
DM Panic |

Watches:
1st: Ramli
2nd: Ugnoth, Sad Rock
3rd: Damvorak, Alaric
1d3 ⇒ 3
A: 1d20 + 1 ⇒ (10) + 1 = 11
D: 1d20 + 3 ⇒ (8) + 3 = 11
W: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Initiative:
Alaric: 1d20 + 8 ⇒ (15) + 8 = 23
Damvorak: 1d20 + 2 ⇒ (13) + 2 = 15
Ramli: 1d20 + 2 ⇒ (3) + 2 = 5
Sad Rock: 1d20 + 7 ⇒ (4) + 7 = 11
Ugnoth: 1d20 + 4 ⇒ (7) + 4 = 11
Wolves: 1d20 + 2 ⇒ (16) + 2 = 18
Plenty of dry wood is found to start a fire and Sad Rock provides a tasty stew of unknown origin. As you all finally assign watches and get some rest, Ramli takes on the first watch which passes without anything of note besides the chirping of crickets.
As Ugnoth and Sad Rock take their turn in the middle of the night, they first hear howling off in the distance (and potentially wake up allies), but soon its cut short. Throughout their watch, occasional howls can be heard in the distance - perhaps as often as every ten to fifteen minutes apart.
Finally, Damvorak and Alaric begin their watch and quickly become acquainted with the distance howling while seem to come closer over their first hour before becoming eerily silent. This silence continues on for about an hour when Alaric and Damvorak spot the glint of three pairs of eyes at the edge of the forest.
No surprise round. Only Alaric and Damvorak are awake at this point. Presumably Alaric makes enough noise that everyone wakes. It will be a move action to stand and a move action to pick up a weapon on the ground next to you if you weren't on watch.
Also - please double check that I didn't miss a change in anyone's initiative modifiers since they leveled.
Round 1:
23 Alaric
18 Wolves
15 Damvorak
12 Sad Rock
11 Ugnoth
5 Ramli
Now Up: Alaric!

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Flail (readied): 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
"Awake! Awake! Blood and murder! Stir, Ramli! Ugnoth! Sad Rock!" Alaric says, pacing forward into the clearing and spinning his flail in an arc, ready to swing at the first wolf to approach. "Come at me, mongrels. You'll find I'm no frightened village boy."
I'll move two squares northward to block their charge lane and ready vs. approach

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Ramli's eyes snap open ... but only to precede a huge yawn as he tries to make sense of what's going on. No action, since it's not my turn yet, though I think it's safe to assume I'm going to stand up and grab my staff.

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Ugnoth will grab his nearby Earthbreaker (move action) and cast light upon it (standard action), while remaining prone on the ground.
Looking around with the light...
Perception 1d20 + 7 ⇒ (11) + 7 = 18
Knowledge (nature) 1d20 + 6 ⇒ (18) + 6 = 24
Oh look, wolves... stifling a yawn Alaric, you woke us for this? Just throw a couple extra logs on the fire, they should stay outside its light...oh and don't act afraid...they like that, think its tasty...

DM Panic |

W2 vs R: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 for 1d6 + 1 ⇒ (4) + 1 = 5 with trip 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
W3 vs D: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 for 1d6 + 1 ⇒ (6) + 1 = 7 with trip 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Alaric readies himself, and sure enough a scrawny wolf leaps from the shadows at the knight, only to get a mouth full of flail rather than tasty knight-flesh. The creature whimpers and crumples to the ground like a over-floured scone.
Two more wolves rush out, one to Ramli and the other to Damvorak, but luckily the magus and priest awake in time to pull away at the last moment. The creatures snarl and their ribs can clearly be seen taunt against their skin.
Round 1:
23 Alaric : Moves, readies, kills wolf
18 Wolf #1 : Moves into Alaric's ready and gets smashed
18 Wolf #2 : Charges up to Ramli, misses
18 Wolf #3 : Charges up to Damvorak, misses
15 Damvorak : TBD
12 Sad Rock : TBD
11 Ugnoth : Grabs earthbreaker, casts light
5 Ramli : TBD
Round 2:
23 Alaric : TBD
Now Up: Damvorak, Sad Rock, Ramli and Alaric's round 2 action.

