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Flinders shrugs his shoulder apologetically at his party members. The lock here seems to be a tad bit beyond me, any ideas? Should we just knock and see if the beastie answers?

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Jorin says, Well I`m not going to risk my good weapon on a stupid door, but this should handle it. hefting his warhammer.
Raul, you want to take the other side of the door?
Jorin takes a twohanded grip and makes a mighty swing at the door.
power attack: 1d20 + 3 ⇒ (12) + 3 = 15 and damage: 1d8 + 7 ⇒ (1) + 7 = 8

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"Did we see another way up to the next floor besides this Door." Coor moves his way to the door looking at it hoping to find 2 spot in which his companions can hit it as he speaks he points to parts of the door. "Raul, if you hit the door here and if Jorin hits it here there is a good chance it will give."

GM Helaman |

It seems that you just have issues getting in the right position.
You can give it another few attempts if you are determined Breaking and assisting character - Make 3 rolls each and let me know who is assisting
You can bypass this level altogether if you wish and proceed upwards... perhaps to revisit later?

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"Let's not have this Halfling put us to shame, Jorin! Again, to the task!"
STR (assist): 1d20 + 3 ⇒ (2) + 3 = 5
STR (assist): 1d20 + 3 ⇒ (13) + 3 = 16
STR (assist): 1d20 + 3 ⇒ (12) + 3 = 15

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Jorin returns to mighty swings at the door.
2nd power attack: 1d20 + 3 ⇒ (5) + 3 = 8 and damage: 1d8 + 7 ⇒ (7) + 7 = 14
3rd power attack: 1d20 + 3 ⇒ (20) + 3 = 23 and damage: 1d8 + 7 ⇒ (6) + 7 = 13
confirm critical threat: 1d20 + 3 ⇒ (2) + 3 = 5 Not sure if a 5 confirms on a door or not. If it does, here is the extra damage for this 3rd hit. extra damage in addition to the 13 base: 2d8 + 14 ⇒ (3, 7) + 14 = 24
4th power attack: 1d20 + 3 ⇒ (7) + 3 = 10 and damage: 1d8 + 7 ⇒ (3) + 7 = 10

GM Helaman |

The door slams open with a mighty boom!
Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the enter of the room.
Two humanoid skeletons, wreathed in auras of eternal flame, inhabit this room; their jaws open in soundless screams as they raise their weapons and attack.
-Initatives-
Flinders + 2 1d20 + 2 ⇒ (10) + 2 = 12
Jorin + 2 1d20 + 2 ⇒ (5) + 2 = 7
Coor + 2 1d20 + 2 ⇒ (2) + 2 = 4
Raul + 2 1d20 + 2 ⇒ (9) + 2 = 11
Haddassah +3 1d20 + 3 ⇒ (6) + 3 = 9
Skeletons + 6 1d20 + 6 ⇒ (3) + 6 = 9
Map is up. Skeletons are in squares C4 and 5

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Works for me.
Raul surges into the room and takes a heavy slice at the first skeleton.
Greatsword: 1d20 + 2 ⇒ (9) + 2 = 11, Ferocious/Destructive/P.Attack: 2d6 + 4 + 3 + 1 + 1 ⇒ (4, 4) + 4 + 3 + 1 + 1 = 17
Move to D4, standard Big Swing.

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Works for me
Flinders shrugs off his pack and moves into the room, swinging his rapier at one the skeletons.
Move to D3 and attack S1 with rapier
Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d6 ⇒ 5

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Wish I had K.Religion so I could CLW them.. Am I the Priest?
Hadassah attempts to guide the dog with her knees into position to heal Ride: 1d20 ⇒ 16 the priest Or if priest is me into position to heal Raul.
If Needed (Fort): 1d20 + 3 ⇒ (12) + 3 = 15
If Needed (Reflex): 1d20 + 3 ⇒ (10) + 3 = 13
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (8) + 1 = 9 to heal the poor target who took 6
1/50 CLW

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The map link worked for me the first 2 times but after that I it was always the second one you posted. This last one worked fine.
Bother being so low on initiative. I may have to take improved initiative soon. On Jorin's turn...
Damned undying things, crunch them up!
Hate stupid skeletons. But at least I already have out the warhammer. It is more effective on these blighters.
Jorin tries to avoid it, but knows he is probably going to get singed. He moves in to smash skeletons anyway. Jorin advances to D6 and as part of his move action draws his buckler. So his AC is 1 better for the moment.
std attack: 1d20 + 4 ⇒ (17) + 4 = 21 and damage: 1d8 + 3 ⇒ (3) + 3 = 6
if saves are needed
fort: 1d20 + 4 ⇒ (14) + 4 = 18
refl: 1d20 + 2 ⇒ (4) + 2 = 6

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@ Jorin, don't know if it helps, but don't forget the shield we picked up, that you are carrying.
Flin will make another swing at the skeleton, while trying to ascertain any information he may know about these undead. Humming a tune all the while.
Expend one round of luck 3/6 left. Make attack. Take a five foot step up.
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Knowledge Dungeon: 1d20 + 7 ⇒ (15) + 7 = 22
Know. Religion: 1d20 + 3 ⇒ (6) + 3 = 9
Edit- Forgot to add +1 to Knowledge rolls from luck bonus.

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@ Jorin, don't know if it helps, but don't forget the shield we picked up, that you are carrying. ...
Yeah, I did forget about that. I should have used that one. {sigh} Blame it on holiday amnesia.
Chuckling over the smashed up skeletons, Jorin turns about and steps over to the open doorway to make sure nothing is trying to sneak up on us from the south room.

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Reflex save 1: 1d20 + 2 ⇒ (4) + 2 = 6
Reflex save 2: 1d20 + 2 ⇒ (13) + 2 = 15
Reflex save 3: 1d20 + 2 ⇒ (8) + 2 = 10
Reflex save 4: 1d20 + 2 ⇒ (10) + 2 = 12
vs 2, 6, 4, 1, so 2+3 dmg, then 9 heal, then 4+1 dmg = net 5

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If Jorin doesn't see anything immediatly coming out to eat us. he will take a few moments to retrive the polearm since he is more comfortable with it.
He will then move to the mid point so he can cover both the broken door to the stairwell and the open doorway to the south part of the room.

GM Helaman |

The room is old and dusty apart from scorch marks on the floor where the skeletons apparently stood.
Anyone able to make a DC10 Knowledge check (which is the limit of what can be done untrained) can identify this as a shrine or temple to Nethys, the God of Magic and focused on both his aspects of protection and destruction with an altar at either end of the room.
The altars still contain their silver altar services, worth 100 gp altogether, as well as two silver holy symbols of Nethys. In addition, a divine scroll rests atop each altar: a scroll of shatter on the black altar, and a scroll of shield other on the white altar.
There are writings on the walls that are are quotes from Nethys’s holy book.
Perception checks pls