
Harness |

Harness looks on at the strange architectural construction, his mute response perhaps related to his former existence as bonded creature. He stays close to Snyk, the memory of incarceration making his kinship with his personal savior, in the physical sense at least, all the more apparent.
Robori, for thou art all our cherished savior, brave Snyk is my physical and heartfelt protector...

GM Sphen |

Snyk: You move over to the door which is slightly ajar and slowly open it. You see the back of another of the horribly deformed creatures that you fought earlier just as Eydor sees it coming around the corner into the room where he keeps rear guard.
Eydor: You hear a whispered voice in your head, the same voice as before. Eydor.....fight Eydor.
INITIATIVE:
Init. Cavenn: 1d20 + 2 ⇒ (14) + 2 = 16
Init. Eydor: 1d20 + 7 ⇒ (11) + 7 = 18
Init. Harness: 1d20 + 1 ⇒ (15) + 1 = 16
Init. Saira : 1d20 + 1 ⇒ (6) + 1 = 7
Init. Snyk: 1d20 + 4 ⇒ (10) + 4 = 14
Init. Tessa: 1d20 + 2 ⇒ (7) + 2 = 9
Init. Enemy: 1d20 + 5 ⇒ (1) + 5 = 6
Well, they are dead last. Emphasis on dead, which they will probably be by the time their turn comes around. It appears that there is only one to the group, but there are in fact two of them. I'm not going to count them as flat-footed since they knew you guys were there and were moving specifically to ambush you.
HP=19

Cavenn the Black |

Hearing the door open and the sounds of battle, Cavenn reacts swiftly and with purpose strides into the room, taking cover behind the red statue as he arrives. Knowing he can't reach one of the creatures immediately, he adopts to start telling a tale of inspiration to push the groups combat prowess to greater heights. Veins bulge on his neck as he intones in a strong, firm tone:
"Oh Desna, show us the way. What
shalt we do? Where shalt we go? Tell me
oh Desna!
Sunlight can not be captured,
Nor moonlight stored away.
Hearts which you are after,
Have flown far away.
Stray not, nor tarry,
Upon the beaten coast.
But leave off the merry,
And tie thy clothes with rope."
Bardic performance (Inspire Courage): Anyone who can hear Cavenn gets a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls until he ends the performance

Eydor |

Pizza time!
Eydor reacts quickly to the ambushing enemies. Without a thought, he reaches for some arcane words and his newfound scimitar.
Let's see how good you can cut things, shall we
Full round action: Spell combat, deliver spell with weapon
Casting Arcane Mark Defensively: 1d20 + 4 ⇒ (20) + 4 = 24
Swift action: Step 5ft in front of him to avoid melee cover
Spellstrike: 1d20 + 5 ⇒ (19) + 5 = 24
Critical hit Confirm: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 2d6 + 10 ⇒ (6, 3) + 10 = 19
With a swift motion, he instantly cuts clean the head of the first monster, stopping his second attack because it is not needed on the downed monster anymore and the other one is too far for him to reach.
Not bad at all...

Tessa Faundral |

Tessa begins mixing a few chemicals together. "This seems like as good a place as any to funnel them!" she squeals. "Oh...well I suppose that won't be necessary..."
Moving behind Cavenn so she can get an angle, she draws her loaded crossbow instead. Taking aim, she launches a bolt at the blue-tinged creature. Her concern about hitting Cavenn causes the shot to fly high.
Crossbow vs Blue, IC, Cover: 1d20 + 3 + 1 - 4 ⇒ (12) + 3 + 1 - 4 = 12

Saira Hosk |

Saira loads her crossbow, taking aim and shooting at the beast in front.
Attack: 1d20 + 1 + 1 ⇒ (5) + 1 + 1 = 7
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Loading is a my move, shooting is my standard. Not that I actually hit

