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Knowledge: Religion: 1d20 + 4 ⇒ (6) + 4 = 10 booo
Knowledge: Religion: 1d20 + 4 ⇒ (7) + 4 = 11 booo
"The firey skeletons of undead men! Be careful they'll burn you if you stand close, they're super hot! Their old bones crack easily under the weight of a mace though. I'll try to snuff out their burning undead eyes."
With that, Mae focuses her inner light and a blast of positive energy radiates out from her in a 360 degree wave, washing over the skeletons as well as her companions but having no obvious effect on her allies.
Channel positive energy 30' radius to harm undead. Will Save DC 14 Channel: 1d6 ⇒ 3

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Knowledge(Religion): 1d20 + 3 ⇒ (11) + 3 = 14
Celegon quickly steps in over the downed door and notches an arrow while bringing its aim to bear on one of the flaming monstrocities. Making sure that he has a shot around his companions, he lets the arrow fly.
Attack(Skeleton on left): 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

GM NotEspi |

Durun takes a moment and sends a ray of cold elemental energy at one of the skeletons. Its fire stops burning and the bones collapse to the floor. A second later, a fiery explosion envelops the bones and turns them into bone dust while sending it flying. The other skeletons continues its advance, relatively unphased by Celegon's arrow or Mae's divine channeling.
Turn 1 - Go if bolded
Celegon - Arrow hits
Durun - Blast hits
Mae - Channel
Kiddir
Zahira - Ready action
Bones
Will: 1d20 + 2 ⇒ (16) + 2 = 18
Red -2

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Kiddir rushes forward, sincerely hoping that his feat as a 'human shield' will be reckoned to him after death.
rage, AC 20 T 16 FF 14 Ref +6
Trip CM: 1d20 + 9 ⇒ (17) + 9 = 26 red

GM NotEspi |

Kiddir rushes at the skeleton, striking its legs and sends it to the ground.
The skeleton stands up, giving Kiddir an opportunity to attack. The creature swipes at Kiddir with its bony claws when on its feet.
Claws, Red, Kiddir: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (3) + 2 = 51d6 ⇒ 6
But Kiddir stands unscathed again.
Turn 2 - Go if bolded
Celegon
Durun
Mae
Kiddir
Zahira
Bones - miss
Made the dead skeleton's token smaller.

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Celegon moves up closer for a better shot at the skeleton, taking care not to hit Kiddir. "Watch out for that burst of fire, Kiddir!"
Attack(Firing into melee@-4): 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

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Back at U of Lepidstadt, what Zahira does next would be known as a flèche - even if it isn't normally done with a cestus.
cestus, charge: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d4 + 2 ⇒ (4) + 2 = 6

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Mae watches in awe as one of the skeletons hit with the frost bolt explodes in a fiery death. "Wow Durun, what did you do to that thing? I thought my energy wave would have been more effective... guess its better saved for healing."
With that she'll wait and watch as the battle plays out. delays

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Durun starts when the skeleton explodes and looks at Mae with a surprised expression. "I'm not quite sure! I have never seen that happen before." Feeling emboldened he fires off another ray, looking to get it around Kiddir; however, the large man provides too much Cover and the freezing bolt misses the target!
Cold Blast: 1d20 + 4 ⇒ (7) + 4 = 11

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Mae shrugs "I guess its up to me?" She tries channeling to damage the stout skeleton once more.
Channel positive energy 30' radius to harm undead.
Channel Will Save DC 14: 1d6 ⇒ 4

GM NotEspi |

Okay so first some retro stuff.
Kiddir remained near the skeleton for too long. The searing heat burns his skin as a result
Aura, Fire damage: 1d6 ⇒ 3
Carrying on.
As Mae reaches out to the universe to aid her, a ring of positive energy spreads around her. It reaches the skeletal being and the undead stops burning immediately as it falls to the ground. A second later, the bones start burning again and disappear in a fiery explosion that scatters the bonedust into the air. It's getting hard to breathe with all stat stuff in the room now.
Fiery Death, DC 11 Reflex for half: 1d6 ⇒ 2
Kiddir and Zahira are in the immediate vicinity of the fire. Will they manage to evade?
Roll them reflexes for me, guys and gals. In any case, combat over.

