
Calla Voni |

It was just a humored comment man, nothing to worry about. Our best strategy is the hack'n slash, so let's get it done! Calla has no points in diplomacy btw. Nor in bluff.

Hadjii |

Hadjii stands back, with Bandit, keeping an ear out for baddies busting out another way -- planning to come at us from two sides -- Hadjii would like to be ready for that tactic:
Hadjii's Perception check: 1d20 + 13 ⇒ (7) + 13 = 20

Marius Bergan |

Marius prepares for the inevitable confrontation by pulling out the specter and making sure the bless is active.

Calla Voni |

The woman is bumping with expectation. Are there two double doors at the front?

GM Pox |

The double doors are the front, yes..
With yalls heads combined you know that Dark Creepers are naturally rogueish type critters that have a darkness SLA and often use poisons.. They have no special defenses.. Dark Callers as a based are much more powerful than Creepers and usually lean towards divine or arcane classes.. They have a deeper darkness sla among others and use poison attacks as well.. They have no special defenses..
Chester takes the lead and heads in..
The fetid stink of mold, sweat, and spoiled food clings to the ornate wooden table and chairs in this large hall. A thick layer of dust covers every surface in the room, save where long, ragged tracks have been dragged through the grime. Two sets of double doors exit the chamber to the north and two more to the south. Open doorways to the east and west reveal winding hallways beyond. The lighting is dim in here at best..
1d20 ⇒ 7
Perc Checks..

Calla Voni |

Perception!: 1d20 + 9 ⇒ (12) + 9 = 21
Calla spreads her Dancing Lights across the room, worrying not about being stealthy but only with seeing the enemy properly.

Hadjii |

Hadjii's Perception check: 1d20 + 13 ⇒ (17) + 13 = 30
Hadjii sets his Ioun Torch a-spinnin' 'round his head as he enters the dim room...
Bandit heads right over to sniff around at whatever those things are in the southwest corner!

Marius Bergan |

perception: 1d20 + 15 ⇒ (20) + 15 = 35
Marius looks around for trouble.

Hadjii |

on the map, Hadjii appears to be standing next to a window: is it just glass, painted black? Does it look like he could just smash it, to let the light of day into the room?

Calla Voni |

If we had a shotgun we could just go shooting holes in the ceiling ^_^

GM Pox |

As Hadjii is considering busting out some windows he catches some movement in the corner.. It looks like a small moving shadow.. Marius see a different one in another corner.. The rest of you unwarily walk into the mini ambush..
Team: 1d20 + 5 ⇒ (10) + 5 = 15
Creepers: 1d20 + 6 ⇒ (15) + 6 = 21
Creepers go first and then Marius/Hadjii in the surprise..
Attack Chester: 1d20 ⇒ 4 miss
Attack Hadjii: 1d20 ⇒ 19
Confirm Hadjii: 1d20 ⇒ 13 confirms
Dam Hadjii: 1d3 + 2 + 3d8 ⇒ (3) + 2 + (7, 5, 8) = 25 Plus Poison DC 15
Marius and Hadjii are up..

Hadjii |

Hadjii's Fortitude save: 1d20 + 6 ⇒ (12) + 6 = 18
Hadjii jumps through the window!

GM Pox |

Lol you were wanting to do that anyways..
Acro: 1d20 + 5 ⇒ (12) + 5 = 17 Hadjii does a leaping barrel roll through the window, making a spectacular amount of noise in the process.. You take 1 damage from the broken glass..
The creature hisses and covers it's eyes as the sun assaults it from the newly opened windom..
Marius is up..

Marius Bergan |

Marius moves up to the other window and breaks it with his mace.

GM Pox |

The other critter hisses as well..
Round 1
Both creatures back up wincing there eyes, as if trying to see.. They both utter an incantation and the room goes pitch black.. Double Darkness spells, the entire room is dark..
Pc's are up!

Hemket |

Good thing for darkvision.
Hemket will study the target on the west side, and then let loose one shot.
deadly aim, point blank
to hit: 1d20 + 14 ⇒ (17) + 14 = 31 damage: 1d8 + 10 ⇒ (7) + 10 = 17

Hadjii |

The Hadj draws his scimitar, and uses a Mythic Point to cast Daylight on it; then he takes a 5' step and leans into the room, using the glowing blade to point at the nearest critter:
"Sic 'em, Bandit!"
Bandit's bite attack, with Scepter' Bless bonus: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
if AC 16 hits, then 1d6 + 3 ⇒ (1) + 3 = 4 points of damage
...*and* Bandit's TRIP attempt: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 vs CMD...

Calla Voni |

Calla moves to get a better view of the eastern one while drawing one of her wands, and activates it sending a scorching ray toward the creature!
Ranged Touch Attack: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Fire Damage: 4d6 ⇒ (3, 3, 1, 5) = 12

Hadjii |

Chester's swing could well be after Hadjii's Daylight spell goes off...

