
Xeros |

As the tiefling is lost in thought to figuring out what happen to these poor creatures, he suddenly gets brought back to reality when he hears the doors slam shut. He gives a look of annoyance as he tries to figure out how to open the doors. He studies the doors using his knowledge of traps and devices to try and open it. And if that search fails he will pull out his crowbar and pry the door open.
As he searches he whispers to the bard, "Are we still connected?"
Perception:1d20 + 7 ⇒ (16) + 7 = 23
If needed Disable device:1d20 + 9 ⇒ (18) + 9 = 27
And if that fails Crowbar str check:1d20 + 4 ⇒ (11) + 4 = 15

DM Mathpro |
Sorry with the holidays things have been crazy...Thanks for your understanding
Surprise Round Actions
Skeletons start animating at B-8, C-7, E-8, D-7, C-5, and D-5. The ones at C-5 and D-5 look different from the rest. The one at C-5 is burning, and the other one is wielding a great sword. The other skeletons are unarmed.
I need actions for the surprise round from Etna, Neculai(if you're not going to inspire courage), Travinda, and Andwell.
Skeleton 1
Skeleton 2
Etna
Skeleton 3
Neculai
Skeleton 4
Skeleton 5
Travinda
Skeleton 6
Andwell

Andwell Tactfoot |

For the surprise round I'm going to throw a dagger at the nearest bone brain being to me. (D-7 I beleive)
I also say aloud, If someone would be so kind as to set me up for a flanking attack, I would be most gratefull. Yes, gratefull indeed.
Dagger throw 1d20 + 4 ⇒ (11) + 4 = 15
Damage 1d3 + 1 ⇒ (3) + 1 = 4
Draw sword and get ready for the onslot.

Etna Venus Van Ash |

DM Mathpro |
Neculi you begin to sing and inspire courage. Travinda you switch weapons. Etna your attack misses and Andwell you're dagger hits the skelleton in the rib but doesn't seem to affect it.
Now we are in Round 1. Everyone please state 2 possible actions for their turn, just in case things become impossible. I will play every thing out at the end of the round.

Neculai Dumitru |

I'll continue singing, take out my rapier, and start trying to stab the skeletons around the corner.
Attack:1d20 + 3 ⇒ (4) + 3 = 7
Apply any cover penalties or such as you deem fit. Never mind, there isn't a chance that's getting through.
Damage:1d6 + 3 ⇒ (3) + 3 = 6
If that action becomes impossible, from a lack of Skeleton left from others, or from an inability to reach it, I'll instead take out my whip and whip at one of the other skeletons.

Tarvinda Darvelle |

Round 1 Preferred Action strikes (E,8), secondary action strikes at (D,7)
Tarvinda strikes at the undead.
Flail attack 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 bonus from inspire courage
Flail damage 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8 bonus from inspire courage

Xeros |

After failing at prying open the stubborn door Xeros smashes his crowbar againist the door in frustration. He whispers to himself "What is preventing me, Cayden give me the drunkards luck."
The tiefling takes another luck around to see if he can see anything that is holding it open from out here.
Perception:1d20 + 7 ⇒ (9) + 7 = 16
Of course your ranger with favored enemy(undead) is stuck outside hehe.

DM Mathpro |
Instead of holding this up anymore I think I'm going to DMPC Andwell for this round of combat.
@Xeros: Hmm that didn't occur to me when I made this change from last time you played this lol. Don't worry they won't die...
Skeleton 1
Skeleton 2
Etna
Skeleton 3
Neculai
Skeleton 4
Skeleton 5
Travinda
Skeleton 6
Andwell
Attacks on Etna: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (4) + 2 = 61d20 - 3 ⇒ (18) - 3 = 151d4 + 1 ⇒ (1) + 1 = 2
Attacks on Travinda:1d20 + 2 ⇒ (6) + 2 = 81d4 + 2 ⇒ (4) + 2 = 61d20 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (1) + 2 = 3
Attack with sling:1d20 + 5 - 4 + 1 ⇒ (5) + 5 - 4 + 1 = 71d3 + 1 ⇒ (2) + 1 = 3-4 for shooting into melee
The Skeletons at B-8 and C-7 try to claw at Etna and one will miss and the other one will hit for 6 damage. Etna your attack strikes true and the skeleton at B-8 falls to the floor(Remove it from the map). The skeleton next to Travinda will try to strike at her with its claws and it strikes true, hitting you for 3 damage. Neculai you're attack misses, poking through the skeletons ribs. Another skeleton tries to strike Travinda with its claws but its claws bounce off your armor. The burning skeleton moves next to Etna(B-7) and swings at her but misses. Travinda unfortunately your attack misses. The skeleton wielding the large sword laughs and stays where he is. He seems to be concentrating on something but you can't really tell what. Andwell cries out "Travinda duck!" as he loads his sling and lets a rock fly but the rock flies wide of the target.
Skeleton 1-0/4(B-8)
Skeleton 2-4/4(C-7)
Etna-
Skeleton 3-4/4(E-8)
Neculai-
Skeleton 4-4/4(D-7)
*Skeleton 5-4/4(C-5)
Travinda-
*Skeleton 6- 17/17(D-5)
Andwell -
Can you guys do me a favor in the future and list your AC every round that way I don't have to look it up. And if you've been attacked please post your current hit points.
hmm I might have to take back what I said about you guys not dying...lol.

