| GM Pablo | 
Buchart and Anaba work together to open the door 
Str Check 1: 1d20 + 4 ⇒ (4) + 4 = 81d20 + 3 ⇒ (18) + 3 = 21 
The rain seems to have swollen the wood, but together they are able to push it open. Buchart tosses in a lighted stone and reveals the entire area.
As the heavy doors swing open, the light reveals a long chamber with risen platforms on either side. A faded painting of Kassen is on the far wall. The room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.
Buchart Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Cela Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Fernleaf Perception: 1d20 + 6 ⇒ (10) + 6 = 16
Rolande Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Sekkim Perception: 1d20 - 1 ⇒ (6) - 1 = 5
There are closed doors on the Eastern and Western walls 
You can tell the wailing is coming from the East. Surveying the carnage you count perhaps eight skeletons, but two looked pretty smashed up as well as the two bodies and two backpacks.  As you are looking about the room from the doorway six skeletons rise to attack,
Buchart Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Cela Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Fernleaf Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Rolande Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Sekkim Initiative: 1d20 + 8 ⇒ (19) + 8 = 27
Skeletons Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
I Added Crypt of the Everflame Map link to the top of the forum 
Initiative!
Sekkim
Skeletons
Cela + Kitty
Fernleaf 
Buchart
Rolande
Anaba
|  Buchart | 
"I told you!" I scream as I prepare for spell combat and let it fly at the skeleton that approaches me! Casting Disrupt Undead defensively as a cantrip, spell first and striking with the flat of my sword.
 Concentration: 1d20 + 10 ⇒ (18) + 10 = 28
 Ranged Touch: 1d20 + 1 ⇒ (9) + 1 = 101d6 ⇒ 3
 Longsword: 1d20 + 3 ⇒ (1) + 3 = 41d8 + 4 ⇒ (8) + 4 = 12
Well, that's some concentrated whiffage!
| Rolande Deerborne | 
"I know you did Buchart!"  I will move forward to the right running somersault to the pillar on the right (using the pillar for partial cover,) which brings me within 20 ft for some point blank two handed action! I will
Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15
Pistol: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: Pistol + Up Close and Deadly: 1d8 + 1d8 ⇒ (4) + (7) = 11
| Anaba | 
Prepare to become nothing more than dust, you cretins!!!
Snarling and crouching into my battle stance, I roll my neck back and forth to pop the kinks out and grab my masterwork broad sword with both hands. I cleave my sword at the closest skeleton.I am assuming I can't "intimidate" skeletons.
Perception: 1d20 + 7 ⇒ (8) + 7 = 151d10 + 8 ⇒ (1) + 8 = 9
| GM Pablo | 
Cela no you didn't miss we were not in combat - you are up now! Roll. If you or Kitty want to move into combat will require 3 acrobatic checks to pass the skeletons. or use ranged/spells.
Anaba same as Cela, no room to get to the skeletons. You can wait until there is an opening, or try to move into the room possibly provoking an attack of opportunity (AOO). (Roll three acrobatic checks to do so). FYI +4 to hit the prone ones with a melee weapon and -4 to hit them with ranged.
Sekkim steps to the left of the open door and casts grease in the center of the room.
The skeletons advance, but have problems negotiating the slippery surface.
Skeleton 1 Grease DC15: 1d20 + 2 ⇒ (17) + 2 = 19 
Skeleton 2 Grease DC15: 1d20 + 2 ⇒ (2) + 2 = 4
Skeleton 3 Grease DC15: 1d20 + 2 ⇒ (7) + 2 = 9
Skeleton 4 Grease DC15: 1d20 + 2 ⇒ (4) + 2 = 6
Skeleton 5 Grease DC15: 1d20 + 2 ⇒ (20) + 2 = 22
Skeleton 6 Grease DC15: 1d20 + 2 ⇒ (19) + 2 = 21
Three of the undead slip and fall while 3 make it through.
One of the skeletons swings with a rusty scimitar and tries to rake Buchart with his claws.
Skeleton 1 Rusty Scimitar: 1d20 ⇒ 161d6 ⇒ 4
Skeleton 1 Claw: 1d20 - 3 ⇒ (10) - 3 = 71d4 + 1 ⇒ (2) + 1 = 3
The skeleton hits Buchart with the scimitar for 4 points.
Buchart swings and misses
Rolande bravely dives through the skeletal crowd into the room foregoing the cover or chokepoint of the door! (Need two more Acrobatic checks to avoid attacks of opportunity before you fire. FYI Crits are on the natural roll not modified results.
Party up!
Cela + Kitty
Fernleaf 
Anaba
Sekkim 
Skeletons 
Buchart -4
Rolande
| GM Pablo | 
Rolande dives betwwen the defenders and one takes a swings at him
Skeleton Rusty Scimitar: 1d20 ⇒ 3 and misses.
He fires and hits the skeleton behind the one in front of the door in the spine splintering it in two and it falls.  
Party up! 