GM Pox |

The daylight would negate the miss chance yes..
The room goes dark but for a second and then Hadjii's daylight makes it really bright.. The creepers do not apprciate this much at all..
Chester moves and hits.. 1d6 + 9 ⇒ (4) + 9 = 13
Marius moves in and tries to hit the other one.. 1d20 + 6 ⇒ (13) + 6 = 19 but misses..
Bandit also misses..
Hemket sticks the one Chester hit.. It doesn't like it..
Calla fires a ray at the other and hits..
East 45/75
West 63/75
Round 2
The creatures attack but obviously still seem affected by the bright light..
Vs Chester: 4d20 ⇒ (2, 5, 8, 5) = 20 all miss.. great rolls
Vs Bandit: 2d20 ⇒ (10, 17) = 27 1 hit
Vs Marius: 2d20 ⇒ (1, 7) = 8 both miss
Bandit Dam: 1d3 + 2 ⇒ (1) + 2 = 3 Plus Poison DC 15
They both step back 5' towards the doors..
PC's are up..

Hemket |

Hemket will volley arrows at his target.
mythic rapid for 3 shots, deadly aim, point blank
to hit: 1d20 + 12 ⇒ (10) + 12 = 22 damage: 1d8 + 10 ⇒ (5) + 10 = 15
to hit: 1d20 + 12 ⇒ (19) + 12 = 31 damage: 1d8 + 10 ⇒ (5) + 10 = 15
to hit: 1d20 + 12 ⇒ (12) + 12 = 24 damage: 1d8 + 10 ⇒ (3) + 10 = 13
Chester will move up and try to lay the critter out.
to hit: 1d20 + 16 ⇒ (17) + 16 = 33 damage: 1d6 + 11 ⇒ (4) + 11 = 15

GM Pox |

Under the onslaught it has no choice but to be on the ground, bleeding out.. Still breathing but bleeding out..

Calla Voni |

Calla moves over the table and shoots another ray at the remaining monster!
"Scorching Ray!"
Ranged Touch Ray: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 Fire Damage: 4d6 ⇒ (2, 3, 2, 1) = 8

Hadjii |

BANDIT's Fortitude save vs poison: 1d20 + 8 ⇒ (16) + 8 = 24
half the damage on Bandit goes to Hadjii -- so Bandit takes 2, Hadjii 1...
The Hadj will pull out and quaff his potion of CMW:
Cure Mod Wounds: 2d8 + 5 ⇒ (4, 6) + 5 = 15
Bandit follows and chomps his target:
Bandit's bite attack, with Bless: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
if AC 28 hits, then 1d6 + 3 ⇒ (6) + 3 = 9 points of damage
*and* Bandit's TRIP attempt, with Bless: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 vs CMD...

GM Pox |

cure mod is 2d8+3 there Hadjii..
Calla's ray yet again slams into the little guy.. And then Bandit trips the poor defenseless Creeper.. Marius attempts to lay the beatdown..
1d20 + 6 ⇒ (1) + 6 = 7 but fails miserably..
The creeper focuses all it's effort on bandit..
4d20 ⇒ (18, 19, 7, 19) = 63
2d20 ⇒ (3, 20) = 23
2 hits, 1 crit.. Lucky he's not sneak attacking..
dam: 4d3 + 8 ⇒ (1, 1, 3, 3) + 8 = 16
PC's are up..
Any idea if Chester's player is gonna play again? If not ill need to start shopping around again..

Hemket |

He keeps saying he will, but bugging him about it makes little progress.
Hemket will take the time to study the remaining foe, and then whip off one shot.
deadly aim
to hit: 1d20 + 9 ⇒ (1) + 9 = 10 and miss miserably.
Chester will move up to threaten the prone foe.

Hadjii |

my bad -- that should have left Hadjii at 19 points
The Hadj now pulls out his wand of CLW:
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Bandit takes advantage of his prey's prone-osity:
Bandit's bite attack: 1d20 + 7 + 2 + 4 ⇒ (15) + 7 + 2 + 4 = 28
for 1d6 + 3 ⇒ (5) + 3 = 8 points of damage

Calla Voni |

Calla takes a quick look at the creeper behind them, to guarantee it's really dead, and shoots again!
Ranged Touch: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Fire Damage: 4d6 ⇒ (5, 3, 6, 6) = 20
Since he's prone he should have a bonus to AC, but as Calla is over the table she might get a very good view of him, so your call.

GM Pox |

With him in melee and prone that deff misses.. Sorry..
Seeing his chances of living disappearing rapidly the Creeper throws down its dagger and surrenders..
Out of combat.. What next?

Hemket |

"Guess we could tie him up and gag him so he can't cause trouble. Then we can give him back to his own people to deal with. "
and he will start checking doors, going clockwise starting at the one in the hall on the west
perception: 1d20 + 10 ⇒ (14) + 10 = 24
perception: 1d20 + 10 ⇒ (2) + 10 = 12
perception: 1d20 + 10 ⇒ (10) + 10 = 20
perception: 1d20 + 10 ⇒ (14) + 10 = 24
Chester will take some rope out and bind up the prisoner.