Harness |

Sorry!
Harness steps forward, and sees Eydor's mystic blade remove the creature's head. The adamantium juggernaut hears the Song of Robori-Desna, and, bolstered thusly, stepping past Eydor flails with Marauder.
Move Action: Move 20' to where the dead creature (red) was standing.
Standard Action: Attack!!!
Skwrow!!!: 1d20 + 4 + 1 + 1 ⇒ (14) + 4 + 1 + 1 = 20 [+4 Str, +1 BAB, +1 Weapon Focus]
Skringgg!!!: 1d10 + 6 ⇒ (1) + 6 = 7 [+6 THF]

GM Sphen |

sorry I've been so flaky lately folks. RL excuses and all that.
The second monster seems unaffected by how easily the first was dispatched, and by how much pain it should be in from Harness' heavy blow. Instead, it simply continues its assault on the most likely target, Harness itself. Indeed, it is so wrapped up in its attack that it fails to notice Snyk moving up behind it.
Sinspawn Bite: 1d20 + 3 ⇒ (17) + 3 = 20
Bite Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Sinspawn Claw 1: 1d20 + 3 ⇒ (2) + 3 = 5
Sinspawn Claw 2: 1d20 + 3 ⇒ (1) + 3 = 4
Harness Will Save: 1d20 + 1 ⇒ (13) + 1 = 14
As Harness takes a staggering 1 total point of damage, his mind is assaulted with images of violence and wrath, anger and destruction. He pushes them away from him, but feels almost ill, a feeling he is decidedly unused to.
Not that it'll make a huge difference with how low on health this guy is, but you are sickened for : 1d6 ⇒ 1 rounds. Normally I'd ignore this since it's 6 on 1 and a full round to go. But I recently learned that even the most unexpected things can happen when one of my players in RL insisted on taking a swing to finish off a monster at 1 hp when I'd called the fight a win, fumbled, critical hit himself, and killed himself. So, unlikely as it is to survive, let's play it out.

Snyk |

Now is my chance!
Snyk slinks behind the creature to be opposite Harness. flanking
Sneak Attack!: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage: 1d3 + 1 + 1d8 ⇒ (3) + 1 + (7) = 11

GM Sphen |

Snyk's attack brings the creature to the edge of consciousnesses, but in the bad way. Who will be the one to finish it off? Tune in next time to find out....

Harness |

Harness fights against the strange and revolting images, swinging Marauder again...
Standard Action: Attack!!!
Skwrow!!!: 1d20 + 4 + 1 + 1 - 2 + 2 ⇒ (2) + 4 + 1 + 1 - 2 + 2 = 8 [+4 Str, +1 BAB, +1 Weapon Focus, -2 sickened, +2 flanking]
Skringgg!!!: 1d10 + 6 - 2 ⇒ (4) + 6 - 2 = 8 [+6 THF, -2 sickened]

Tessa Faundral |

Quickly tossing another bolt in her crossbow, Tessa follows Saira's lead. "I got it!" cries out the woman, as she narrowly misses impaling her own foot. "Uh...I meant to do that...it's all part of the big picture..."
Pew Pew, Melee, Cover: 1d20 + 3 - 4 - 4 ⇒ (2) + 3 - 4 - 4 = -3

Cavenn the Black |

Seeing he has no chance of entering the melee and realizing it would be too difficult to shoot the creature with his bow due to Harness' position, Cavenn just continues his words of inspiration.
"Tomorrow will take us away
Far from home
No one will ever know our names
But the bards' songs will remain
Tomorrow will take it away
The fear of today
It will be gone
Due to our magic songs."
Continuing Inspire Courage- Don't forget to include the bonuses in your rolls.

GM Sphen |

With little other options, the twisted creature turns to strike at the wielder of the blade that harmed it so much.
Full Attack on Snyk
Sinspawn Bite: 1d20 + 3 ⇒ (6) + 3 = 9
Sinspawn Claw 1: 1d20 + 3 ⇒ (8) + 3 = 11
Sinspawn Claw 2: 1d20 + 3 ⇒ (20) + 3 = 23
Claw Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Snyk Will Save: 1d20 + 0 ⇒ (15) + 0 = 15
Pass, but still sickened for: 1d6 ⇒ 1 rounds as your mind is also assaulted with thoughts of violence and aggression.
Snyk takes 3 damage. The sinspawn managed to live another round. Will it stay up after this round?...... I hope not.
Also, it takes a 5 foot step to the south.

