Thinking that the spirits have smiled upon her for placing into her hands such a great weapon for smashing things, especially things made of brittle bones, Ka'kara gets a big grin.
I wanted to see if your Spirit Slam was due a critical confirmation roll with the natural 20 (the answer appears to be yes), but I noticed that the slam only works against living foes, partially because it deals negative energy damage.
The wee sorceress tries to work for a good angle on a skeleton and fires a golden ray at the thing.
Reacting with surprising speed Gregori drops his sword point down, the razor sharp blade sticking into the ground as he draws a warhammer from it's place in his belt, while slamming his shield into one of the skeletons, the polished steel lion's head animating with a roar, steel teeth claming down on black bone.
If the skeletons are still alive:
Lyria notices the slow skeletons get hit by her friends, but still decides to try and be useful by raising her holy symbol and whispering a short prayer while channeling positive energy.
Channel Energy: 3d6 + 5 ⇒ (6, 2, 1) + 5 = 14 of damage to each skeleton; they can't add their channel resistance to their save.
Ignoring its piteous wail, you crush the remaining skeleton (earning 567 xp each). The room behind the door you just smashed contains a number of smashed boxes and crates and little else. There are no visible exits.
Beyond the door the skeletons came out of there is a long corridor going south.
Updated dungeon map. What remains to explore is the door at the end of the hall, the corridor the skeletons came out of, the stairs, and the three remaining doors in the first room on the level.
The door is not locked. Not trapped either as far as you can tell. Bu strangely, the walls, ceiling and floor of this small and irregularly shaped room are made of hard-packed dirt. As you look up, a slight trickle of loose dirt falls from the ceiling to the ground.
There is a passage turning left at the back of the room.
"There could be some trap here that will simply collapse all the ceiling on us, or possibly behind us after we move ahead", Lyria says while staying at the edge of the room, nervously looking up"
Showing that she is concerned about being buried alive as much as anyone the barbarianess pauses and carefully examines the ceiling. Taking a cue from Lyria she stays to the edge of the chamber and treads carefully to get across the room.
As Ka'kara enters the room, some dirt falls from the ceiling at every step, but she manages to get across the room without incident.
The narrow passage at the back leads into a room lit by sunlight that trickles in from cracks in the ceiling. Innumerable fungi cover the walls and floor. Bats can be seen flitting about the ceiling, and rat squeaks can be heard within the cave. A rotted rat corpse lies a few feet inside. Various mosses, plants and rat tunnels occupy this room.
There are no visible exits (apart from the rat tunnels) and no monsters larger than a rat to be seen.
Ka'kara will take a 20 (for a 28 total) perception searching the room before leaving. If she finds nothing then we'll go to the other hallway and continue in our standard search pattern of looking for traps and secret doors until we reach the next door at which point Ka'kara will search it and then open it (with greatclub help if needbe).
Ka'kara's searching stirs up some yellow mold (Fort 15 please) but nothing much else of interest. You get 400 xp each for that.
I think I will have to start a new thread to get my dot back. Please join me there. I keep forgetting about this game when it doesn't pop up in the list, sorry.