
Nalun Elzrahar |

Yes, I ensured with my excellent use of magical detection that the animated bones would not rise again....I've read in A Primer on the Use and Practice of Raising Undead for Fun and Profit and it said that once the magic leaves the bones that they should not rise again...
I hope
Nalun continues on a bit in the same vein.

GM: Dave the Dwarf |

Roldare tells you that the villagers arrived here 3 days ago and were attacked 2 days ago. There were six villagers total, but only he and his
sister are still alive. A$er setting up the traps on thefirst level of the dungeon, they were attacked by the “walking bones” in the middle of the night. He knows little about the leader of the undead, just that there
is “one with the voice of death, who stalks these halls in ancient mail.” He can offer no advice on how to overcome the perils of the crypt, as he simply does not remember most of them. He knows that the you will
need “the shields and the keys” and he also mentions that you will need to go for a swim, but he cannot remember where.
He is sure that his sister, Dimira, is still alive. He witnessed her being
dragged off by the skeletons during the fight and he is convinced she is not dead. He believes that “the voice took her.” If you will promise to bring her back safe he will give you his masterwork
light crossbow (1d8 19,20 x2)
sorry for posting it in a narrative style. I got a lot going on and not a lot of time to post.

GM: Dave the Dwarf |

Roldare:
This was all supposed to be for fun! We do it every so often for some of the kids in the village so they can get a taste of adventure then settle down. This was never supposed to happen! He brakes down sobbing again.
It makes sense now. The illusion orcs, the pillows at the bottom of pit traps. It was all supposed to be safe danger.

GM: Dave the Dwarf |

Room 4
This small chamber is mostly empty, save for the body of a villager sprawled in the center.
Perched atop the corpse is a man-sized brown and yellow beetle, trying to push the corpse into the corner where a pile of trash and filth awaits. You see, it has been feeding well and building a nest in this chamber.

GM: Dave the Dwarf |

Nalun +2 Nalun's Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Yorn +2 Yorn's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Mark +1Mark's Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Maggie +3Maggie's Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Shalee +2Shalee's Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Kierra +6Kierra's Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Beetle 1d20 ⇒ 17

Mark Talbot |

Maggie, always on the lookout for new food, considers this beetle her next meal. "Slimy, yet satisfying."
Charge and bite: 1d20 + 2 + 2 ⇒ (20) + 2 + 2 = 24
Crit confirm: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Bonus critical Damage if applicable: 1d6 + 1 ⇒ (4) + 1 = 5
Mark, if the beetle still lives on his turn, will also charge-attack. With flanking:
Charge and slash: 1d20 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14
Damage: 1d12 + 6 ⇒ (8) + 6 = 14

GM: Dave the Dwarf |

I just remembered Kierra does not post on weekends. Ill go for her.
Kierra attacks with her spear. Flanking.
1d20 + 3 ⇒ (13) + 3 = 16
1d8 + 2 ⇒ (6) + 2 = 8
Summoning an inner strength Kierra manuvers around the giant beetle and with both hands, speaking in tungs, drives the spear home killing the creature.
Combat over!

GM: Dave the Dwarf |

You search the room but find nothing of intrest. You continue on.
Room 5
The remains of a small fire smolder in the center of this broad chamber, letting off a plume of oily smoke. Fed by a heap of burning gear, debris, and more than few bones, the fire casts a flickering light across the walls of this room, partially obscured by the veil of smoke.
The smoke in this chamber is quite harsh, causing eyes to water and breathing to become labored. Living creatures in this room take a –2 penalty on Perception checks and on attack rolls. Any living creature that spends more than 1 minute in this room must make a DC 10 Fortitude save or be overcome with coughing fits (treat as nauseated) for 1d4 rounds. Every additional minute requires another check, with the DC increased by +2 for each previous check.

Mark Talbot |

Actually, that's exactly how Detect Magic works. :)
Mark leaves the door open to try and let some of the smoke out and holds his breath. Stinks worse than the cigars my old man used to smoke. Ugh. There's an unpleasant memory.
Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Mark looks hastily for the nearest exit to the room that will get us out of here.

Mark Talbot |

"Enough of this! ME HATE FIRE!" Mark yells, imitating the barbarian orcs in the comics he likes to read. Swinging his battleaxe he will try to scatter the smoldering items until the fire can't burn anymore.
Maggie waits outside the room for the stupid humans to get away from the fire and smoke.

GM: Dave the Dwarf |

Yorn and Mark scatter and water the fire. The smoke is heavy still (-2 hit) but it is disapating at a rate that it will not be hard to breathe soon( no fort rolls)
1d2 ⇒ 1
Just then as Yorn and Mark are working to put the fire out, everyone outside of the room sees the smoke take humanoid shape and grab Yorn
1d6 ⇒ 2
Yorn you feel your strength leave your body all of the sudden and you feel more cold then you have ever been.
Nalun you have read about these living shadows. You know only magic can hurt them!

GM: Dave the Dwarf |

Nalun +2 Nalun's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Yorn +2 Yorn's Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Mark +1Mark's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Maggie +3Maggie's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10
Shalee +2Shalee's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Kierra +6Kierra's Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Shadow 1d20 + 2 ⇒ (17) + 2 = 19

Mark Talbot |

Perception: 1d20 + 3 ⇒ (14) + 3 = 17
(My actions are at the end of the initiative order, so if the actions of other people change what I do, I'll rewrite the post.)
Not knowing about shades, Maggie can only hope her bite does the trick.
Attack roll, charging and flanking: 1d20 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
(Assuming Nalun shares his knowledge with the rest of us)
If Mark's axe is enchanted with magic weapon again so he can hurt it, he will swing at the shadow:
Attack, flanking: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage: 1d12 + 6 + 1 ⇒ (3) + 6 + 1 = 10
If his axe is NOT enchanted, Mark will attempt a Drag combat maneuver check on his friend Yorn to pull him out of the shadow's clutches.
I provoke an attack of opportunity from Yorn if he so chooses for some strange reason, lol.
CMB check to drag: 1d20 + 5 ⇒ (14) + 5 = 19

Nalun Elzrahar |

Did my post get eaten?
Nalun will use his scroll of magic weapon to enchant Mark's axe. because mark goes after me
AHHHHHHHHHHHHHHHH! The shadows are immune to anything not magical.
Keep it together Elzahar, you can be the hero here, KEEP IT TOGETHER.
Nalun will then manuver to a place where he can fire magic at the shadow without hitting his friends.