
Yardra |

Yardra Fort vs. disease red: 1d20 + 4 ⇒ (13) + 4 = 17
Yardra Fort vs. disease silver: 1d20 + 4 ⇒ (5) + 4 = 9
Yardra Fort vs. nausea red: 1d20 + 4 ⇒ (20) + 4 = 24
Yardra Fort vs. nausea silver: 1d20 + 4 ⇒ (11) + 4 = 15
Yardra fails a disease save once more, but is still not puking, which is good. She and Daimal move back, then she casts another burning hands
burning hands: 5d4 ⇒ (2, 1, 2, 1, 3) = 9 <- DC 19 for half, 1.5x damage
DAMNDAMNDAMN I HOPE THEY FAIL THEIR SAVES LOL

Yardra |

Yardra Fort vs. disease: 1d20 + 4 ⇒ (20) + 4 = 24
Yardra Fort vs. nausea: 1d20 + 4 ⇒ (15) + 4 = 19
Daimal Fort vs. disease: 1d20 + 10 ⇒ (13) + 10 = 23
Daimal Fort vs. nausea: 1d20 + 10 ⇒ (17) + 10 = 27
Stepping back once more, Yardra fires off one more burning hands to finish off the last swarm.
burning hands: 5d4 ⇒ (2, 4, 1, 2, 1) = 10

Yardra |

Now that all the swarms are dissipated, Yardra and Bralman start looking over their haul. Yardra will begin stuffing piles of gold into the makeshift sacks on Daimal's sides, and Bralman will check out the chests. If they're locked, he'll start making Strength checks to break them open.
What are the chests made of? Wood or stone?

jooker |

Chests are solid wood, metal banded. Locks on the chests seems to be of good quality.
Upon closer inspection, any weapons or armor in the pile seem to be art objects rather than functional.
You find 13247 copper, 8296 silver, 4624 gold, 947 platinum, and 4000g worth of art objects.
Keep in mind 50 coins is 1 pound. Assume the art objects are 100g/lb

Yardra |

Bralman will take as much time as necessary to pry open all of the chests.
Taking 20 and guidance for a 24 on each one.

Yardra |

After a few hours of sorting their loot and packing most of it onto the slightly overloaded tiger companion, (AND HEALING)
Healing Yardra:
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Healing Bralman:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Healing Daimal:
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Yardra and her companions head toward the left-most door of the treasure room.
Bralman Perception to see traps?: 1d20 + 9 ⇒ (9) + 9 = 18

Yardra |

The party moves on to the next door in the center of the room.

Yardra |

Bralman will attempt to break down the door!
Strength: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21 with guidance

jooker |

You smash through the door. As you break through, you hear a click and an arrow slams Bralman's chest.
Arrow Trap: CR 9; mechanical; Perception DC 26; Disable Device DC 22; Trigger location; Reset manual; Effect Atk +15 ranged (7d6/x3)
attack: 1d20 + 15 ⇒ (11) + 15 = 26
damage: 7d6 ⇒ (3, 5, 2, 2, 6, 6, 2) = 26
Inside the room there are six skeletons sitting at a round table. Each is wearing a crown and armored with a breastplate. As the door bursts open, they stand and heft longswords and shields.

jooker |

red: 1d20 + 5 ⇒ (19) + 5 = 24
orange: 1d20 + 5 ⇒ (10) + 5 = 15
green: 1d20 + 5 ⇒ (4) + 5 = 9
blue: 1d20 + 5 ⇒ (6) + 5 = 11
purple: 1d20 + 5 ⇒ (8) + 5 = 13
black: 1d20 + 5 ⇒ (3) + 5 = 8
B: 1d20 + 2 ⇒ (13) + 2 = 15
Y: 1d20 + 2 ⇒ (14) + 2 = 16
D: 1d20 + 2 ⇒ (19) + 2 = 21
Init: red, D, Y, orange, B, purple, blue, green, black
Red charges Bralman.
attack: 1d20 + 9 ⇒ (20) + 9 = 29
attack: 1d20 + 9 ⇒ (2) + 9 = 11 damn, doesn't confirm.
damage: 1d8 + 3 ⇒ (8) + 3 = 11
Daimal is up.

Yardra |

Bralman takes an arrow to the chest and then a skeleton smacks him, and he's hurting pretty badly.
"Daimal! Flank!" Yardra says, and then readies to cast a burst of radiance as soon as two or more of the skeletons are within a 10-ft. square.
Daimal attempts Acrobatics to move through the skeleton's square.
Acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29
He then attacks with a bite.
bite: 1d20 + 14 + 2 - 2 ⇒ (1) + 14 + 2 - 2 = 15 with Power Attack
damage: 1d8 + 7 ⇒ (5) + 7 = 12 bludgeoning, piercing, and magic plus grab: 1d20 + 16 + 2 - 2 ⇒ (1) + 16 + 2 - 2 = 17
Unfortunately his bite misses horribly. :(
STUPID KITTY!

