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Kastarr had been hoping the museum had some dim lighting. It does not, but Stormy's light spell solves the issue.
Kastarr reads part of the inscription aloud, but in soft tones. " The Shifting Lady of Ebony Scales.' Sounds ominous."
The ranger moves deeper into antechamber, keeping alert for danger.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19

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Caster level, not concentration. That succeeds anyway, though. So you're using the option that looks like will-o-wisps, is that right?

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I notice that Bertha and Betsy are going over to the corner where the dinosaur skeleton is located. I've put an icon on the map for it.
Bertha and Betsy approach the dinosaur skeleton, and see that it seems to be two separate dinosaur skeletons, similar, but not exactly the same, occupying roughly the same space on different planes.

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"This place is strange."
Are either dinosaur moving? Just in case..
Bertha draws upon her skill with animals and speaks softly and calmly to the dinosaur(s). "There, there, my friend. Be calm and see we are friends..."
Handle Animal: 1d20 + 3 ⇒ (17) + 3 = 20
Let's call this a shot in the dark...

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Neither is moving. To clarify, these are dinosaur skeletons - just the bones, connected together either with wires or some sort of magic, you can't quite tell. The bones do not react in any way to being touched.

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Beronûsh moves up behind Stormy, moving his Dancing Lights down the hall as he goes.
@ GM Paladin: Sorry, CL check. Got it.
Still using that will-o-the wisp graphic for the Dancing Lights.
It's just a modified graphic I'm using.
Just thought it made for a thematic icon here.

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Interrupting the action right there...
As Tim and Kastarr step past the edge of the hallway, one of the two dinosaur skeletons, until now utterly motionless, suddenly animates. It moves to attack the nearest person, in this case Bertha.
Tim has quick enough reflexes to move to attack before the skeleton. Note that the hallway corner there is a hard corner so you can't 5-ft step to the square diagonally to the up and left, Tim.
Order:
Tim
Deinonychus skeleton
Stormy
Fatham
BABS
Kastarr
Beronûsh
Fatham Init: 1d20 + 4 ⇒ (9) + 4 = 13
Kastarr Init: 1d20 + 2 ⇒ (10) + 2 = 12
Beronûsh Init: 1d20 + 3 ⇒ (3) + 3 = 6
Tim Init: 1d20 + 4 ⇒ (17) + 4 = 21
Stormy Init: 1d20 + 1 ⇒ (17) + 1 = 18
Skeletal Guardian init: 1d20 + 7 ⇒ (12) + 7 = 19

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"Bah! Knew it. I should have laid into it while it was still resting." Swearing a few further epithets, Tim draws his axe and circles the corner, hoping he's quicker than the dinosaur skeleton.
Attack: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 extra +2 from the flank
Damage: 1d8 + 6 ⇒ (1) + 6 = 7 slashing

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"You and me both... at least you weren't trying to sweet talk it!"

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Tim's axe cracks through some ribs, but doesn't do as much damage as he might otherwise expect. The dinosaur skeleton snaps and claws at BABS but her strong armor blocks its attacks.
Order:
Stormy
Fatham
BABS
Kastarr
Beronûsh
Tim
Deinonychus skeleton
bite, talon, talon, foreclaws: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (5) + 5 = 101d20 + 5 ⇒ (6) + 5 = 111d20 ⇒ 4

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I just realized I will need an icon for my Roc. Not sure how to add one. Right now using the little cloud.
After a quick command from Stormy the bird on her shoulder flies at the skeleton and bites at it.
Bite: 1d20 + 1 ⇒ (6) + 1 = 7
And Stormy advances pulling her club as she moves. She swings a practiced swing at the enemy.
Club: 1d20 + 6 ⇒ (10) + 6 = 161d6 + 4 ⇒ (2) + 4 = 6

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Just find an image you like through google image search or on the paizo forums, right-click and choose 'copy image' or the equivalent, then paste it into the google picture and resize it to match the size of the other icons.
With unexpected agility, the animated bones dodge Stormy's club.