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"Bad dog!" Ramli grunts, swinging the staff at the wolf, though his aim is thrown off by not yet being fully awake.
Mwk. Quarterstaff (one-handed): 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
"They look hungry, but also clearly aren't scared of humans," the spellcaster says. FWIW, Ramli considers himself a wizard, even if mechanically he's not.

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Charge: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
"Ha!" Alaric spits, leaping into the fray beside the wizard, advancing on the ragged wolf with a flurry of iron. "When you've led men in battle you don't abide sleeping on the job, Shoanti."

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Initiative 11
Ugnoth will stand, grumbling about sleep and children who torment smaller animals, and move to L10 to assist Ramli.
Hefting his earthbreaker he will channel is rage at his sleep interrupted by unworthy foes and growl at the wolf animalisticly.
Intimidate 1d20 + 7 ⇒ (16) + 7 = 23

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Round 1, Initiative 15, Location: O11->O10
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 6/6
Resistant Touch = 6/6
Channel Energy = 3/3
Ferocity (Act 1 round at below 0hp)(1/1d)
Spells
Cantrips DC 13: Create Water, Detect Magic, Spark, Stabilize
First Level DC 14: Identify, Command, Divine Favor, Remove Fear
Damvorak strikes back at the wolf pressing him, shifting slightly (5’ step to O10) to leave room for one of his companions to join him if needed.
Quarterstaff: 1d20 + 2 ⇒ (19) + 2 = 21 for damage: 1d6 + 4 ⇒ (6) + 4 = 10
Quarterstaff: 1d20 + 2 ⇒ (12) + 2 = 14 for damage: 1d6 + 4 ⇒ (1) + 4 = 5

DM Panic |

W2 vs R: 1d20 + 2 ⇒ (2) + 2 = 4 for 1d6 + 1 ⇒ (4) + 1 = 5
Round 1 Con't
15 Damvorak : Whacks the wolf into submission
12 Sad Rock : Grabs club, stands
11 Ugnoth : Grabs earthbreaker, casts light
5 Ramli : Grabs staff, misses
Round 2:
23 Alaric : Hits wolf for 12 damage
18 Wolf #2 : Misses
... (wolf #2 dies) ...
Damvorak cautiously circles the wolf before stepping forward and swinging his quarterstaff. With a pair of strikes, the starving canine flies backward several feet before laying still.
Sad Rock and Ugnoth both grab their weapons while Ramli swings his own weapon at the wolf snapping at him. Alaric charges from his first fallen foe to the only wolf remaining, and as he brings his flail down the creature manages to snap at him one final time before succumbing to the combined might of his allies.
Combat is over!
A quick search of the wolves turns up nothing noteworthy outside of their emaciated state. The ground is hard and their tracks don't appear to be easily followed anywhere in particular. The rest of the night passes without incident.
This attack also didn't compromise anyone's ability to pray for/memorize spells.

DM Panic |

After breaking down camp the next morning, the five Pathfinders continue their trek deeper into the Fangwood. It's still relatively early in the morning when you crest the trail and Gray Lake comes into view as you descend towards the shore with the hope to refill your waterskins with fresh water.
The trees begin to thin, revealing a field of short, green grass that leads to the shores of a wide, calm lake reflecting the overcast sky above. A dense fog hangs over the center of the lake, obscuring the far side. Near the shore of the lake, a dark form lies next to the water.
The form is actually the decayed body of a man, who apparently was killed by something rather large that left huge bite marks all over his upper torso. The bite appears to have been venomous which is why the body hasn't been eaten by other local predators.
Much of the man's gear has rotted away already save for a masterwork short sword near the body and a coin pouch with 87gp inside.
The coins look newly minted from the Nirmathi capital of Tamren, bearing the likeness of the Forest Marshal Gavirk.

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Damvorak takes in the view, and the form.
"You there, by the lake, stand and be measured!" If there is no response, he approaches carefully. He pokes the form with his quarterstaff, and eventually takes a closer look.
He turns to the party, "Dead guy. Killed by something large and poisonous." he looks out to the lake. "Might be aquatic"
He quickly gathers what's left of the dead mans pack and backs away swiftly from the waters edge. Once a safe distance, he reveals the contents of the pack (a masterwork shortsword and small pouch of gold (87gp newly minted in the Nirmathi capital of Tamren bearing the likeness of the Forest Marshal Gavirk)).
"Anybody need a good short sword?" he offers it around.

