
Alaric Zimmel |

Alaric turns to the priests, "Now that you mention it, I would appreciate some healing. But we are actually here to see our friend Martin."
Alaric turns to Martin "Let's get healed and head out. Twohey has been keeping tabs on the glowing man. We should go to his location if we wish to catch him."

Hascya |

Unless anyone objects, Hascya will lead the party (and as many Mithril/Silver/Whatever guards as we can round up in a hurry) to the house Twohey has been watching.
When we get close (like, within a block or two), Twohey will fly to Hascya and Hascya will ask him what he has seen.

DM CD |

No guards are available from the keep. Many were lost during the recent war with Goldcrest, and the city hasn't been able to replenish its ranks yet. Half of those sent to aid you in escorting the prisoners were killed, and four of the six survivors were wounded (three of them severely). A squad just left to recover the bodies of the slain, but word of the casualties from that ambush has gotten around. None of the few off-duty guards want to rush into a potentially deadly fight, and the officers are sufficiently understaffed that they cannot spare any more troops.
Assuming you guys go after the Warlock (Luca Greywater, a.k.a. "the glowing man")...
You set off once more into the night. A light rain began while you were inside the keep, and it continues as you trek through the streets. You walk for about twenty minutes, eventually reaching the neighborhood that Twohey has staked out. A strong odor of sewage greets your nose as you near it. Twohey flies to Hascya and hoots energetically.
Anyone may attempt the survival check.

Martin Stillwaters |

Apparently my feed wasn't updating even on refresh, so i didn't see many of these new posts, until I just posted
Surv: 1d20 + 6 ⇒ (20) + 6 = 26
Knw. Dung: 1d20 + 3 ⇒ (20) + 3 = 23
Ah yes, this is clearly when I need all my nat 20s, rather then my string of 15 billion natural ones in combat
"Man, this place reeks. There must be something blocking up the sewer system. I hope it's not related to these young rebel rousers"

Alaric Zimmel |

Survival: 1d20 + 11 ⇒ (2) + 11 = 13
Alaric looks confused for a moment, " Oooooh! Rabble rousers! Okay now I understand. Let's find out later. With the luck we have been having it is a giant lying in wait for us that's clogging it. Let's see if we can find the man Twohey has been tracking first. What does Twohey have to say?"

Hascya |

Hascya Survival Assist 1d20 + 7 ⇒ (18) + 7 = 25
Twohey Survival 1d20 + 10 ⇒ (17) + 10 = 27
Previously: Oh, yes, I was very lucky. I met a woman named Clara, who has one of the halfling arms, and is also a sorceress. She was very kind, and knew of my people! And Alaric found us too, with his crown.
Now: The glowing man went into this house here. Perhaps he has gone into the sewers? Are we ready? He draws his sword and moves towards the house. If no alarm is raised or he doesn't come under attack, he'll prepare to kick in the door on Martin's signal.

DM CD |

All is quiet as you approach the house. No obvious alarms have been raised.
You hear people moving about within the house. There are at least three people inside, if the creaking floorboards are anything to go by. There's no sign that they are aware of your presence, however.

DM CD |

Well, that's up to you guys. You have full HP, but are low on spells.
The house is two stories tall and made of stone. It was built on a large mound/small hill and a wooden staircase leads up to the wooden porch and front door. The front door has two small windows built into its frame, and six large windows can be found around the corners of the house. There are no windows on the northwest corner of the house. There are windows all around the second floor of the house (not pictured). The windows appear dark, as though there were no lit candles or other light sources within the building.
Two stone statues of armored knights flank the staircase leading to the front door. Each statue is about eight feet tall. This house obviously belongs to someone wealthy.

Alaric Zimmel |

Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Area of effect spells are all used up except for Black Tentacles, and I would prefer not to potentially kill everyone in there without knowing who the heck they are.
"Castiel, transform into a dove, get over to one of those windows. Then come back and let us know what you see."
At this Castiel transforms into a dove and flies over and past the window, not sticking around to get shot at if it comes to that.

DM CD |

Castiel cannot see anything within the building, despite his darkvision. It's as though something is blocking his vision.
Detect Magic reveals a moderate aura of illusion.
Despite the amulet's effects, you still cannot see anything within the house. It's as though something is blocking your sight.

DM CD |

Hascya gently turns the handle, and opens the door ever-so-slightly. The resultant gap is too narrow for you to see much though, but light spilling out indicates that the interior of the house is comfortably lit (despite the impression given by the windows, oddly enough).
Now that it is unlatched, the door can be pushed open as part of a move action.
Stealth: 1d20 - 1 + 2 ⇒ (6) - 1 + 2 = 7

Martin Stillwaters |

percp:1d20 + 4 ⇒ (17) + 4 = 21
15 for whisper + 2 for wall. distance
Martin curses under his breathe, "Dammit Hascya"
With that Martin stands up erect from next to the window, and moves to the door, shouting " It's the Silver Keep Guard! Your under arrest for suspicion of treason, come out peacefully and no one will be hurt!"
Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21

Alaric Zimmel |

Alaric stares in mixed incredulity and horror at the complete and sudden loss of their element of surprise. "Of course he is. Because that is going to work out so well." Alaric readies a slumber hex for anyone who comes out of that door that look like they are attempting to harm someone.

