
Truk'tosh |

Truk nods and flurries with his staff against the assembled undead before retreating a step alongside Iolana.
Flurry: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Flurry: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 8 ⇒ (6) + 8 = 14

DM Bloodgargler |

Another skeleton falls from Truk'tosh's blow.
The two remaining battered skeletons advance, and claw at your front line.
6 damage to Iolana
vs Iolana: 1d20 + 2 ⇒ (1) + 2 = 3
1d4 + 2 ⇒ (4) + 2 = 6
vs Iolana: 1d20 + 2 ⇒ (17) + 2 = 19
1d4 + 2 ⇒ (4) + 2 = 6
vs Truk: 1d20 + 2 ⇒ (16) + 2 = 18
1d4 + 2 ⇒ (2) + 2 = 4
vs Truk: 1d20 + 2 ⇒ (16) + 2 = 18
1d4 + 2 ⇒ (2) + 2 = 4
Round 4
Party
Skeletons

Iolana Zerengo |

Str 12/Dex 13/Con 13/Int 17/Wis 12/Cha 14
HP 19/27
AC (lamellar armor) [Tot 17] [Touch 12] [FF 15] (armor+4 dex+1 dodge+1 natural+1)
CMB:+4 (+3BaB +1strength)
CMD:15 (+3BaB +1strength +1dexterity +10)
Fortitude save +5 (+4base +1con)
Reflex save +2 (+1base +1dex)
Will save +5 (+4base +1wis)
BaB+3
Initiative+1
Perception +7
Caster level check +11
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(armor check pen. not included)
Climb +6 //Intimidate +7 //Knowledge Arcana +10 //Profession(Sailor) +5
Spellcraft +10 //Swim +7 //Sense Motive +4 //Survival +9
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Speed 30ft/9mtr
+1 Scimitar [att+5 dam1d6+2 18-20/x2 type S]
Shortbow [att+4 dam1d6 x3 60ft type P] 14 arrows
Prepared Spells :Level 0(cantrips):Daze(will DC13);Acid Splash(1d3 acid);Light;Detect Magic
Level 1:Shocking Grasp x2(4d6 elect)
Level 2:Web (reflex DC15);
Arcane Pool(1/2 magus level+int mod)[0]
Carrying 40lbs/light encumbrance/check penalty -1
Fatigue begins to take its toll on Iolana, as the skeleton's claws open skin and flesh on her face, arm and thigh. All small cuts, but they are painful.
"OUCH ! I couldn't avoid those attacks,i'm really exausted."
Panting, the girl keep slashing and retreating.
attack nearest foe: 1d20 + 5 ⇒ (15) + 5 = 20
slash damage: 1d6 + 2 ⇒ (1) + 2 = 3
one 5' step back

Truk'tosh |

With a vengeance, Truk smashes the final skeleton.
Flurry: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 8 ⇒ (3) + 8 = 11
Flurry: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 + 8 ⇒ (4) + 8 = 12

DM Bloodgargler |

You have two bags of holding now, so you could have everything easily stowed...
With everything gathered you make your way down the hall, and through the trapped room. Once you reach the first intersection, you hear the sound of rushing water. The door at the end of the hall to the south is now open, and there is a globe of light hovering just beyond.
"Gahbone? You dere?" *Snort* "Door is leaking."
The first chamber is flooded with 2 or 3 feet of water. There is a constant stream spraying from the frame around the closed main door.

DM Bloodgargler |

You reach the bridge (where the the first skeletons hurled their spears), and can see the few feet of water filling the chamber below.
With the current rate of water coming through the door, you estimate somewhere between one to a few hours before the level will reach this bridge. (...assuming the stone around the frame does not crumble further)
(FWIW Most of the complex has been at the same level as this bridge.)

Piendy Slurb |

Piendy blows a couple snotrockets off the bridge, then points to floating debris.
"Bony robed guys opened the door, then got smashed up from the water. I came in and closed it right away. I swear I closed it right, but it's not sealing."
Ideas, creative solutions, skill checks...

DM Bloodgargler |

You find no enemies in the chambers to the south.
The first and largest room is covered in crumbling runes and carving - written in Azlanti. There is a recurring image of a fanged skull... through the various iterations of it, you are able to determine it is of the same individual as the statue... Zura. Otherwise, the chamber is littered with broken bone and broken bits of ornate wooden furniture.
Anyone who can read Azlanti can decipher these - or DC30 Linguistics. DC12 linguistics to copy the writing with what time you have remaining.
The second room has crumbled into the subfloor. Several small 3' tunnels branch out from it. At first glance it looks to mostly be filled with doll parts.
The third area is made up of six adjoined cell-like rooms. First glance: At the foot of each rotting bedroll, is a dessicated prayer rug and footlocker. There are misshapen metal bowls on top of each foot locker.
let me know which area you are investigating and Perception (plus other appropriate) rolls
Scriptorium (largest room)
Doll part pit
Priest cells

Garborn Herwonkir |

"All these r...runes...I...I wish I co...could read them.
Th...th...they might be I...important."
Garborn heads over to the priests cells, searching for anything that he can pick up and bring with him.
Perception: 1d20 + 9 ⇒ (15) + 9 = 24

DM Bloodgargler |

Garborn discovers the metallic bowls are actually adamantine "masks" of screaming faces - as if poured in molten form onto someone.
They now contain a few molding trinkets and gems.
Inside the footlockers are the remnants of rotted cloth, and incense sticks. (these are all the same, but different from those found earlier)

DM Bloodgargler |

I am going to move things along... I will post everything you've found when you get back to camp.
You gather, study, and copy what you can before Piendy hollers that it is time to get moving. You reach the entrance chamber as the water begins to crest over the bridge.
Mugambi uses the staff to grant you each a bubble of breathable air before you dive in. The door opens easily... with the room flooded there is less water pressure to contend with than you could have faced. There is still a fair flow you must swim against until you get beyond the door.
You swim up to the surface to the calmest weather you have seen since arriving... barely a breeze, and only a few harmless clouds in the sky. You are still surrounded by cliffs, open water, and waterfall. The only way to shore you recall seeing is the ramp by the lizardfolk's waterfall.