Andwell Tactfoot |

Many apologies. I thought I had posted actions for the round. Must have spaced. I'm still following along every day.
Andwell (ac 14/14) is going to look the battle ground over and determine if he can safely get into position for a flanking attack to use his backstabbing skills. If not, he will strike at what he perceives as the weakest target using his sling.
Flanking Attack;
shortsword 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Damage 1d4 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9
*or*
Sling;
Ranged 1d20 + 5 ⇒ (20) + 5 = 25
Damage 1d3 + 1 ⇒ (2) + 1 = 3
Whoo Whoo. I think I hit something! Andwell yells as the adrenaline kicks in.

Tarvinda Darvelle |

Tarvinda smarts as the skeleton hits home, and once more hits out at the skeleton, moving swiftly into the crypt.
Round 2:
Status:
HP: 10/13 AC: 17/13/16 Conditions: Bardic performance(Courage)
Flail attack 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 on E,8
Flail damage 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
5ft step to E,7

DM Mathpro |
Xeros: You can't see anything that would be preventing you from opening the door. You got the sense with your previous investigations that the door isn't locked and as far as you can see there is nothing physically keeping the door from opening.
In my haste to get out the door this morning I forgot my flash drive which has my bestiaries on it so you guys will have to be patient for one more day for me to update combat...sorry. Being out until 3 AM with friends makes getting up with any mental capacity at 7:30 difficult lol.

DM Mathpro |
The only target thats close to you neculai is the burning skeleton and you'd have to take a 5 foot step to hit it but that would make you a target and I really don't think you'll want to go toe to toe with him and his friend with the big sword if that skeleton decides he wants to play with you to. I'm going to assume that you just continue singing.
Round 2 wrap up
Skeleton 2
Etna
Skeleton 3
Neculai
Skeleton 4
Skeleton 5
Travinda
Skeleton 6
Andwell
Attacks on Etna: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (4) + 2 = 6
Attacks and damage on Tarvinda: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (3) + 2 = 51d20 + 2 ⇒ (14) + 2 = 161d4 + 2 ⇒ (2) + 2 = 4
The skeleton directly in front of Etna tries to claw at her again but misses terribly not even striking against her body. Etna takes a defensive stance, not liking being mostly surrounded. The skeleton next to Tarvinda will take a swipe at her with its claws. Both claws strike true doing a total of 6 damage. Neculai you continue to sing. The one in front of Travinda will try to strike at her with its claws and unfortunately it strikes true, striking Travinda for 5 damage and she falls to the ground. The skeleton on fire tries to take a swing at Etna with its claws and misses. The skeleton holding the sword begins to chant. Andwell lets another rock fly from his sling, striking the skeleton that fell Travinda squarely in the head, knocking it clean off the beasts body and it falls limp on the floor. A second later the skeleton with the sword finishes chanting and the remaining skeletons vanish and the door to the crypt reopens. As the heavy doors swing open, the faint light from outside reveals a long chamber with risen platforms on either side. A faided painting of Kassen is on the far wall. Other than Travinda's limp body on the foor, two other bodies can be seen in the center of the room. An echoing wail can be heard somewhere in the distance, beyond this foul chamber.
Congratulations you all have made it to level 2. Go ahead and level up. I'll either need a stabilize roll out of Travinda or someone needs tend to her wounds or pour a cure light wounds potion down her throat. For those who have spells you won't get your new spells until you rest.

Tarvinda Darvelle |

As Etna's and Neculai's hands bind and tend to Tarvinda's bleeding wounds the flow of blood slows. It looks like their care has been successful as Tarvinda's breathing becomes easier and her crimson blood ceases to fall to the ground.
Stabilize 1d20 + 2 ⇒ (18) + 2 = 20

Xeros |

Updated, sorry for the delay.
As Xeros stands there in front of the great doors giving up on opening them. He suddenly looks around as he hears clinking of glasses and the conversations of a lively bar crowd, the tiefling starts to relax and then the doors open on there own. Xeros jumps up and charges into the crypt with his crow bar in hand finding only embarrasment as he is too late to fight. He puts away the prying tool, and looks around at the smashed skeletons, "Are you all oka..." He stops as he see's the paladin on the ground, a lump of guilt raises to his throat.
"I should of been here, I know these kind of creatures." He takes his dagger out and cuts strips of his cloak. Then starts to properly bandage up the women. "How are the rest of you doing? What happened here? Did you hear those noises from the outside?" He says a little frantic.
Heal check:1d20 + 6 ⇒ (11) + 6 = 17

DM Mathpro |
Etna you notice 2 bodies dead on the floor. Taking a closer look you're able to identify them as 2 of the men who worked for the Mayor. You also hear a rather disturbing wailing sound.
Xeros you're able to bandage her wound effectively and get her stable enough to move though you think she really could benefit from a good nights rest though you don't feel that's exactly possible at the moment.