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"My stout stick's always been good enough for poking for me," Ramli says, with a grin. "You can keep it. I'm more interested in the gold. Newly minted, which seems like our only clue as to who this man was.
"The dead certainly seem to be piling up around here."

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Sad goes down with Damvorak to poke at the body and help as needed. He does not seem to distressed that the man is dead, nor by what killed him. He does search the pack for food, and shows little interest in the short sword.
Sad spends a bit of time looking for tracks, either human or otherwise.
1d20 + 9 ⇒ (16) + 9 = 25 Survival

DM Panic |

Sad doesn't find any footprints, but in the sand along the lake, he's able to determine that something serpentine was likely the culprit behind the man's bites - upon entry in the lake's waters, it left no further evidence of its existence.
A brief hike up the shore uncovers an old campsite and finally a trail with somewhat fresh footprints which both Sad and Ugnoth confirm are likely those of the kids from Kassen.
** Three hours later **
The trail leads ever deeper into the Fangwood, through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it, the opposite side of which looks like a writhing serpent. Yet between the two lies a steep hill sloping down into the valley.
A cold rain starts to fall, making the ground slick and treacherous.
Checking your map, you believe the entrance to the crypt is at the far side of the valley which is labeled Serpent Gorge.
There's some rules for navigating the slope down, which I'm just going to post in a spoiler for you all to pop.
Navigating the slope takes at least half an hour, and each PC must make three DC 10 Acrobatics checks to avoid sliding down the slope.
If the PCs go slowly, it takes an hour to reach the bottom, but all characters get a +2 circumstance bonus to their Acrobatics checks.
Tying off ropes to help navigate the hill gives another +2 equipment
bonus to the check (this does not stack with the bonus from a climber’s kit).
If any character fails one of these checks, please make a Reflex save and consult below for what happens:
20+ : You safely catch yourself (no falling, no damage)
15+ : You slide down a short hill before slamming into a tree (1d4 non-lethal damage)
10+ : You slide down the hill quite some distance and into a pair of thickets and land on a rock (reduce the # of Acrobatics checks you need to make by 1, but take 1d6 damage)
5+ : You slide down the hill and then off a 20ft cliff (reduce the # of Acrobatics checks you need to make by 1, but take 2d6 damage)
4 or less : You slide all the way to the ravine's bottom at once (no more checks needed, but 2d6 damage and ankle twisted taking 1d4 Dex damage)
After popping the spoiler, you'll each need to make 3 Acrobatics checks to navigate the slippery mud. I trust you each to make the necessary Reflex saves upon failure and describe what transpires in a literary manner.

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Sad moves slowly...mostly because he's not used to the armor and it constantly trips and slows him.
1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 Acrobatics
1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 Acrobatics
1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 Acrobatics
Sad, being slow and ponderous, takes his time going down the ravine. It's clear his armor slows him and he takes his time even more over the slippery ground.
"When we start choir practice, Alaric?"

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Acrobatics 1d20 + 7 ⇒ (11) + 7 = 18
Acrobatics 1d20 + 7 ⇒ (10) + 7 = 17
Acrobatics 1d20 + 7 ⇒ (20) + 7 = 27
Ugnoth will move at a quick pace, anxious and in a hurry to disvover what is going on. He will take a controlled slide down the slope, earthbreaker in hand ready for action.

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Damvorak wipes the rain from his eyes, takes his time, and moves down the slope with care. When he sees Sad Rock moving slowly, he slows his own pace to match.
I don't see why I can't take-10... so I will. :) If I cannot for some reason, let me know and I'll roll.
Acrobatics, taking-10+1+2 = 13
Acrobatics, taking-10+1+2 = 13
Acrobatics, taking-10+1+2 = 13

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Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15
Acrobatics: 1d20 + 2 ⇒ (17) + 2 = 19
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21
Ramli shakes his head momentarily as the others eschew any caution heading down the slope, but the shrugs and, with a grin, follows suit.
Like the others, he slides down easily, leaving a paired path in the mud behind him.

