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Yes, but I'm moving through a threatened square (yours), and moving through an enemy square, then through another threatened square. Is that still one roll?

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You did it right Thaddeus. Each one is a new roll as if you fail you are stopped at that point. The threatened square is against CMD and through a creature is CMD +5
Thaddeus leaps over the Festrogs and jabs his spear at the wall. His fancy maneuvering got him all turned around.
The dogs continue a relentless assault against Mors.
Red Bite vs Mors AC 20: 1d20 + 2 ⇒ (3) + 2 = 5
Red Claw 1 vs Mors AC 20: 1d20 + 2 ⇒ (8) + 2 = 10
Red Claw 2 vs Mors AC 20: 1d20 + 2 ⇒ (6) + 2 = 8
Blue Bite vs Mors AC 20: 1d20 + 2 ⇒ (2) + 2 = 4
Blue Claw 1 vs Mors AC 20: 1d20 + 2 ⇒ (12) + 2 = 14
Blue Claw 2 vs Mors AC 20: 1d20 + 2 ⇒ (6) + 2 = 8
The dogs slam against his shield as he is barely able to hang on.
Round 4
Carson
Zakon
-------------------------------------
Monsters (Red -3 *****; blue -6 *****)
-------------------------------------
Round 3
Mors (1/17; prone)
Thaddeus

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Mors's frustration hits a boiling point, and he calls out for aid in a wordless, angry plea. Then he lashes out—from his back—at the same festrog.
"FOCUS ON THIS ONE!"
Use fervor as swift to cast Divine Favor. Then attack the blue festrog again.
bastard sword: 1d20 + 7 + 2 - 4 ⇒ (12) + 7 + 2 - 4 = 17
damage: 1d10 + 4 + 2 ⇒ (6) + 4 + 2 = 12

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Carson tries to keep up his defense, punching again at the same festrog as Mors If it's still up, or red if Mors did drop it.
Carson punch @ blue (or Red if Mors offed blue): 1d20 + 4 ⇒ (6) + 4 = 10
Damage on hit: 1d4 + 1 ⇒ (2) + 1 = 3
C'mon dice bot!

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Moving his shield Mors stabs his bastard sword right through the blue festrog's chest, dropping it to the ground as he stands back up.
Mors need a Dc 12 Fort save or sickened for 1d6 rounds. If get sickened then need a DC 12 Fort save or contract Filth Fever
The red Festrog sees an opening and bites at him.
Red Bite vs Mors AC 20: 1d20 + 2 ⇒ (16) + 2 = 18
The Festrog slams into his shield once again.
Carson punches where the Festrog used to be as Zakon's shaky hands fires a bolt of positive energy at the nearby wall.
Round 4
Carson
Zakon
-------------------------------------
Monsters (Red -3 *****
-------------------------------------
Round 3
Mors (1/17)
Thaddeus

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Thaddeus lashes out again with his longspear, running the festrog through with his spear.
Cold Iron Longspear, flanking, REACH: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 Crit?
Confirm: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Damage/P: 1d8 + 3 ⇒ (5) + 3 = 8
+CRIT damage: 2d8 + 6 ⇒ (8, 6) + 6 = 20
Does that sickened effect work with 10' reach?

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Thaddeus darts his longspear through the creature's mouth as hard as he can. The Festrog falls limp hanging on the spear like a skewer.
You are good on the sickened condition at that range.
Combat Over

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fort: 1d20 + 7 ⇒ (17) + 7 = 24
More gets his shield up in time to block the goop from getting in his mouth, though the rage of demon-blood courses through his veins ... knitting his wounds. Then the second one is down before he can even consider another attack.
"Good job, Thadd," he grunts through gritted teeth. "Stupid mutts."
He whacks Xakon as he moves into the room, "Thaks for the healing ... I think."
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
As he looks, he uses his wand and replaces his shield.
CLW, x1 charge: 1d8 + 1 ⇒ (6) + 1 = 7

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This room is a charnel house of blood, bones and scraps of rotten flesh. Strange runes have been sloppily drawn on the walls using some dark brown pigment. A moss covered stone monolith stands in the center of the room, wreathed in gossamer wisps of gray mist that seem to congeal around the crumbling stone.
Reiteration for room 22

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Searching the room Zakon feels that the mists are cold and clammy. As he approaches the monolith he hears sibilant whisperings. Looking around in a panic it is as if they come out of thin air.
The whispers are hard to make out but the closer he gets to the monolith the clearer they become.

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Linguistics: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (4) = 15

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Salon believes that he can understand the language. It is just to mumbles and low to hear clearly. Though it gets louder and clearer the closer he gets to the statue. Perhaps if he touched the misty statue.

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Thaddeus shakes his head as the elf reaches for the statue.

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Within an eyelash of touching the monolith, Zakon withdraws his hand. It is as if the collective will of his companions yanked him back to his senses. Logic creeps into his frontal lobe giving him pause.
WIS 7
What knowledge could be gained by understanding the whispers? Is it worth the risk? Probably not.
I'm not ready to die today. Let's finish our mission and proceed down the southern hallway.