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Mae watches her positive energy envelop the last skeleton and the immediate explosion that follows. "WOAH!" I didn't know they could do that... must have been in that chapter I skipped. Sorry guys."
She then rushes over to check out the wounds on Kiddir and Zahira. "Ouch that's a nasty burn Kiddir, you need to let me take a look at it. Zahira, how are you doing? You look like you got a bit scorched too."
Mae will then take a minute checking out their wounds for signs of anything like poison, disease or infection, etc. Being very insistent on taking her time and being thorough.

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Reflex save: 1d20 + 3 ⇒ (13) + 3 = 16
"I'll be fine," Zahira says nonchalantly as she stows her cestus and re-equips her pata.

GM NotEspi |

After the fight, you manage to get a better look at the place.
Celegon: 1d20 + 7 ⇒ (6) + 7 = 13
Durun: 1d20 + 5 ⇒ (9) + 5 = 14
Kiddir: 1d20 + 5 ⇒ (3) + 5 = 8
Mae: 1d20 + 4 ⇒ (4) + 4 = 8
Zahira: 1d20 - 2 ⇒ (12) - 2 = 10
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.

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Celegon stows his bow and pulls out his journal again. He begins writing descriptions of all of the items that he sees and sketching things, and their placements. When he sees the scrolls, he calls to the others, "A couple of scrolls here. Let's see what mysterious magic they may contain." He casts Read Magic and examines both of the scrolls.
After letting the group know what the scrolls contain, Celegon examines the room with Detect Magic, hoping to gain more insight into this room.

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Mae casts a spell on Kiddir and he heals Healing: 1d8 + 1 ⇒ (4) + 1 = 5 And pats him on the back. "There, good as new. You shouldn't be worried about any infections or disease or anything. I didn't find anything worrisome."
After a quick look over Zahira she agrees with her. "You'll be fine, just a small scorch there on your backside."
After hearing Celegon identify the scrolls: "Woah those are some powerful spells. I've been told someday I may be able to cast them, but not yet. I could maybe from a scroll though if no one else would put them to use."

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While the others spend time look over the scrolls, Durun quickly gathers up the silver, his eyes wide. "A small fortune, this!" He looks about for a moment at the others to see if they are paying attention, but then his conscience reminds him of the nagging feeling of betrayal and hypocrisy. 'I may be able to buy my way back into the Tribe with this, but that would entail betraying these fine folks. I am not okay with that...'

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Is there any obvious doorways to another room in this room? If so Mae will try to keep people headed that way after we gather up the scrolls and silver things from the altars.

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After everyone is ready, healed up and loot gathered and shared. "Are we head up the next set of stairs then?"

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Celegon hands Mae the two scrolls, "Perhaps you will be able to find some use for these. I can tinker a bit with scrolls, but they are probably much better suited to your hands."
He then makes sure that his journal and pen are packed away and takes one last glance at the room. "I believe that is about all that I can catalog in here, so I believe Mae's suggestion works well. Let's see if we can find this bard further on up." He draws his bow and gets ready to take his place near the back of the group.

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Mae slowly starts climbing the stairs, eyes on her feet so she doesn't trip over anything. After a few moments of climbing she notices the rest of the group still relaxing in the room. "Come on guys! These stairs aren't going to climb themselves, and this door here might have our bard behind it!" She waves the rest of the group forward then continues up to the door and repeats what Durun often does and listens intently at it. Take 20 on perception: 24

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Mae lifts her head and pulls her ear from the door and turns to the group and whispers: "I think there are more of those smelly lizard men inside, I can hear them talking! Shhh." Mae then goes about looking at the door to see if it is locked and if there are any obvious contraptions waiting to impale whoever opens it. Perception for Traps: 1d20 + 4 ⇒ (6) + 4 = 10

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Celegon climbs up the stairs behind Mae while she listens at the door. "Possibly more troglodytes? Great." he says with obvious sarcasm as he retightens the strip of clothe over his mouth and nose. He too begins checking around the door from any possible traps.
Perception for traps: 1d20 + 7 ⇒ (17) + 7 = 24

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Durun nods. "A bit more teamwork this time, aye?" He says, looking at Kiddir. "Please try to maneuver to one side to open up a clear shot for those of us attacking at ranged."