DM Panic |

Ah, I don't see any reason you couldn't take 10 as in this case there's no attack from a flying creature imminent. I imagine Alaric will just remove his armor and take 10 as well. Jason Bulhman spent so much time writing the crunch for this climbing scene, but seems to have overlooked that it can just be "take 10" completed!
After climbing down the slippery slope, Alaric begins to don his armor in the rain while everyone else takes a few steps along the bottom of the valley towards the presumed entrance of the crypt.
An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle.
Beyond the archway is a darkened tunnel that leads to a pair of massive
wooden doors, one of which is slightly ajar. A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. A swarm of flies hangs lazily in the air above them.
This is a good time to sort out (a) light sources, (b) marching order for single width halls and double width halls and (c) any spells like mage armor that you'd want to cast before entry.
My assumed marching order is (from front to back)
Single File:
Alaric > Sad Rock > Ugnoth > Ramli > Damvorak
Two Wide:
Alaric > Ugnoth > Damvorak
Sad Rock > Ramli

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Sad is happy to take first crack at the marching orders. Single: Sir Alaric, Ugnoth, Sad Rock, Ram-li, Damvorak. Double: Alaric/Ugnoth, Sad/Ram-li, Damvorak. Sad requires no light sources; you fleshy types work out your own lights.
Sad goes over to look at the slaughtered horses/ponies, trying to figure out what killed them.
1d20 + 3 ⇒ (18) + 3 = 21 Heal (Untrained)
1d20 + 9 ⇒ (12) + 9 = 21 Survival
He will also check any leftover saddlebags for unspoilt food.
Sad will cast no spells in preparation for entry, but will don his heavy shield.

DM Panic |

Sad investigates the horses and ponies, ascertaining that they were slain just a few days ago with crude blades and claws.
As he investigates one of the fallen beasts, he finds the scattered bones of a human underneath one of them.
It's a DC15 Strength check to move the horse, which I wager you guys will make.
After moving the horse, the form of the crushed skeleton is clearly visible and also clearly very old. Damvorak easily identifies it as an undead skeleton. It's claws are covered in dried blood, somewhat fresh within the past few days.
Searching through the gear and supplies finds one pack is still full. Inside are two days worth of trail rations, a pair of large comfortable pillows, two pints of lamp oil, and a quiver with ten blunt arrows.
The large double doors of the crypt loom partially ajar to the south.

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Ugnoth will take the 2nd spot, carrying his hooded lantern to shine past Sir Alaric while resting his earthbreaker on his right shoulder.
Before entry and at any stops we make once inside, he will cast Know Direction to remember which way is out...at those points he will scratch the floor pointing that direction with a dagger...especially at any junctions(just setting an SOP).

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Marching order from Sad is fine with me. Also, forgot to mention, I prepared disrupt undead and grease in place of ray of frost and color spray.
"Bloody business here," Ramli says grimly. "I hope everyone's ready for a fight with the unliving."
"I can make light, but it'll be short-lived and I'll have to recast it every minute. Anyone have any better options? Or we can rely on the lantern."

DM Panic |

For light sources, Ugnoth is carrying a hooded lantern and Ramli is using Dancing Lights every minute or so. I imagine he recasts it before opening each door and the lanterns are stationary outside the current room if opening said door results in an initiative roll. Foiled by lack of the light cantrip! (you guys can retcon someone preparing this if you like, since it would've been clear nobody had it prepared on the prior night)
As the heavy doors swing open, the faint light from outside 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.
As the five of you take a few steps into the room, the skeletal forms suddenly shift and twist as they rise from the floor...
Initiative:
Alaric: 1d20 + 8 ⇒ (9) + 8 = 17
Damvorak: 1d20 + 2 ⇒ (1) + 2 = 3
Ramli: 1d20 + 2 ⇒ (10) + 2 = 12
Sad Rock: 1d20 + 7 ⇒ (5) + 7 = 12
Ugnoth: 1d20 + 4 ⇒ (6) + 4 = 10
Skeletons: 1d20 + 6 ⇒ (8) + 6 = 14
Round 1:
17 Alaric
14 Skeletons
13 Sad Rock
12 Ramli
10 Ugnoth
3 Damvorak
Alaric's training kicks in, and he gets the drop on the unliving.
Now Up: Alaric!
The skeletons have no ranged weapons and are each wearing broken chain shirts.