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Continuing down the hallway the group comes to an intersection. To the west. Room 11 the ceiling opens up between two staircases in the wide corridor, creating a shaft above the hallway. Ten feet up, the shaft appears to connect to another passage above running north-south. A grisly heap of decaying body parts lies at the bottom of the shaft. The air is rank with the smell of rot, corruption and pungent chemicals.
It looks as if the cultivated body parts have been discarded recently.
Further down the hallway two alcoves flank either end of the corridor. Blocking the path are four skeletal archers that nock arrows into their bows.
Zakon: 1d20 + 5 ⇒ (3) + 5 = 8
Mors: 1d20 + 2 ⇒ (6) + 2 = 8
Thaddeus: 1d20 + 7 ⇒ (20) + 7 = 27
Carson: 1d20 + 5 ⇒ (17) + 5 = 22
Zakon: 1d20 + 4 ⇒ (12) + 4 = 16
Mors: 1d20 + 1 ⇒ (17) + 1 = 18
Thaddeus: 1d20 + 3 ⇒ (6) + 3 = 9
Carson: 1d20 + 7 ⇒ (16) + 7 = 23
Skeletal Archers: 1d20 + 6 ⇒ (5) + 6 = 11
Round 1
Carson
Mors
Zakon
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Skeletons
--------------------------
Round 1
Thaddeus

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Within an eyelash of touching the monolith, Zakon withdraws his hand.
Hehe Chicken

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Carson takes the lead, pulling out his sling as he moves up and fires off a sling bullet at the closest skeleton while maintaining a slight defensive stance.
Sling @ Blue skelly: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Damage on hit: 1d4 + 1 ⇒ (1) + 1 = 2
Crit confirm: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
Extra damage on crit: 1d4 + 1 ⇒ (1) + 1 = 2
Ahh nuts
Using Combat Expertise, AC is 19

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Carson hurls a blunt stone at the blue skeleton cracking it's skull while Mors and Zakon advance with shields raised.
The skeleton's fire their arrows at Zakon.
Blue Shortbow vs Zakon AC 21: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Purple Shortbow vs Zakon AC 21: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Green shortbow vs Zakon cover AC 25: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
Red Shortbow vs Zakon cover AC 25: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
The arrows all clatter against the stone wall near Zakon.
Round 2
Carson
Mors
Zakon
--------------------------
Skeletons (Blue -2)
--------------------------
Round 1
Thaddeus

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"Another round of that, then we melee 'em!", Carson shouts moving up again as he prepares and fires another sling bullet.
Sling @ blue: 1d20 + 4 ⇒ (13) + 4 = 17
Damage on hit: 1d4 + 1 ⇒ (1) + 1 = 2

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Correct you cannot charge through allies and charge must be in a straight path. Do you wish to double move?
Carson hurls another stone at the blue skeleton dropping it to the ground in a pile of bones.
Mors continues to run along the wall past Carson as he advances on the skeletons.
Round 2
Carson
Mors
Zakon
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Skeletons
--------------------------
Round 1
Thaddeus

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Thaddeus rushes to keep up with his comrades, ducking and dodging projectiles as he does so.
Double move

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Yup I will go for it. I always went off of charge being bases off of the center of your square and not a corner. I have not found anything out there yet stating t choose a corner to base you charge off of. Though everthing else out there including cover and LoS is based off of choosing corner so I will go with it as it makes sense to me. :)
Zakon rushes the purple skeleton smashing it into the ground with his cestus as Thaddeus joins the rest of the group.
The two remaining skeletons jerkily grasp another arrow and fire at Zakon.
Red vs Zakon AC 15: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Green vs Zakon AC 15: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
The arrows fly quickly over Zakon's shoulder and clatter down the hallway.
Round 3
Carson
Mors
Zakon
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Skeletons
--------------------------
Round 2
Thaddeus

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Crunching on the remains of the fallen skeleton, Zakon steps forward with an uppercut to (red's) its hollow eye socket.
melee @ red: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
B/P msgic dmg: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
confirm crit: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
B/P msgic dmg: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
AC 18 v. green

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Almost there guys. i think we can easily be done in a couple of weeks or less.
Zakon smashes another skeleton with his cestus as Mor's misses the skeleton. A bone flies from Zakon and knocks Mors' aim off balance.
Round 3
Carson
Mors
Zakon
--------------------------
Skeletons
--------------------------
Round 2
Thaddeus

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Thaddeus steps up behind his fellows, expertly lashing out with his spear.
Move
Longspear: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17
Attack (p): 1d8 + 3 ⇒ (6) + 3 = 9

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Thaddeus arcs his spear into the skeleton's skull, cracking straight through the brittle bone.
The bones fall to the ground in a small cloud of dust ending the immediate threat.
Able to look around Thaddeus and Carson both see a secret door hidden into the wall of the western alcove.

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"I'm really starting to tire of the dead walking about." With a sigh, he retrieves his picks and sets about searching the door for traps and locks.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Disable Device: 1d20 + 10 ⇒ (19) + 10 = 29

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Carson looks over Thaddeus, his head cocked, as he reviews the tiefling's work. "Sorry, just studying; think I need to expand my skills, keep my hands nimble, but useful, ya know?"

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Finding no traps Thaddeus opens the door. Inside he finds a door to the south and a hallway leading north.

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The treasure here has been mighty thin. Perhaps it was picked clean a hundred years ago. Or this secret tunnel leads to a vault fill of riches. I'm hoping for the latter.
"Well, those corpses in the sarcophagi had some fine jewelry, if you aren't particular about grave-robbing..."
Let's head North. Mors – lead out?