DM CD |

We are on initiative!
Initiative Order:
DM: 24
Martin: 15+
Alaric: 15-
Hascya: 5
No response comes, and no one emerges. You hear movement from within, along with the shattering of glass.
DM is done! Martin is up!
In the entry corridor, you see two skeletal soldiers, each armored and wielding a battleaxe and a shield, ahead of a blackened, robed skeleton surrounded by shadows and floating daggers. Broken pitchers lie at the soldier skeletons' feet, and a pungent, oily substance spills from the shattered glassware. The oil has been spread around the interior of the house, and it looks like they were preparing to gut the building with flames when you arrived.
Alaric: 1d20 + 2 ⇒ (13) + 2 = 15
Hascya: 1d20 + 2 ⇒ (3) + 2 = 5
Martin: 1d20 + 3 ⇒ (12) + 3 = 15

DM CD |

As the door is open, everyone can see inside the house. The following information is a repost from the spoiler above:
Inside, the house is well-lit. The interior is expensively decorated, with a large, intricate rug in the entrance hallway and artwork lining the walls. From what you can see now, the rest of the house is similarly decorated, but that's not what commands your attention right now.
In the entry corridor, you see two skeletal soldiers, each armored and wielding a battleaxe and a shield, ahead of a blackened, robed skeleton surrounded by shadows and floating daggers. Broken pitchers lie at the soldier skeletons' feet, and a pungent, oily substance spills from the shattered glassware. The oil has been spread around the interior of the house, and it looks like they were preparing to gut the building with flames when you arrived.

Martin Stillwaters |

DM CD wrote:No response comes, and no one emerges. You hear movement from within, along with the shattering of glass.That's all you hear from outside the house. Visually, things are unchanged.
Ah, sry. My browser was not updating properly after the page went down a couple of days ago. So I missed the original initiative post. All makes sense now.

Alaric Zimmel |

You are right that Evil Eye does not. But I was just rereading some of my hexes and I noticed this: So while Evil Eye only works one at a time, unless I am reading this wrong, Cackle effects multiple targets in a 30 ft radius.A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

DM CD |

You are and you aren't. Cackle affects all targets within a 30-foot radius who are already affected by a witch's hex. Its only purpose is to extend the duration of a hex already upon a target by 1 round per move action spent cackling. It does not spread the effect of a hex around. You still need to pick a target to affect with your evil eye, and you may only affect one target per round with that hex unless you take the split hex feat, which you are not yet eligible for.

DM CD |

The stairs lead up to the building's second floor, but a panel stands open beneath them, revealing a ladder that leads downwards.
Martin opens the door, revealing the interior of the building for all to see. Alaric curses one of the skeletons, but the creature effortlessly shrugs off the hex (Undead are immune to mind-affecting effects). Hascya draws his sword and charges the nearest skeleton, striking it with his sword. The creature's sturdy bones deflect some of the blow, though it is definitely injured (DR/bludgeoning applies).
The robed, enshadowed skeleton waves its hands, and a wave of darkness spreads along the corridor for a moment (Hascya, Martin and Ankou need to roll DC 15 will saves or suffer a -3 penalty to attack rolls, saving throws, ability checks, and skill checks for 7 rounds. This is an evil, mind-affecting effect). Additionally, one of the daggers floating around the skeleton launches itself at Hascya, grazing the ashlander (6 damage).
The two skeletal soldiers attack Hascya, and one of them manages to wound him with its axe (8 damage).
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Skeleton 1 vs Hascya: 1d20 + 7 ⇒ (4) + 7 = 11
Skeleton 2 vs Hascya: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Martin Stillwaters |

Knw Relg: 1d20 + 6 ⇒ (13) + 6 = 19
Will Save:1d20 + 8 ⇒ (5) + 8 = 13 Clearly I needed that 3rd level in paladin for aura of courage
Martin Charges the Skeleton in front, striking with his shield (Bldg)
1d20 + 11 + 2 - 3 ⇒ (20) + 11 + 2 - 3 = 30 This is also my shield bash roll
Conf Crit: 1d20 + 11 + 2 - 3 ⇒ (12) + 11 + 2 - 3 = 22
Dmg (non-crit):1d4 + 4 ⇒ (3) + 4 = 7
You'll have to tell me what the crit looks like
Ankou delays, looking uncertainly at the skeletal being before him.