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Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 6/6
Resistant Touch = 6/6
Channel Energy = 3/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Divine Favor, Remove Fear
I'm fine with the marching order, and I will switch Spark to Light so the rear guard has some light source. I also have 60' Darkvision.

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RE: The Shortsword...
"Always a use for good steel. Hand it over."
The Descent
Alaric grumbles as the rain patters on his armour, his greaves quickly filling with mud. He stares at Sad Rock in bewilderment and makes to lash out with some cutting remark before softening his expression. "When the battle is won, lad. You can sing a lament for the village boys when we're warm and dry in Kassen." he says, sliding his way down the hillside and muddying his raiment. "I was carted off to a Shelynite Monastary when I was small. Always hated the choirs. Used to clamber down the well to escape the Abbot." he says, wistfully. "Eventually I made enough of a pest of myself that they sent me off to the Kelish Front instead.
The Battle
Flail: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Alaric, shuddering from the rain, breathlessly swings his flail in an arc, the effort of keeping the ball spinning driving most of the wind from his lungs. As one of the skeletons begins to rise he's stopped short with a sickening crunch. [b]"Oh no you don't."

DM Panic |

S2 v Alaric: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14 for 1d4 + 2 ⇒ (4) + 2 = 6
S2 v Alaric: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22 for 1d4 + 2 ⇒ (1) + 2 = 3
S3 v Ugnoth: 1d20 + 2 ⇒ (18) + 2 = 20 for 1d4 + 2 ⇒ (2) + 2 = 4
S3 v Ugnoth: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d4 + 2 ⇒ (1) + 2 = 3
S4 v Alaric: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d4 + 2 ⇒ (2) + 2 = 4
S4 v Alaric: 1d20 + 2 ⇒ (5) + 2 = 7 for 1d4 + 2 ⇒ (3) + 2 = 5
S5 v Alaric: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 for 1d4 + 2 ⇒ (3) + 2 = 5
S5 v Alaric: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 for 1d4 + 2 ⇒ (3) + 2 = 5
Alaric advances a step and brings his flail down into the first skeleton which crumples to the ground with a satisfying crunch.
Two of the skeletons spontaneously drop back to the ground (GM fault for reading the description of the room has 8 skeletons, but overlooking that only 6 rise as undead) - perhaps a trick of the shadows?
The five remaining skeletons clamber forward eagerly and rake their claws against Alaric's armor and shield furiously. One finds a way through, crooking its finger up between the joint of his half-plate. (3 damage to Alaric)
Another skeleton steps up and claws at Ugnoth, slashing its own bony hand across the Shoanti's chest. (4 damage to Ugnoth)
Round 1:
17 Alaric : Steps up and crushes skeleton #1
14 Skeleton 2 : 5ft and claws at Alaric from up the steps, hits for 3
14 Skeleton 3 : 5ft and claws at Ugnoth, hits for 4
14 Skeleton 4 : 5ft and claws at Alaric
14 Skeleton 5 : Moves up, readies
14 Skeleton 6 : Charges Alaric
13 Sad Rock :
12 Ramli :
10 Ugnoth :
3 Damvorak :
Round 2:
17 Alaric :
Now Up: Everyone! (including Alaric again to start round 2)

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Flail: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Alaric redoubles his assault. As the skeleton strikes his flail comes whistling around toward its crumbling skull.

DM Panic |

Alaric and Sad Rock both miss. Power attack was the difference! AC16 is the magic number. 4hp each when you connect.
I'm also good with the columns providing cover for when you exit a diagonally threatened square (i.e. you don't provoke from S3 when exiting M,4 at the moment.
Ramli, Ugnoth and Damvorak still to go.