Harness |

Harness finally realises his position, and tactical error. He moves past the creature to move next to it and Snyk, drawing on Robori's teachings of synergy in society to better aid his friend as he swings his flail to distract it...successfully providing Snyk the opening he needs...
Move Action: move to square below Snyk, next to the Sinspawn, eating any AoO's
Swift Action: use Communal Aid blessing on self, provides +4 with successful Aid Another for one minute...
Standard Action: Aid Another on Snyk.
Aid Another: 1d20 + 6 ⇒ (9) + 6 = 15 [vs.AC 10]
[Snyk gets +4 to attack...]

Snyk |

Move 10ft through threatened area, trying to avoid AoOs
acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12
acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25
i'll have to stop if I get hit
If i make it to flanking opposite harness
Attack: 1d20 + 6 + 2 + 1 + 4 - 2 ⇒ (3) + 6 + 2 + 1 + 4 - 2 = 14 aided, flanking, inspired and sickend
Damage: 1d3 + 1 + 1 + 1d8 ⇒ (2) + 1 + 1 + (4) = 8
if i don't make it to flanking then only 12 to hit and 4 damage

Saira Hosk |

Saira attempts another shot, throwing up a short prayer to Desna that her bolt finds it's mark. Instead, she jerks as she pulls the trigger sending her shot wide and almost dropping her weapin in shock.
Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Well, praying didn't work. I fumbled.

Tessa Faundral |

Following Saira's lead, Tessa whispers a prayer to Robori. "Guide my actions Lord of the Land. Help me to fell this foul beast and save my friends."
Dropping her crossbow, Tessa rushes forward, trying to spin away from the creatures attacks...stumbling on a loose rock, as she draws her dagger, the elven woman stabs at it with desperation.
Acrobatics: 1d20 + 3 ⇒ (5) + 3 = 8
Dagger: 1d20 + 1 ⇒ (16) + 1 = 17
Damage?: 1d4 ⇒ 3

GM Sphen |

I moved Harness and Snyk on the map; Harness, you were around a hard corner, so you wouldn't have been threatening. Since you were willing to "eat any AoO's" as necessary, I went ahead and moved you one square further out.
Snyk, I then moved you to the appropriate flanking position you'd desired. A word to you and all others on Attacks of Opportunity. You only have to roll the Acrobatics once per creature. If you get hit, the default rule is that you get the damage and can keep moving. The exception to this (as regards to movement) is if you're trying to move through a enemy space, not just around, or if they have the standstill feat. So, AoO is originally drawn by Harness, Snyk would have drawn one for the low(ish) Acrobatics check, but it doesn't have Combat Reflexes. Tessa, you would have gotten one as well, but Snyk is going to hit and drop the thing regardless. So, in short, good job everyone. You FINALLY killed it.
Sinspawn AoO: 1d20 + 3 ⇒ (1) + 3 = 4
..........and it fumbled it's AoO. Brilliant.
adding 200 exp to the campaign total.
It's Friday, so time to enjoy the weekend. Local convention next week (FlatCon), so won't be on terrible much then. Now that we're out of combat, I hope to be able to finish some more of this dungeon. Should be through it by the end of the month, depending on how fast certain things run of course. Have a good weekend everyone.

Cavenn the Black |

Cavenn makes his way over and searched the strange creature for any belongings or things of interest. “Wish we knew what these were doing down here.” he says, rubbing his chin. He will then make his way back towards the room the group was just in.

Eydor |

Eydor takes a look at Snyk's wound first.
Are you okay? You should see to that wound as soon as possible. No way to know how foul it could get if untreated. That aside, we should clear this as soon as possible to ensure the safety of Sandpoint.
He moves to the room Snyk was before, and search for anything useful or notorious.

