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I didn't know if we were staying in rounds. So future actions assuming no enemy ...
Aaziroth reaches down to heal Koriar.
Lay on Hands: 1d6 + 1 ⇒ (5) + 1 = 6
He then takes out his wand.
CLW(Koriar): 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 doh
CLW(Koriar): 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 really?
He then looks around at the rest of the group. "Who else needs healing?" If you roll for yourself, make sure to +1 for my blessed touch trait.

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Welcome to my world. Using my own potion so as not to overmooch.
Potion (CLW): 1d8 + 1 ⇒ (8) + 1 = 9
After drinking a potion, Halorn picks up his dropped weapon and will continue down the corridor with the rest of the party.

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Yes, I have Halorn in position at about the time about when everyone should be ready to band up. When we get close to him, I can use an ability where we can get a bonus to saves if we stay adjacent.

GM V |

This large chamber has a vaulted ceiling, and unlike the rest of the ossuary, bears a distinct impression of habitation rather than abandonment. Lit candelabras reveal old tapestries hanging from the walls to ward off the subterranean chill, and a threadbare carpet covers the floor. Shabby furniture—a few chairs and tables, an armoire, and a dresser—flanks a large canopied bed in the center of the room, topped with satin sheets and a heap of lumpy pillows.
Inside you see Tripe, a woman and 2 skeletons dressed as maids. "Why are you doing this? Because THEY asked you? Them who let my love die?!?! They could have saved her but they stood idle! I couldn't. I search for a way to bring her back and I found one! And it worked! But not fully. She is in unlife and I will return her to the true life. But to do that I need to understand how it worked. It hasn't sense. No one has been hurt! I haven't killed anyone Just let us leave. I can tell you all the other perils that are here. But let us leave so I can save her!" Tripe pleads, looking lovingly at the woman.
Everyone give me a perception, sense motive and know religion if you have it. Also if Aaziroth detects evil, Tripe detects as evil but the woman does not.

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"Wait a minute, he's been lovin' a corpse?" thinks Halorn. His stomach does a slow roll as he thinks a little too long on the subject.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Sense Motive: 1d20 ⇒ 17
Edit: Oh sure, now I get some decent rolls.

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Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10
Madge takes a deep sigh, lowering her gladius but still holding it in-hand.
"Well, ya know, it's not really our place to go about trying to second-guess the rules. You did some pretty bad things, fella, and ya gotta be accountable for that. Just the way it is, ya?"

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Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16
"It ain't the natural order to bring people back, even loved ones. You not saving her, you selfish. She was in peace and with her gods, now she trapped here. If you loved her, you leave her be."
He grasps his flail before continuing.
"You have two ways to leave her, with your love, meeting her in the afterlife or arrested. In either way she goes back to her gods."

GM V |

"No! No one has been hurt! Some acolytes got scared by a couple undead. That's it! I haven't killed anyone and no one is using these bodies for anything. Just let me leave. I will find another way to do my research! It wasn't her time! She was young and beautiful. With a curable disease but they wouldn't help her!Somewhere far from people. Be reasonable." Tripe begs. "Please just let us leave. He promised to save me and he did! Please" The woman says.

GM V |

"Fine then doom on to you!" Tripe says!
BG Tripe: 1d20 + 7 ⇒ (16) + 7 = 23
BG Skeletons: 1d20 + 6 ⇒ (10) + 6 = 16
BG Esme: 1d20 + 7 ⇒ (13) + 7 = 20
Ziusudra: 1d20 + 3 ⇒ (13) + 3 = 16
Madge: 1d20 + 4 ⇒ (4) + 4 = 8
Korair: 1d20 + 4 ⇒ (5) + 4 = 9
Talon: 1d20 + 6 ⇒ (17) + 6 = 23
Halor: 1d20 + 4 ⇒ (19) + 4 = 23
Aaziroth: 1d20 + 3 ⇒ (3) + 3 = 6
Tripe throws a bomb!
Attack Halor: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5 vs touch Miss: 1d8 ⇒ 5
I need everyone to make a reflex save or take 4 point of damage. 2 if you make it
Round 1
Tripe [-13]
Talon [-7]
Halor
Esme
Skeletons
Zui
Korair [-5]
Madge
Aaziroth [-7]

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Easily seeing the bomb coming, Talon dodges behind one of his slower companions, who takes all the spray from the flask. The rogue avoids any damage entirely.
Before the rest of the enemies can react, Talon slips along the wall and below the guard of the skeleton to get into the room behind the alchemist.
reflex: 1d20 + 7 ⇒ (18) + 7 = 25 Evasion for 0 dmg. Double move.

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Of course it was 14... I was sure at the moment Koriar rolled a 13... I'm feeling like Kenny from south park...