Calla Voni |

"Not now, please, let's see if he's truthful and wise first."
While Hemket is checking the doors Calla will try to get the cooperation with the prisoner, but she keeps her voice low so it won't spread. "So, here's the deal, we have some serious stuff to speak with your leader, Gaunt Cadaver is it? We will kill him or die trying, so either way he won't know you spoke to us. Here's the deal: You tell us who else is in this complex, what has your group been up to, and what are your leader capabilities. If you speak the truth, we will let you live after we kill the boss and confirmed your information was correct. You may then return to the darklands, go back to Harmony's group or do whatever you want with your life. Otherwise you will die a painful death, and I'll turn you in a mindless undead after hanging your body, so what's left of you will take decades to perish, but won't be able to feed or anything else".
Bluff if needed: 1d20 + 1 ⇒ (18) + 1 = 19

Hadjii |

[dice= Hadjii's "Handle Bandit" check]d20+12[/dice](with Huntmaster and Link)
Hadjii manages to call Bandit off...
then he uses a few charges from his wand:
3xCLW: 3d8 + 3 ⇒ (4, 7, 8) + 3 = 22
and he eats a Goodberry to top off.
he also tries to fix Bandit up with a charge from the wand:
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
And the wolf gets a Goodberry as well.
I believe Bandit and Hadjii are the only ones who took any damage...

GM Pox |

SM: 1d20 ⇒ 4 The Creeper's eyes go wide.. "He has a few other followers like me and some sort of golem.. He himself has divine powers that he uses to create undead and worse.. I have not seen anything else.. That is all i know i swear.."
Hemket see's hallways leading north.. There appear to be more doors down the hallways..
On each side there is a small room cluttered with filth.. A quick search reveals several pieces of gold, silver, and lapis lazuli jewelry worth a total of 500 gp. In addition, four magical bolts are found.. The Dark Creepers each had a pair of Mwk Daggers and Mwk Chainshirt.. The each had a potion of blur and cure mod..
The center door is locked..

Calla Voni |

Updated CMW and CLW potions. Hadjii's spent one CMW, two more acquired. We've got another 3 to use. Two potions of blur as well, who wants it? It would be good to use to avoid sneak attacks...
Golem! Damn!
"Ok, that's enough. We will fill our part of the bargain when we finish this. Just don't make anything stupid. If we wanted to kill you, now would be the time, so just relax."

Hemket |

Hemket will attempt to unlock the center door which doesn't seem to be trapped.
disable device: 1d20 + 18 ⇒ (14) + 18 = 32
in a low tone "Are we ready to move on? I have this unlocked. "

Hadjii |

if there are no objections, the Hadj would like to replenish his potion of CMW, and carry a potion of Blur...
He positions himself 10' behind Hemket, and calls Bandit to his side; in a hushed tone, Hadjii says:
"I recommend someone cast Light on this doorway after we go through -- that way, if someone tries to sneak up behind us, we might see their movement through the door, and it would deny them any shadows to hide in as they come through the door."

Calla Voni |

No objection at all!
"If my Dancing Lights serve it, I'll position them there!"

GM Pox |

As Hemket opens the door you all see..
A cracked fountain in the center of this dried, open courtyard occasionally sputters a thick gout of water and silt. Columns support a roof covering a tiled walkway around the perimeter of the courtyard. Decorative double doors to the north and south provide access to the villa’s interior.
Opposite the fountain you all also see:
This horrific humanoid figure is a mass of bones and skulls tied together with slick ropes of sinew.
Group: 1d20 + 5 ⇒ (11) + 5 = 16
Golem: 1d20 + 6 ⇒ (3) + 6 = 9
Round 1
PC's are up first! Knowledge Arcana on the Golem..

Hemket |

Hemket will study the target as a move action, and lob one arrow at it.
deadly aim
to hit: 1d20 + 13 ⇒ (10) + 13 = 23 damage: 1d8 + 9 ⇒ (6) + 9 = 15
"Ok, that's just gross. "

Hemket |

Chester will move up and ready an action to attack it if it closes to within reach.
power attack, weapon is adamantine/slashing
to hit: 1d20 + 16 ⇒ (3) + 16 = 19 damage: 1d6 + 11 ⇒ (2) + 11 = 13

Calla Voni |

K.Arcana: 1d20 + 14 ⇒ (9) + 14 = 23 Calla would like to know a bit about the monster to avoid mixing character with player's knowledge!

GM Pox |

What you have is a hearty looking Bone Golem..
You may ask 2 questions..
Hemket your arrow hits, but does less damage than you'd like..

Calla Voni |

What weapons can overcome its DR?
How is it affected by magic?