Harness |

Sense Motive: 1d20 + 2 ⇒ (4) + 2 = 6
Not realising how bone-wearying and crushingly irritating all the Robori-worship is, Harness ploughs on regardless...
"Snyk and I are paragons of Strength. And Robori will protect us, cleanse us and fortify our spirits and our...flesh...bodies."
Having comported himself appropriately, Harness will nod companionably to Snyk then troop after the others to find what's what in the next room...

GM Sphen |

Now that you have a chance to actually look around in this room (B6) without horrible monstrosities attacking you for existing, you notice that several of the cells actually hold skeletal remains. All other trace of who they might have been long since turned to dust.
A casual glance towards the east reveals another hallway leading further in.
How much further does it go? What further atrocities of nature await the party? Will they ever discover why these creatures attack without warning and fight to the death? Find these answers and more..... on RUNELORDS!
I'm going to try out a few titles for this. Let me know if you have any suggestions. May end being the name of your guys' adventuring group, if it fits.

Cavenn the Black |

Finding nothing on the creature and noting the hallway to the east, Cavenn waits for Snyk to lead the way. "All this Robori nonsense is driving me batty..."

Tessa Faundral |

Quietly, Tessa holds back a moment.
'Surely we've got to be running low on abominations down here by now...I wonder what'll attack Synk this time...'

GM Sphen |

You can see down the hall into another room, rectangular in shape. Progressing further down the hall, you notice some details.
This room contains several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel.
Two closed doors lead from this room, one to your right (south) and another straight across from your entrance (on the east wall).
Sorry I've been so flaky lately everyone. RL has been getting the better of me and I just been straight up forgetting to get on here. I know that's not a great excuse, and I'm sorry I've been dropping the ball.

Harness |

No sweat GM - I know some nights (as that is generally when I post) I'm too tired or fall asleep before I can check my games...
Harness quietly looks at the articles and instruments of torture. These he has seen before, if not their exact duplicates then their cousins in pain and agony. He looks at the star shaped frame, and wonders at the humanoid physiology, how it is star shaped and what symbolism might be drawn from that. For once, since his adoption of The Faith, he thinks not of Robori, and only of his own previous incarceration.
Shaking his heavy metal head, the warforged trudges over to the right hand door and stands alert by it.

Cavenn the Black |

Cavenn continues to let Snyk lead the way, padding along as quietly as he can behind him. His Light spell illuminates the area in front of him.
Stealth: 1d20 + 7 ⇒ (4) + 7 = 11

GM Sphen |

You smoothly move down the worked stone hallway and enter the room without setting off any traps. Entering into room B7, you see all the things listed above, still. Their is a door in the south wall and the east wall.
Does anyone want to do anything in this room? Check out the various torture implements? Check the doors? Go crazy and attack the other party members?

Cavenn the Black |

Cavenn moves into the room, weapon and shield ready. He then begins searching around the room. He will start with the torture devices then check the doors. He decides NOT to attack the other party members.
Perception: Torture Devices: 1d20 + 7 ⇒ (9) + 7 = 16
Perception: Doors: 1d20 + 7 ⇒ (12) + 7 = 19

Snyk |

Snyk considers going crazy and attacking the other party members
mmm...better not.
He decides instead to try the south door.
traps or locked?
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
If traps or locked
Disable: 1d20 + 9 ⇒ (18) + 9 = 27

GM Sphen |

Well, if you guys insist on not going insane....
You detect neither locks nor traps on the southern door. It is, however, closed.

GM Sphen |

The crumbling remnants of several chairs and a long table clutter the floor of this room. To the south stand three stone doors, each bearing a strange symbol that resembles a seven-pointed star
The floor is covered in dust, undisturbed and trackless. Even in their age, the three doors in the south stand sturdy and closed.

Saira Hosk |

Saira moves up behind everyone as the rooms are found to be clear. None of it makes any sense to me. She feels a bit useless.
Does anyone need any healing before we move on and find something else to fight?