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Halorn moves up to attack Tripe. "Sorry bud, got a job to do."
Attack (Reach): 1d20 + 5 ⇒ (18) + 5 = 23
Damage (Bludgeoning): 1d10 + 6 ⇒ (8) + 6 = 14
Reflex Save: 1d20 + 2 ⇒ (2) + 2 = 4

GM V |

Esme casts a spell defensivly! Concentration: 1d20 + 3 ⇒ (14) + 3 = 17 "Kill the one behind us!" She shouts to the skeleton.
Needs Will saves from Halor, Aaziroth and Korair! DC 13 color spray.
And the Skeletons attack Talon! Halor gets AoO if he makes his save
Attack Talon: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Crit Conferm: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Attack Talon: 1d20 + 3 ⇒ (4) + 3 = 7 May not happen depends on if Halor gets an AoO
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Round 1
Tripe [-27]
Talon [-15]
Halor [-4]
Esme
Skeletons
Zui
Korair [-9]
Madge [-8]
Aaziroth [-11]

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Madge rushes up to the woman, blocking her way to Madge's comrades. She huffs and puffs as she quietly comments to herself.
"Phew. All this runnin' around is killing my legs!"
Double move to just south of the female undead. Cant move the map right now as I'm on my iPad, so if someone can move me, I would appreciate it

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Will (DC 13): 1d20 + 2 ⇒ (14) + 2 = 16
Koriar moves besides Tripe and attacks him with his heavy flail.
Attack (Heavy Flail), power attack: 1d20 + 5 - 1 ⇒ (11) + 5 - 1 = 15
Damage (Heavy Flail), power attack: 1d10 + 4 + 3 ⇒ (4) + 4 + 3 = 11

GM V |

Aaziroth slumps to the floor. Blinded and Stunned: 2d4 ⇒ (3, 3) = 6 Then Blinded and stunned: 1d4 ⇒ 2 Then stunned for a round. So a total of 8 rounds.
Tripe takes a step back and throws a bomb at Halor!
Attack: 1d20 + 8 ⇒ (19) + 8 = 27 vs touch
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Need refelx from Madge and Korair. Same DC is you fail you take 4 pass and you take 2.
Round 2
Tripe [-27]
Talon [-15]
Halor [-4]
Esme
Skeletons
Zui [-2]
Korair [-9]
Madge [-8]
Aaziroth [-11]

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Save (Reflex): 1d20 + 2 ⇒ (11) + 2 = 13
I'm not familiar with Alchemists. I'm assuming this attack doesn't allow the dwarven save versus spell/SLA. Please add 5 if I'm wrong.
Halorn moves up again, giving Talon flanking. Meanwhile, he swings again at Tripe.
Attack (Reach): 1d20 + 5 ⇒ (16) + 5 = 21
Damage (Bludgeoning): 1d10 + 6 ⇒ (10) + 6 = 16

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Talon grunts as the skeleton's claws rake across his face. He assumes a defensive stance, stabs at one of the skeletons but misses, and then performs an evasive maneuver to reach the corner of the room.
MW Dagger Attack 1, combat expertise, flank: 1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 101d4 + 1 ⇒ (3) + 1 = 4 sneak stab: 1d8 ⇒ 6
acrobatics: 1d20 + 8 ⇒ (8) + 8 = 16

GM V |

Halorn gives a mighty swing but tripe just manages to evade the blow!
Esme takes a step back from Madge and casts a spell on Zui! Cause Fear DC 13 or runaway for Rounds: 1d4 + 1 ⇒ (4) + 1 = 5. If you make it you are shaken for a round "Defend my beloved!" She screams at one skeleton.
Then the skeletons attack!
Attack Talon: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Attack Talon: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Attack Koriar: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Talon slumps to the ground! Blood flowing from a claw mark.
Round 2
Tripe [-27]
Talon [-19] Dying need stabilize check.
Halorn [-4]
Esme
Skeletons
Zui [-2] Need will
Koriar [-13] At 0
Madge [-8] At 0
Aaziroth [-11] Out cold

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This is going badly fast but I have a few questions:
1. Why is Madge at 0? She failed save vs first bomb for -4 then made for second for -2. Unless I missed something, she should be at 4.
2. Halorn made save vs. color spray so should have had AoO vs 2nd skelly in rd 1.
btw, this sucks :(

GM V |

Your right Madge is at 4, not 0. Halorn took it but missed. It was only a 14 to his and that missed.
It is now. He spent his time buffing as well. He was supposed to be before you got here but i forgot to change his states to show it.
Also remember most modules aren't designed for PFS and usually have you level up somewhere in the middle and again at the end.
Round 2
Tripe [-27]
Talon [-19] Dying need stabilize check.
Halorn [-4]
Esme
Skeletons
Zui [-2] Running
Koriar [-13] At 0
Madge [-6]
Aaziroth [-11] Out cold

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Also remember most modules aren't designed for PFS and usually have you level up somewhere in the middle and again at the end.
*Gulp* Did not know that. Now wondering what we are doing here with 4 lvl 1s and 2 lvl 2s and regretting bringing my Aasimar. :(

GM V |

No your not! You made the save and i muffed that a bit. You have 2 hp left! My bad. Idk why i updated it like that.
Round 2
Tripe [-27]
Talon [-19] Dying need stabilize check.
Halorn [-4]
Esme
Skeletons
Zui [-2] Running
Koriar [-11]
Madge [-6]
Aaziroth [-11] Out cold

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Koriar retaliates and attacks the skeleton in front of him.
Attack (heavy flail): 1d20 + 5 ⇒ (12) + 5 = 17
Damage (heavy flail): 1d10 + 4 ⇒ (8) + 4 = 12
"This not good... Kid where are you?"

GM V |

Moved you next to tripe because you need to be in melee range to aid another like that
Koriar turns one of the skeletons to dust and Madge helps out Halorn!
Tripe steps back and throws a bomb at 1d3 ⇒ 2 Koriar!
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Miss: 1d8 ⇒ 1
Need a reflex save from Koriar and Halorn.
Round 2
Tripe [-27]
Talon [-19] Dying need stabilize check.
Halorn [-4]
Esme
Skeletons
Zui [-2] Running
Koriar [-11]
Madge [-6]
Aaziroth [-11] Out cold