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Snarling, Fatham circles around and brings his club down in a heavy blow on the unnatural bones.
club, flank: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 171d6 + 4 ⇒ (5) + 4 = 9
Space to maneuver will be at a premium with 3 animal companions!

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The +2 is from flanking right?
Even surrounded by swinging clubs, the skeleton imitates the agility that it possessed in life and continues to dodge.

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Hearing the commotion, Kastarr quickly moves back to see what is going on. Seeing the skeletal dinosaur, the ranger quickly draws his bow and looses past Two Tall, trying to score a hit.
darkwood bow: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Skeleton gains +4 AC(soft cover). Kastarr has Precise Shot now. I checked back, I never stated that Kastarr had drawn a weapon. Lucky, because otherwise he would have had to drop his axe, probably.

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Here's where it'd be really nice to have blunt arrows. In any case, though, the arrow misses.
Kastarr tries to shoot an arrow, but can't get a good shot at the creature with all his allies swinging their clubs and axes.

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@ Stormy: I put three "roc" icons on the map near the bottom left.
You can choose one to use for your roc on the map.
I think the one in the middle is coolest looking.
Me too. Thanks!

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Tim and BABS are still up.

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"I am getting tired of the dead not staying that way..."
Bertha smacks the dino with her weapon.
Falchion Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 2d4 + 6 ⇒ (2, 1) + 6 = 9

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Tim takes two more cuts at the skeleton, this time without the benefit of an ally distracting the creature from the other side.
Attack 1: 1d20 + 5 ⇒ (17) + 5 = 22
Damage 1: 1d8 + 4 ⇒ (3) + 4 = 7
Attack 2: 1d20 + 5 ⇒ (18) + 5 = 23
Damage 2: 1d8 + 4 ⇒ (6) + 4 = 10

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Tim alone manages to strike the dinosaur skeleton again, chopping away more of its ribs and half of its tail, but not quite able to strike a telling blow.
Undeterred, the skeleton keeps its attacks focused on Bertha. One talon breaks through her guard, leaving her arm with a nasty gash. 6 damage to Bertha.
Order:
Stormy
Fatham
BABS
Kastarr
Beronûsh
Tim
Deinonychus skeleton
bite, talon, talon, foreclaws: 1d20 + 5 ⇒ (11) + 5 = 161d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (13) + 5 = 181d20 ⇒ 3
talon damage: 1d8 + 2 ⇒ (4) + 2 = 6
9

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Frustrated that he hasn't been able to take it down yet, Tim attacks again, swearing that next time he faces skeletons, he will be better prepared.
Attack 1: 1d20 + 5 ⇒ (8) + 5 = 13
Damage 1: 1d8 + 4 ⇒ (3) + 4 = 7
Attack 2: 1d20 + 5 ⇒ (9) + 5 = 14
Damage 2: 1d8 + 4 ⇒ (8) + 4 = 12

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Fatham brings his club down on the creature again, but can't connect with anything substantial.
club, flank: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 91d6 + 4 ⇒ (3) + 4 = 7

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You don't need to do a caster level check unless your spell has the [light] descriptor. That will miss anyway, due to firing into melee which is a -4, and soft cover which increases its AC.
Stormy is able to bring her club down in a substantial blow, crushing the creature's skull, but it still moves.

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Kastarr sees an opening on the other, side where he can get close enough to make a melee attack. He hurriedly skirts behind his fellow Pathfinders, then takes another shot through the gap.
darkwood bow: 1d20 + 5 ⇒ (9) + 5 = 14
But the shot is too tricky, Kastarr has to pull his aim at the last second to miss Bertha. His arrow flies high, clashing against the wall.