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Celegon waits until everyone gets up and in place. "Weapons at the ready, I'm opening the door." He then begins chanting as he focuses on the door to open it.
Casting Open/Close... but you know, just the Open portion of it. :-)

GM NotEspi |

Celegon's spell opens the door. Within it, you see 3 troglodytes spread around several crude bunks.
Opposition: 1d20 - 1 ⇒ (16) - 1 = 15
Celegon: 1d20 + 6 ⇒ (13) + 6 = 19
Durun: 1d20 + 3 ⇒ (15) + 3 = 18
Jorun: 1d20 - 2 ⇒ (13) - 2 = 11
Kiddir: 1d20 + 4 ⇒ (14) + 4 = 18
Mae: 1d20 + 2 ⇒ (7) + 2 = 9
Zahira: 1d20 + 3 ⇒ (7) + 3 = 10
Turn 1 - Go if bolded
Celegon
Durun
Kiddir
Trogs
Zahira
Mae
You are on the 4th floor. Celgeon specified to position yourselves, so place your token outside the door on your desired location.

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It's not no surprise that he went to one of the first, right?
Kiddir rushes forward. This time he is not going to "drop" anyone - now he just wants to hit to hurt so much as he's capable of.
Short Sword: 1d20 + 5 ⇒ (19) + 5 = 241d6 ⇒ 2
Confirm?: 1d20 + 5 ⇒ (20) + 5 = 251d6 ⇒ 2
And he is a rewarded!
Well that is a critical hit. Bad that is not a greatsword with a strength of 18...

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Celegon quickly notches an arrow and let's it fly towards the troglodyte at the opposite end of the room. "Drop them fast and hold your breath!" he calls out and then takes his last clean breath for a while.
Attack(orange trog): 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 ⇒ 7

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Durun nods to Celegon and takes a deep breath as well before slipping into the room. He focuses his efforts upon the troglodyte off to the left (Green)!
Cold Blast: 1d20 + 4 ⇒ (13) + 4 = 17
Cold Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Move Action - Move into position on map. Standard Action - Cold Blast on Green.

GM NotEspi |

You open the door and start a barrage of attacks. At this point you are pretty much accustomed to the repugnant stench of the tower's inhabitants. You might have even caught some on your clothing and whatnot.
You manage to land all of your attacks, but the troglodytes were kind of expecting you after all the ruckus you made on lower levels, so they retaliate.
Two of them gang up on Kiddir and one goes for Durun...
Club, Flank, Kiddir, Violet: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 171d6 + 1 ⇒ (4) + 1 = 5
Club, Flank, Kiddir, Green: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 51d6 + 1 ⇒ (2) + 1 = 3
Club, Durun, Orange: 1d20 + 2 ⇒ (1) + 2 = 31d6 + 1 ⇒ (1) + 1 = 2
Oh my. Two crit misses in a row. Good job, dicebot!
But they fail miserably.
Turn 1+2 - Go if bolded
Celegon
Durun
Kiddir
Trogs
Zahira
Mae
Violet -4
Orange -7
Green -7

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I still need my token placed - right in front of Orange, if you would.
Zahira advances, eager to demonstrate her skills.
pata vs Orange: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d6 + 2 ⇒ (4) + 2 = 6

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"Three lizard men! This could get ugly, I better help you guys out. She says with a very nasal voice as she's pinching her nose to keep out the stink. She then waves her hands and casts a spell
"There, that should do it, watch out for those claws and sharp pointy teeth!"
Bless: +1 attack rolls and +1 vs fear.

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Celegon pulls his arrow taut and waits for just the right opportunity to put an arrow past Zahira. After her attack, he fires the arrow right over her shoulder, attempting to hit the same troglodyte above the wound caused by her pata.
Longbow(orange) w/ Bless and Point Blank into melee: 1d20 + 2 ⇒ (12) + 2 = 14
damage: 1d8 + 1 ⇒ (2) + 1 = 3

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Durun dodges the troglodytes weapon and quickly retreats a step into the doorway before sending another blast of frozen water towards the same enemy!
Cold Blast: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Cold Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Free Action - 5' step back into doorway. Standard Action - Kinetic Blast on Green again. Good news is that if he tries to come after me again, Zahira gets an AoO!

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Mae will check Kiddir's pulse as she isn't sure he's still alive, not having moved in days. Heal: 1d20 + 6 ⇒ (10) + 6 = 16

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With a nimble dancing motion he shifts to the side, covering his back and gets a new deadly strike in the same troglodyte.
Attack: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 251d6 ⇒ 6
Confirm: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 201d6 ⇒ 4 All is honest! Remember my three 'natural one' in a row? )
P.S. 5-foot-step, attacks violet.

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Mae jumps back with a start "Woah sorry, I thought something was wrong so I was checking.."