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Round 1, Initiative 3, Location: L2->M6
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 6/6
Resistant Touch = 6/6
Channel Energy = 3/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Divine Favor, Remove Fear
Damvorak, his way likely blocked by the allies in front of him, moves to M-3 and climbs the low wall.
Climb: 1d20 + 1 ⇒ (9) + 1 = 10 (DC 10 by chance?)
He then moves along the wall and down the short stairs to M-6 (likely a double move).
If the climb fails, he tries again and fails again, remaining at M-3.
Climb: 1d20 + 1 ⇒ (5) + 1 = 6

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Moving up, Ramli swings his staff in a defensive pattern, more trying to fend the skeleton off and position it where he wants than actually destroy it yet.
Move to J-5
Mwk. Quarterstaff (one-handed): 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

DM Panic |

S2 v Ramli: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8 for 1d4 + 2 ⇒ (2) + 2 = 4
S2 v Ramli: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13 for 1d4 + 2 ⇒ (4) + 2 = 6
S4 v Ugnoth: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d4 + 2 ⇒ (1) + 2 = 3
S4 v Ugnoth: 1d20 + 2 ⇒ (20) + 2 = 22 for 1d4 + 2 ⇒ (4) + 2 = 6
S5 vs Damv: 1d20 + 2 ⇒ (1) + 2 = 3 for 1d4 + 2 ⇒ (2) + 2 = 4
S5 vs Damv: 1d20 + 2 ⇒ (16) + 2 = 18 for 1d4 + 2 ⇒ (1) + 2 = 3
S6 vs Alaric: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d4 + 2 ⇒ (4) + 2 = 6
S6 vs Alaric: 1d20 + 2 ⇒ (19) + 2 = 21 for 1d4 + 2 ⇒ (4) + 2 = 6
S4 v Ugnoth Confirm: 1d20 + 2 ⇒ (9) + 2 = 11 for 1d4 + 2 ⇒ (3) + 2 = 5
Round 1 Con't
13 Sad Rock : Moves to M5, misses
12 Ramli : Moves to J5, misses
10 Ugnoth : Crushes skeleton #3, 5fts into its place
3 Damvorak : Climbs wall and moves to M6 to flank
Round 2:
17 Alaric : Swings and misses
14 Skeleton 2 : Misses Ramli from steps
14 Skeleton 4 : Hits Ugnoth for 6 damage
14 Skeleton 5 : Hits Damvorak for 3 damage
14 Skeleton 6 : Misses Alaric
13 Sad Rock :
12 Ramli :
10 Ugnoth :
3 Damvorak :
Round 3:
17 Alaric :
Only Ugnoth finds success in smashing another skeleton as the others advance for position. Each of the undead minions turns to face their latest assailant, tearing with outstretched claws. Alaric's armor proves to be nearly impossible to overcome while both Ugnoth (6 damage) and Damvorak (3 damage) are raked and bloodied by their opponents.
The skeletons seem to be avoiding Sad Rock, perhaps recognizing in him a fellow monster.
A man's moaning continues from deeper within the crypt.
Now Up: Everyone!

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Flail: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Seeing Ugnoth fell his quarry, Alaric grits his teeth, bringing his flail around again, this time finding his mark. "... one, two."

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Growling in rage at the damage he's taking and in anger at his foes daring to harm his flesh Grrrrar!
Alaric, I trust you can fell that one before it tears me to shreds... gritting his teeth is pain Ugnoth points at S2.
Ugnoth will 5' into the space recently occupied by S6 and swing at S4.
Flanking Attack 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Bludgeoning Damage 2d6 + 3 ⇒ (6, 6) + 3 = 15

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Round 2, Initiative 3, Location: M6
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 6/6
Resistant Touch = 6/6
Channel Energy = 3/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Divine Favor, Remove Fear
Damvorak swings twice to fell the skeleton, first on S4 (flanked, +2 to attack) then S5 if he drops (or is dropped before my initiative).
Quarterstaff: 1d20 + 2 ⇒ (14) + 2 = 16 for damage: 1d6 + 4 ⇒ (6) + 4 = 10
Quarterstaff: 1d20 + 2 ⇒ (11) + 2 = 13 for damage: 1d6 + 4 ⇒ (3) + 4 = 7

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"Ah, all lined up for us, like ducks in a row!" Ramli exclaims, a grin crossing his face as the battle deepens.
His language suddenly switches to something arcane, as words of magic drip from his lips even as he continues his assault with his staff. The point of the staff slides between the skeleton's ribs, putting in position as a coruscating green light springs from his other hands, bathing the skeleton in positive energy. Cast disrupt undead
Cast defensively (DC=15+double spell level: 1d20 + 5 ⇒ (18) + 5 = 23
Mwk. Quarterstaff (one-handed, with spell): 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Disrupt undead: 1d6 ⇒ 6

