when they are in statue form. Flesh and blood fall more easily to such tactics, I would think."
Definitely worth a shot if the circumstances arise - but it'd be potentially dangerous to try if we're in a dire melee battle. Oh, and nice job, Roscoe! You were due, my friend!

Degan the Unready |

"If there is a way to reverse the enchantment, then running away might be an option. Evade and delay, perhaps."
How fast do the constructs seem to be?
@All - obviously, Degan dislikes the "charge into battle and hack them up" idea in large part because he is terribly bad at it and extremely fragile, not just because they are innocent villagers.

Isteván |

Glancing at Zathra "Maybe a good clock on the head with a shield...?"
"Well, but anyway, I certainly would prefer a situation where we don't have to encounter these guards at all. What would you suggest for stealth, Roscoe? Scout ahead? Maybe get rid of those skull-spies?"

Degan the Unready |

"Sure... I guess..."
Degan carefully approaches Roscoe. He seems extremely wary of the halfling now, after Roscoe's comment that he wouldn't mind carving up all of the transformed villagers.
Better hope no such enchantment happens to me...
Find Trap: 1d20 + 3 ⇒ (3) + 3 = 6
"Looks good to me."
He backs away.

Isteván |

Istevan places himself to the side of the door so that he can hop through if needed. In a stage-whisper: "I'll try to be quiet, but this armour is not meant for stealth."

DM Brainiac |

Finding no traps, you open the door. The two emerald skulls continue to follow behind you, flapping their wings to stay aloft.
This room appears to be a library. There are eight bookstands, two of them supporting massive metal-bound tomes. Various reading chairs occupy the center of the room. The two books are huge—each 3 feet across and weighing nearly 60 pounds. They are full of arcane writings. Mirinde can determine their general contents with a few minutes of perusing, but reading them in detail would take a long time. The books are:
Thesdipedes’ Book of Transmogrification: This ancient tome details techniques to transmute one material into another. It contains instructions on the creation of various transmogrification vats, not just of emerald, but also other varieties. It also contains the autobiography of Thesdipedes, a self-acclaimed master transmogrifier who claimed to know all secrets for changing matter.
The Emerald Enchanter’s Blueprints: This book contains the sorcerer’s diagrams, notes, and blueprints for the creation of his transmogrification vats. There are many iterations, starting with minor experiments, small tests, and failed efforts, and leading up to a very complex machine. Also, very importantly, there is a many-folded sheet of thick papyrus stuffed into the back. It is a large sheet, measuring 6 feet by 8 feet when completely unfolded, on which are precise instructions to the level 3 cleric spell speak with the dead.
Mirinde recognizes this as a cleric spell rendered in a way that a wizard or elf could cast it with a one-time bonus of +5 to the spell check—as long as homage is paid to The Hidden Lord, god of secrets, in the form of scarification (treat as 2 points of required spellburn per casting, which stacks with the +5 associated with the scroll). Note that this act of homage could offend a wizard’s existing patron. A wizard or elf can learn the spell as one of his normal spells, provided he has the page to study from over an extended time.

Degan the Unready |

"Is it not worth it to look for this word that Thesdipedes knew? If all it takes is a single word to transform constructs back to villagers, then knowing that word could make our mission much easier as well as less lethal to those we are trying to help. Or perhaps the word controls the constructs. Either way it would be to our advantage."

Isteván |

"Until now, our plan has been to find Thesdipedes -- I think this tome might be all we find of them, so... should we take a bit more time looking for this 'word', either in the large book or in one of these smaller ones?"
Sounds like Mirinde might be best placed to understand the content of the books, but Istevan will take a look if she doesn't want to bother. Otherwise, he'll take a look at the other books and the rest of the room.