Truk'tosh |

Back to camp!

DM Bloodgargler |

You arrive at the old Thrunefang camp late morning. There is a great deal of whooping and cheering from your less adventurous campmates.
Tol rushes up to Gatherine... emotion breaks the seal as he comes within a few steps. His eyes water as he hugs her tight. The timid native women have returned, and appear to be preparing a meal. They look nervous when you arrive, but nearby Jask quietly speaks with them, and they seem to relax a bit.
There are a couple toppled and branch-stripped trees nearby - apparently some type of project begun by your campfellows.

Gatherine 'Taboofox' Deepheavy |

Gatherine nearly bowled Tol over in her haste to embrace him in a hug,eyes squeezed shut and leaking tears of relief and joy.She told him excitedly of all the things they had encountered and discovered while they were apart.
Gorra nicked and joined the hug,lowering her neck to rest across their heads and hooking a foreleg around them in a hug that left the war mare standing upon three legs.

Tol Cherthand DMPC |

Everyone gathers for lunch, and eke stories out of those of you who had not slipped away for rest. The native women listen through Jask's translations, and consequently react to the juicy bits several seconds after the others. By the end Tol has to stop them from worship-like bowing on their knees... "Now now... that kind of ego-puffery is the last thing Miss Gatherine needs." He groans as he lifts them to their feet.
You start to notice how old Tol is looking... He does not seem to be thriving here. He looks worn out.
Tol then gets to business. "So we have a few things on our plate. Obviously, get off this island, but it'd be nice if we could at least make an effort to find that pair of headstrong ladies."
"Also... I don't know if it's a good idea or not, but that dryad mentioned some blight she'd appreciate us looking into."
He stands and lets his horse Gorra lick his bowl."Last thing... I'd like to know a bit more about this newcomer here." He juts his chin toward Garborn. "Are we certain that ape and lizard aren't dangerous?"

Iolana Zerengo |

"Garborn helped us in all the fights and Fleek and Gorba, his animals, proved trustworthy mr. Cherthand. I too think we should try and locate Sasha and Aerys, but would only look into the dryad's blight if we happen to walk near there while doing something else,not particularly interested."

Truk'tosh |

Truk nods agreement at the mention of getting some rest.
"You think you gotta a way off this rock?" he grunts. "Because I think I've had just about enough of it."

Mugambi |

Sorry, I had lost the dot.
Mugambi agree with Truk. Enough of island, all spirits rest now. Time to move on. The tribesman is too tired to fear his usual nightmares, he welcomes any chance of rest with all his heart.

Gatherine 'Taboofox' Deepheavy |

Gatherine reclined on the sand,chewing on some rations as she mulled over her own thoughts.Well,we saw a ship down below but its submerged again so i suppose our best bet is fixing that lighthouse. That'll take some doing and i'm in no particular hurry at the moment. The tree-lady wanted us to clear a blight from the isle and we did agree in exchange for her help. And then there's the fact that chupacabra is still lurking about,liable to pick us off while we're here. l wanna trophy--and that thing's ugly hide an' head turned into a cloak is good enough!

Syndlara Sil'Parim |

"Aye, even if the flying demon-thing weren't still around, I'd like to help Aycenia. She did help us, after all," Syndlara says, agreeing that the group should help the dryad. "Besides, it's going to take some time to figure out how to get off this rock."

Iolana Zerengo |

"I wouldn't worry about supplies,i can gather them myself but we'll have to search this isle anyway in the process. I still think we should find Sasha and Aerys, so a deviation toward Aycenia is reasonable."
Iolana stops some moments,thoughtful...
"We should check the lighthouse and see what it takes to light it again. A lot to do yet and splitting is always a bad advice but we better start somewhere"

DM Bloodgargler |

You find the top of the lighthouse mostly needs a good cleaning. Once some filth is removed, you can see the reflective surfaces which focuses the flickering flame from the brazier into a narrow cone of light - though in the daylight only the glare from the curved reflective surface is visible.
Underneath the swiveling brazier and focusing contraption, is a sort of humidor/drying area for firewood. It appears the lighthouse flame will need to be tended to every few hours.
This part of the island - and the coast line to the north - should be nearest to a shipping lane. (shipping lane is west southwest from here)

Truk'tosh |

"You're not kiddin'? Let's get her burning! I want off this damned rock."
The big orc begins gathering wood to fuel the lighthouse.

Tol Cherthand DMPC |

Tol walks around the top of the lighthouse scanning all directions. "Well I guess all that's left of the plan is to lay it out. Jask, Ishirou, Gelik, and I will hold down the camp, watch for ships, and keep the fire burning."
"Sasha and Aerys went off on their own, and if I got the right feel for their headstrong natures... did not follow us. Good chance at least one of them went the general direction Aycenia was asking us to look into."