DM CD |

Crit deck: 1d52 ⇒ 14 Surprise Opening - Double damage and free attack on target at -5 penalty.
Additional crit damage: 1d4 + 4 ⇒ (2) + 4 = 6
Bull rush 2: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11 First skeleton was knocked back up to 15 feet. This pushes it into the caster, and prompts another bull rush check, which fails. Both are upright, and share the caster's space
Martin slams his shield into the skeleton, sending it stumbling backwards into the caster. The caster remains standing, and the bashed skeleton recovers, although it is seriously damaged from Martin's blow. It is not knocked prone.
Martin can move with the bashed skeleton and direct the free attack at it or at the caster. Doing so will provoke an AoO from the skeleton fighting Hascya. Alternately, Martin can elect not to follow the bashed skeleton, and may direct the free attack at the skeleton fighting against Hascya. In either case, you may choose whether the free attack comes from your sword or your shield. Just remember that the attack comes with a -5 penalty to hit.

Alaric Zimmel |

Alaric changes his mind and decides to examine the building in case it becomes lit on fire. He wants to keep the information from being lost and for this reason has Castiel fly up and search the top floor while Alaric (sigh) I can't believe I am writing this considering what happened the last time I surrounded a character with flamable substances double moves to the ladder that leads down and goes down into the earth.

Hascya |

Will Save 1d20 + 4 ⇒ (1) + 4 = 5
Spellcraft (before failing save) 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft (after) 1d20 + 4 ⇒ (6) + 4 = 10
Hascya swings once more at the skeleton, turning his blade sideways to strike with the flat of the blade. I'm going to treat this as an improvised weapon, I suppose.
Hitting things! 1d20 + 0 ⇒ (10) + 0 = 10

DM CD |

Martin bashes one skeleton hard enough to send it stumbling backwards a ways, but fails to strike the other skeletal combatant. Alaric runs to the hatch under the stairs and clambers down, while his familiar zips upstairs. Hascya turns his blade sideways and tries to smack the nearest foe with the flat of the blade (sounds fair, causes greatclub damage if striking with flat of blade (1d10)).
The spellcasting skeleton steps to one side and directs another floating dagger to fly at Martin, but this one glances harmlessly off his shield. The skeleton waves his hand, causing a pair of fiery rays to strike forth. One ray scorches Martin through his armor (19 damage), while the other narrowly misses a skeleton's head to burn Hascya (10 damage). The skeleton fighting Hascya swings at the ashlander with his axe, but Hascya easily avoids the blow. The skeleton sent staggering back by Martin moments ago charges back into the fray, swinging its axe at Martin, who deflects the blow with his shield.
Additionally, you sense a feeling of annoyance from Castiel (closed doors are tricky for floating crowns).
Ray 1 vs Martin: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 4d6 + 1 ⇒ (6, 2, 6, 4) + 1 = 19
Ray 2 vs Hascya: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Damage: 4d6 + 1 ⇒ (3, 1, 3, 2) + 1 = 10
Skeleton 1 vs Hascya: 1d20 + 7 ⇒ (4) + 7 = 11
Skeleton 2 charge vs Martin: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Martin Stillwaters |

Snarling at the ray's blow, Martin will rear up, continuing to fight the skeleton in front of him.
Shield Atk1: 1d20 + 11 - 3 ⇒ (4) + 11 - 3 = 12
Shield Atk2: 1d20 + 6 - 3 ⇒ (14) + 6 - 3 = 17
Dmg1:1d4 + 4 ⇒ (4) + 4 = 8
Dmg2:1d4 + 4 ⇒ (3) + 4 = 7
After attacking, Martin will 5ft step one to the right, gaining the cover of the doorway.

DM CD |

Martin's strikes, energetic though they are, miss their target. Hascya, swinging his blade in an unfamiliar fashion, also fails to connect with his foe.
The shadow-wreathed skeleton launches another dagger, grazing Hascya's leg (6 damage). It waves a hand as it starts moving out of the hallway towards the ladder (mobile spellcasting feat), conjuring a ball of fire in the front doorway of the house. The fire ignites the spilled lamp oil, and the entryway quickly ignites. The skeleton dashes to and slides down the ladder, following Alaric into a lower chamber. The ball of fire, however, rolls across the floor to Hascya (13 fire damage, Reflex DC 15 negates).
The two soldier skeletons continue their attacks against Martin and Hascya. One swings its axe at Hascya, but misses. The other steps forward to pursue Martin, and manages to draw blood against him with its axe (8 damage).
You move through the room, illuminating the tunnel ahead of you via Dancing Lights. The tunnel has been dug to lead a winding path downward, although you see a rounded chamber with crates lining the walls. Some of the crates lie open, while others remain closed.
As you peer into the tunnel, you hear someone sliding down the ladder. The blackened, shadow-wreathed skeleton has descended, and it turns its vacant eye sockets to look straight at you.
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Concentration to use mobile spellcasting feat (DC 22): 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 3d6 ⇒ (4, 3, 6) = 13
Skeleton 1 vs Hascya: 1d20 + 7 ⇒ (6) + 7 = 13
Skeleton 2 vs Martin: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 3 ⇒ (5) + 3 = 8