Yardra |

Knowledge (religion): 1d20 + 11 ⇒ (17) + 11 = 28
Seeing the skeletons using advanced tactics, she takes another look at them and identifies them as...

Yardra |

Bralman struggles to continue fighting despite the massive amount of damage he has taken in a short time. Knowing his scythe will be totally useless against these undead bastards, he will bash at it with his shield twice.
shield bash: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
damage: 1d4 + 3 ⇒ (4) + 3 = 7 plus sneak: 2d6 ⇒ (3, 2) = 5
shield bash: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
damage: 1d4 + 3 ⇒ (1) + 3 = 4 plus sneak: 2d6 ⇒ (2, 2) = 4
He then uses an immediate action to study the skeletal champion, since he hit it with sneak damage.
Unfortunately, he doesn't deal a lot of damage.

Yardra |

Yardra's readied spell goes off, catching several (four?) of the skeletal champions in it.
burst of radiance: 5d4 ⇒ (2, 4, 2, 2, 2) = 12 radiant light damage, Reflex DC 20 or blinded for rounds: 1d4 ⇒ 2, if they make the save, just dazzed for that many rounds.
Make sure to move Yardra down in initiative to behind the skeletons now.

Yardra |

Daimal the Wonder Kitty full-attacks the red skeleton.
bite: 1d20 + 14 + 2 - 2 ⇒ (17) + 14 + 2 - 2 = 31 (flank, power attack)
damage: 1d8 + 9 ⇒ (5) + 9 = 14 B&P, magic plus grab: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
claw1: 1d20 + 14 + 2 - 2 ⇒ (12) + 14 + 2 - 2 = 26 (flank, power attack)
damage: 1d6 + 9 ⇒ (2) + 9 = 11
claw2: 1d20 + 14 + 2 - 2 ⇒ (14) + 14 + 2 - 2 = 28 (flank, power attack)
damage: 1d6 + 9 ⇒ (3) + 9 = 12
If any of these destroy that skeleton, he'll use the other attacks on the blue one.

Yardra |

Bralman five-foot-steps forward and attacks the orange skeleton with two shield bashes.
shield bash: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 1d4 + 3 ⇒ (1) + 3 = 4
shield bash: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d4 + 3 ⇒ (2) + 3 = 5

jooker |

Init: red, D, orange, B, Y, blue, purple, green, black (purple delays and this is the new init)
Orange dies. (Assuming the tiger clawed it with the 3rd attack)
Purple waits for blue to get into position.
Blue attacks the tiger.
attack: 1d20 + 9 ⇒ (9) + 9 = 18
Purple attacks the tiger.
attack: 1d20 + 9 ⇒ (9) + 9 = 18
Green attacks the tiger.
blinded: 1d2 ⇒ 2(2 hits)
attack: 1d20 + 9 ⇒ (1) + 9 = 10
Black attacks the tiger.
blinded: 1d2 ⇒ 1(2 hits)
attack: 1d20 + 9 ⇒ (6) + 9 = 15
All 4 whiff. (Youuuu Bastard)

Yardra |

Bralman will attempt to Acrobatics to flanking against blue.
Acrobatics: 1d20 + 10 ⇒ (5) + 10 = 15
He will then attack with a shield bash.
shield bash: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Daimal will then triple-attack blue (or reallocate the attacks if it dies.)
Bite: 1d20 + 14 + 2 - 2 ⇒ (15) + 14 + 2 - 2 = 29
damage: 1d8 + 9 ⇒ (4) + 9 = 13 plus grab: 1d20 + 16 + 2 - 2 ⇒ (20) + 16 + 2 - 2 = 36
claw1: 1d20 + 14 + 2 - 2 ⇒ (14) + 14 + 2 - 2 = 28
damage: 1d6 + 9 ⇒ (6) + 9 = 15
claw2: 1d20 + 14 + 2 - 2 ⇒ (7) + 14 + 2 - 2 = 21
damage: 1d6 + 9 ⇒ (3) + 9 = 12
Finally, Yardra tosses another burst of radiance in the same spot, hitting black and green.
burst of radiance: 5d4 ⇒ (2, 4, 4, 2, 1) = 13, DC 20 or blinded for round: 1d4 ⇒ 2, if they make the save, dazzled for that number of rounds.

jooker |

Bralman stands there with his thumb up his butt, useless. Daimal kills blue, moves to purple, kills it too. Then the burst of radiance finishes the last two off.
Combat over.
On the skeletons you find (6x breastplate, heavy steel shield, masterwork longsword) plus misc jewellery valued at 600g total.