DM Panic |

@Ramli: Missing an attack roll for the Disrupt Undead. I'll roll one here for you though so we don't hold up a round for it.
Ramli Disrupt Undead touch attack (firing into melee): 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
S5 vs Damv: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d4 + 2 ⇒ (3) + 2 = 5
S5 vs Damv: 1d20 + 2 ⇒ (17) + 2 = 19 for 1d4 + 2 ⇒ (2) + 2 = 4
Round 2 Con't
13 Sad Rock : Barely misses
12 Ramli : Disrupts/destroys skeleton #2
10 Ugnoth : Barely misses
3 Damvorak : Crushes skeleton #4
Round 3:
17 Alaric : Crushes skeleton #6
14 Skeleton 5 : Hits Damvorak for 3 damage
Sad Rock and Ugnoth both barely miss their respective skeletons with their powerful swings while Alaric and Damvorak once again effect crushing swings that simply destroy their foes.
As Ramli's quarterstaff darts out, his opponent sidesteps the attack, yet the Osirion mage will not be denied. With a simple outstretched hand, the skeleton shudders for a moment before its skull spontaneous explodes.
The lone standing skeleton, seeming to be blissfully ignorant of the utter destruction of his allies, rakes one of his claws across Damvorak's chest and continues to fight on. (3 damage to Damvorak)
And I'm going to call the combat because I'm certain one of you will do the required 4hp of damage to AC16.
All five Pathfinders circle the last skeleton, who keeps his attention focused on the cleric. With a count of "1, 2, 3" (several members swinging on 3 and a few swinging after 3), bludgeoning weapons are brought to bear on the last skeleton, who crumples to the ground in a pile to join his "friends".
Combat over! Feel free to heal up.
The two bodies that did not rise up appear to have been recently slain - their injuries indicative of the razor sharp claws of the skeletal monstrosities.
Both men appeared to have backpacks as well. The first pack contains two quivers (each containing 10 blunted arrows) and an oversized pillow. The second pack contains two days of rations, a full waterskin and a pair of smokesticks.
The wailing sound continues on and off from the south.

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Damvorak takes out his wand and heals himself of his minor injuries.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
He takes a look around the room, but notices nothing of further interest.
Perception: 1d20 + 3 ⇒ (8) + 3 = 11
"I wonder what all the pillows are for. Seems an odd thing to carry out all this way."
Healed and refreshed, he's ready to continue down the tunnel.

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1d20 + 7 ⇒ (12) + 7 = 19 Perception
Sad listens to the noise coming from the southeast, the wailing.
"That our choir practice, Alaric? Is that where we go?" Sad asks, pointing to the SE. He's still tremendously excited about the choir, having never been asked to sing for others before.
Sad grabs some of the food and smokesticks, wondering if the dead bodies are those who failed to make the choir.

DM Panic |

Ascending to the higher platform on the eastern side of the entry hall, Alaric steps up and opens the door to the east.
Beyond is what appears to be a large maze-like chamber of pillars that obscure the far sides of the room.
Next to the door is a pile of empty saddlebags and three brooms.
The distant moaning grows slightly louder.
Since this room is effectively a maze, which doesn't run well by PbP, this is probably better played out with each PC giving me a general method of how they want to explore (or not explore) the maze. Do you guys want to have everyone go in and kind of randomly search about? Do you want to wait outside while you make poor Sad Rock do all the work?
If you elect to explore the maze, give me some idea of your general direction (stays to the left, goes mostly straight, stays to the right, goes towards the sound, goes away from the sound, etc) -- and then go ahead and roll let's say - a dozen Perception checks in spoiler.

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I'd say we should stay together.
"Lead on, Rock. You're the singer, here, so see if you can't follow the sound," Ramli says with a laugh.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

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Damvorak follows Sad, using his chalk and charcoal to note where they came from and went to as they go. He has no particular plan though, and will likely get lost anyway. :)
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Perception: 1d20 + 3 ⇒ (17) + 3 = 20