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Bertha grabs her club tight, and swings with all her might, trying to know this beast of bones down.
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 6 ⇒ (2) + 6 = 8

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Though many of its component bones are shattered and crumbling, the foul undead still strikes out at its target. Again, one of its talons slashes through Bertha's defenses. 6 damage to Bertha.
talon damage: 1d8 + 2 ⇒ (4) + 2 = 6

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Still flanking the bony creature Stormy strikes at it again but misses badly. It was likely due to the strange transformation her animal companion was going through. It seemed to change from bird to young lion in an instant as if the gods of the realm had decreed such a creature as a roc could not serve druids.
Club: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 91d6 + 4 ⇒ (3) + 4 = 7
In my changing of animal companions I totally forgot to take the lion's attacks last round so will do two sets of attacks below. Hope that is ok.
The young lion looks slightly confused to be here but understands that its friend wants it to take apart these bones and so tries to help her.
Last Round
Bite: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 1 ⇒ (6) + 1 = 7 Note Bite count as Bludgeoning, Piercing, and Slashing
Claw: 1d20 + 5 ⇒ (2) + 5 = 71d4 + 1 ⇒ (1) + 1 = 2 Note claws count as Bludgeoning and Slashing
Claw: 1d20 + 5 ⇒ (16) + 5 = 211d4 + 1 ⇒ (4) + 1 = 5 Note claws count as Bludgeoning and Slashing
This round
Bite: 1d20 + 5 ⇒ (18) + 5 = 231d6 + 1 ⇒ (2) + 1 = 3 Note Bite count as Bludgeoning, Piercing, and Slashing
Claw: 1d20 + 5 ⇒ (7) + 5 = 121d4 + 1 ⇒ (4) + 1 = 5 Note claws count as Bludgeoning and Slashing
Claw: 1d20 + 5 ⇒ (18) + 5 = 231d4 + 1 ⇒ (2) + 1 = 3 Note claws count as Bludgeoning and Slashing

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Fatham swings at the enemy again, using all his considerable strength.
club (flanking, dirty fighter): 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 191d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

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Fatham and the cat finally tear the clattering bones apart and crush them into a pile on the floor. The other dinosaur skeleton, on the Prime Material Plane apparently, has escaped most of the damage, though a swinging club knocked one of its legs off and into a corner.
Combat over!
-Posted with Wayfinder

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"Well, let's hope we don't see a lot of more of this."
Bertha pulls out her wand fo cure light wounds, and casts a few.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

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"It was certainly nimble enough!"
Beronûsh will move over to the first door in the corridor to the north and try casting detect Magic on.
CL: 1d20 + 1 ⇒ (8) + 1 = 9 (Caster Level check)
… on the other hand …
He'll try to see and listen if there's anything out of the ordinary with the door, since his spell won't work.
perception: 1d20 + 7 ⇒ (1) + 7 = 8
"This door seems perfectly normal!"
"All things considered."

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As I said previously, you only need to do a caster level check if your spell has the [light] descriptor.
A sign over the north door bearing bright lettering reads “Treasures of Distant Goka,” while a shadowy sign occupying the same space reads in dark, block letters “Cold Storage—Perishable Specimens Only.”
Beronush detects no magical auras behind the door. The walls are thick enough to block the detection.

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Fatham opens the door and steps in. It is chilly, like a root cellar used to store food, and if you stayed in there for a long time you might become uncomfortably cold.
Dozens of mannequins dominate this room, each decorated in the trappings of distant Tian Xia. Ceremonial armor of samurai from Minkai and the silk gowns of courtly ladies catch the eye, but the delicate tea sets in long glass display cases seems out of place next to the strange shadowy figures leaning against the fan-decorated walls. Humanoid bodies encased in ice stand scattered throughout the room, and a glaze of dark rime covers the floor.
Fatham notices that the floor of the room is covered in frost and is somewhat slippery. Those walking in the room will need to take it slow and careful, or risk falling.
Movement in the room may be made at half speed without any checks, or at full speed with a DC 5 acrobatics check. Failing this check means you cannot move that round; failing by 5 or more results in falling prone.

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Please move your icons into the room if you are entering. Nothing happens immediately when you enter the room, and I will provide a more detailed post later this evening.