Yardra |

The adventurers pick up the jewelery, leaving the armors and weapons, and search the rest of the room for treasure.
Perception Bralman: 1d20 + 9 ⇒ (17) + 9 = 26
Perception Daimal: 1d20 + 9 ⇒ (19) + 9 = 28
Perception Yardra: 1d20 + 1 ⇒ (18) + 1 = 19
If they find nothing, they move to the door to the West, check it for traps, and open it.
Perception Bralman: 1d20 + 9 ⇒ (7) + 9 = 16
Perception Daimal: 1d20 + 9 ⇒ (16) + 9 = 25
Perception Yardra: 1d20 + 1 ⇒ (13) + 1 = 14

Yardra |

Finding nothing there, they go back through the now-mostly-empty treasure room and open the North-most door after checking it for traps.
Perception Bralman: 1d20 + 9 ⇒ (13) + 9 = 22
Perception Daimal: 1d20 + 9 ⇒ (13) + 9 = 22
Perception Yardra: 1d20 + 1 ⇒ (5) + 1 = 6

Yardra |

Move forward to the door.
Yardra also heals Bralman.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

jooker |

As you walk through the hallway, you hear a click.
Falling Block: CR 7; mechanical; Perception DC 22; Disable Device
DC 22; Trigger location; Reset none; Effect Atk +13 melee (7d6);
multiple targets (all targets in a 10 ft. square area)
Bralman: 1d20 + 13 ⇒ (4) + 13 = 17damage: 7d6 ⇒ (1, 3, 5, 1, 2, 1, 4) = 17
Daimal: 1d20 + 13 ⇒ (5) + 13 = 18damage: 7d6 ⇒ (3, 4, 3, 6, 5, 1, 4) = 26
A block of wood the size of a boulder falls from the ceiling and blocks your path. Luckily both Bralman and Daimal dodge the block. Unfortunately Bralman is now separated from the group.

Yardra |

Seeing that Bralman is cut off and their only passage that hasn't been explored seems to be hopelessly blocked, Yardra decides it's time to give up for the day. She yells to Bralman "I'm going to teleport us out of here! Nothing we can do about this block!"
Then she lays down and falls asleep. :-P

jooker |

You are returned to the entrance of the deep. A crisp, clear bell sounds when you arrive, and attendants immediately come to see if you are in need of magical services.
When you are recognized as an adventurer braving the deeper parts, a small crowd gathers to see what you pulled from the deep. With your impromptu saddlebags overflowing and the tiger heavily weighed down, you are quickly the center of attention.

Sarvik |

"This should be fun."
The group moves forward. Arlana keeps her bow drawn and 1 handed. She moves at 1/2 speed taking 10 looking for traps (noted above).
When she gets to the door she makes an active perception on it.
perception: 1d20 + 12 ⇒ (3) + 12 = 15 (+3 vs traps not included)
Sarvik will also take a look.
perception: 1d20 + 20 ⇒ (12) + 20 = 32

Sarvik |

"Arlana opens the doors."

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You open the door into a large room. A narrow shaft falls into this room from above, and the north and west walls are covered in scorch marks, possibly from some magical fire spell long ago.
There is an open archway to the North, through which you can see another room. You see lit candles scattered across the floor in that room, and a strange rune scrawled on the Western wall.
There is a wooden portcullis to the East, mostly obscuring the view into the room beyond.

Sarvik |

The dragons take straight lines across the room, clearing the areas for pressure plates.
If the area is clear, Sarvik and Arlana follow.

Sarvik |

Arlana and Sarvik check the door.
perc. Arlana: 1d20 + 12 ⇒ (17) + 12 = 29 (+3 vs traps not included)
perc. Sarvik: 1d20 + 20 ⇒ (10) + 20 = 30

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The portcullis in front of Sarvik blocks a simple hallway. You can't quite see the end of the hallway from here, but you think there MIGHT be something in the corner of the hall that ends.
The portcullis itself will need to lifted or broken. (DC 25 Strength to lift, DC 28 break, hardness 5 and 30 hp).
While looking at the portcullis, Sarvik also notices a secret door to the South.

Sarvik |

The dragons take turns biting the bars.
damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15 (green)
damage: 2d6 + 9 ⇒ (3, 3) + 9 = 15 (red)
damage: 2d6 + 9 ⇒ (2, 2) + 9 = 13 (green)
damage: 2d6 + 9 ⇒ (2, 1) + 9 = 12 (red)

Sarvik |

Sarvik commands one of the dragons to fetch the box.
One of the dragons walks to the box, grabs it in its mouth and brings it to Sarvik.

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When the dragon picks up the box, it is zapped with a lightning bolt (CL 10th).
lightning: 10d6 ⇒ (1, 1, 4, 5, 6, 4, 6, 3, 2, 1) = 33 Reflex DC 17 for half.
After being shocked, it brings the box over, and you see that the cloth wrapping the box is a magical robe of some type, covered in different types of patches.
The box itself is not locked, the lightning being the only trap on it. If you open it, you find four potions which look like they may be healing potions.

Sarvik |

The dragon roars in surprise but is still standing. After 6 rounds, his wounds close themselves.
Sarvik will cast detect magic on the items.
(take 10 on spellcraft, result:20)

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The potions are each cure serious wounds. The cloak is a robe of useful items.