Cela + Kitty 
Fernleaf 
Anaba 
Sekkim 
Skeletons 
Buchart -4 
Rolande
FYI Rolande killed one of the skeletons that did not take an AOO, so only one can AOO this round, just need 1 acrobatic check to move in now.
| GM Pablo | 
Rolande, I did when you moved by the skeletons. See your email or go to Attack Of Opportunity (AOO)..
| Cela | 
Attack on nearest skeleton
Spear: 1d20 + 3 ⇒ (8) + 3 = 11
dice=Spear damage]1d8 +2[/dice]
Kitty attack
Claw 2: 1d20 + 4 ⇒ (15) + 4 = 19 Claw 2 Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Claw 2: 1d20 + 4 ⇒ (2) + 4 = 6 Claw 2 Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Bite: 1d20 + 4 ⇒ (19) + 4 = 23 Bite Damage: 1d6 + 1 ⇒ (1) + 1 = 2
| GM Pablo | 
Cela moves in and throws her spear at the far skeleton, but misses FYI your spear only does 1d8 damage no +2
Celas cat moves in with claw claw bite on the prone skeleton (+4 to hit)
1st Claw Hits! Re-rolling 1d4+1 not 1d6+1
Claw 1: 1d4 + 1 ⇒ (1) + 1 = 2
and also a hit with the bite which takes out the skeleton.
Fernleaf saps the skeleton on the ground for 2 damage yes it is blunt damage
Sekkim moves in and hits but only 1 point is effective.
The skeleton #4 swings his sword and claw (prone extra -2) at Fernleaf.
Skeleton Rusty Scimitar: 1d20 - 2 ⇒ (7) - 2 = 5
Skeleton Claw: 1d20 - 3 - 2 ⇒ (4) - 3 - 2 = -1
He misses badly then tries to stand up. 
Stand up: 1d20 + 2 ⇒ (4) + 2 = 6, slips and remains prone
Sekkim, Fernleaf and Kitty get a single AOO (Roll once each to hit with your best attack at +4)
Skeleton #2 tries to stand Stand up: 1d20 + 2 ⇒ (19) + 2 = 21 and succeeds moving 5' in front of Sekkim.
 Party is up! (AOOs first please!)
Buchart -4 
Rolande 
Anaba
Cela + Kitty
Fernleaf
Sekkim 
Skeleton 2 
Skeleton 4 -3
|  Sekkim | 
no problem.
Sekkim carefully considers his possible courses of action. He could run in and swing an edged weapon, or fire blunt magic... into melee. Considering the situation well in hand, he takes the most rational possible action.
Move action: put away sword.  draw bottle of brandy from backpack.
Standard action: take drink of brandy.
| GM Pablo | 
Fernleaf and kitty miss their AOOs, Buchart misses and Rolande misses with his pistol (-8 from prone and attacking into combat).
Cela retrieves her spear and stabs skeleton #2 for 7 points, but only 2 goes through.
Sekkim watches in amusement as he takes sips of brandy as the group struggles to finish off the two prone and floundering skeletons.
Anaba 
Kitty one more bite at +4
Fernleaf one more sap at +4
Skeleton 2 -2
Skeleton 4 -3
Buchart -4 
Rolande 
Cela 
Sekkim - on delay drinking in amusement
| Anaba | 
Still yourself evil skeletons! You will be at peace in just a moment!
I cleave my sword with both hands and attack the floundering skeletons.
Cleave Attack: 1d20 + 7 + 4 ⇒ (5) + 7 + 4 = 161d10 + 8 ⇒ (9) + 8 = 17 
Cleave Attack: 1d20 + 7 + 4 ⇒ (2) + 7 + 4 = 131d10 + 8 ⇒ (4) + 8 = 12
| GM Pablo | 
Anaba hops on the platform and kills one
Finishing the attacks to expedite.
Kitty Bite: 1d20 + 3 + 4 + 2 ⇒ (3) + 3 + 4 + 2 = 121d6 + 3 ⇒ (6) + 3 = 9 
Fernleaf Sap: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 1 
Fernleaf whacks the skeleton with just enough to end its undead existence.
Out of Combat!
You look about the room.
Anaba Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Buchart Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Cela Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Fernleaf Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Rolande Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Sekkim Perception: 1d20 - 1 ⇒ (15) - 1 = 14
The two dead bodies are adults, so most likely the villagers who came to rescue the youth.
Also in the chamber is a pair of backpacks. One of the packs contains a large pillow and two quivers (each containing 10 blunted arrows). The
other pack has 2 days’ worth of rations, a full waterskin, and a pair of smokesticks.
This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
There are two doors East and West - you hear faint wailing from the Western door.
Actions?
|  Fernleaf Ivy_ | 
We will pick up the gold and the smokesticks for sure. Rations and water, too. Ya never know. 
I vote we head to the wailing door. It is annoying me. 
I will look the door over carefully and check for traps.
Perception: 1d20 + 6 ⇒ (5) + 6 = 11
While the decision is being made, I will also check out the East door carefully as well.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
| GM Pablo | 
Fernleaf inspects the doors and finds no traps and both doors unlocked. The wailing is faint (probably not someone just behind this door)
Sekkim checks the skeleton under the horse. After a bit of prying and perhaps some help from Anaba, the horse is moved revealing a crushed skeleton. Similar to the skeletons inside, the bones are clearly very old.
You also find a full pack under the dead horse. Inside are 2 days’ worth of rations, a pair of large, comfortable pillows, a quiver with 10 blunt arrows, and 2 flasks of lamp oil.
Buchart you still have 4 points of damage.
 
	
 
     
    