
hedgeknight |

From behind the group, Saoirse agrees. "If the mold has not moved in the ages it has been in this crypt, it will keep awhile longer. Let us continue our search and as Dr. Eyesquint suggested, perhaps we will find something to destroy this menace."
So...you wanna move on or attack and die? :D

hedgeknight |

Uh... Touching statues in this place is a sure way to spring traps. So oto answer your question, yes I touch it. I can't help myself really.
You feel an odd sensation run through your body when you touch the statue - the fingertips of your hand take on a light blue glow but only briefly and then disappear.
You have been granted the benefits of an Aid spell.The statue slides aside to reveal a similar set of catacombs with three alcoves on your left. All is very dusty and quiet among the interred dead...
Actions?
Grand Cathedral - Crypt of Pharasma
Current Stats:
Alanthian Darlok – HP 10/10; AC 16; Init +6
Brankh – HP 9/9; AC 15; Init +1
Dr. Catila Eyesquint: HP 8; AC 18; Init: +3
Cole Keegan - HP 11/11; AC 17; Init +2
Saoirse Palelight – HP 11/11; AC 17; Init +2
Thorin – HP 11/11; AC 20; Init +0

Brankh |

Brank proceeds slowly, wondering at the sights.
Does this mean the Runelords worshipped the lady of Graves as they worsipped their own sinful vices? Or was she held higher than the others? Where does her Church fit in all of this? How are we to know what is heretical? Oh Nehruha, you are sorely missed now!"

hedgeknight |

Thorin Perception check: 1d20 ⇒ 1
Brankh Perception check: 1d20 + 3 ⇒ (15) + 3 = 18
As Thorin and Brankh wander by the alcoves, Brankh notices that the scraps of burial shrouds are priestly in nature and that several ancient silver holy symbols of Pharasma have been interred with the bodies.
Seven silver holy symbols can be found if all of the alcoves are searched.
And even more interesting, Brankh finds a thin wand made of bone hidden among the funerary wrappings of a priest in the middle alcove. The wand is engraved with protection runes, known to all faiths, along its length with a single word inscribed in Common, where the wielder might hold it: FRACTURE.
Alanthian Perception check: 1d20 + 4 ⇒ (3) + 4 = 7
Catila Perception check: 1d20 + 6 ⇒ (19) + 6 = 25
Cole Perception check: 1d20 + 3 ⇒ (8) + 3 = 11
Saoirse Perception check: 1d20 + 1 ⇒ (2) + 1 = 3
As the rest of the group move into the alcoves, Catila's walks to the end of the catacombs and her sharp eyes pick out the slightest irregularity in the stonework along the back wall. "Alanthian...I believe there's a door here...somewhere."
Alanthian checks for traps and finds none, and together, they find the latch to open it.
After ages of disuse, the stone door slowly opens outward, revealing a corridor beyond...
Pharasma catacombs updated
Actions?

Dr. Catila Eyesquint |

Peering into the corridor Catila thinks for a moment then says "Hmmm, I'd like your help verifying this on that map of yours Alanthain, but i believe that this corridor will lead us to somewhere near the very first chamber we entered. Interesting."
Brankh then calls her attention and Catila turns around to face the servant of the Healing Fire. Taking the profered wand, her eyes light up with the excitement of discovery. Humming to herself the detective invokes a cantrip to aid her in determining the wands purpose.
Detect Magic
Spellcraft:1d20 + 7 ⇒ (15) + 7 = 22
Catila began her song again this morning so everyone gets +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed.
And Why in the world have I not been having Catila use Detect Magic more often??

hedgeknight |

You travel about 15 feet and come to an alcove on your left (#30 on the map above, with the following description):
A square shaft fills this alcove, dropping into darkness...
Beyond that you can see that the corridor continues on, eventually turning to the left.
Alanthian finds no traps so far. Actions?

hedgeknight |

It does strike me as risky. But why here? What is this shaft for?
Brankh peers down into the gloom, listens and sniffs. Perception 1d20+3. If there is nothing more to see down there I suggest we carry on..
Brankh looks over the rim of the hole and sees nothing but blackness. The air is stale and there is no sound...
Going down...or moving on ahead?

Alanthian Darlok |

I am for moving on. I will post my moving on action but, if we decided to stay i will post a different one.
Alanthian finishes his sketch and notes then nods to the half orc.
He continues on checking for traps.
Perception:1d20 + 6 ⇒ (13) + 6 = 19

hedgeknight |

Alanthian finishes his sketch and notes then nods to the half orc. He continues on checking for traps.
Perception:1d20+6
The group moves forward, Alanthian in the lead, following the corridor as it first turns left, then back right, then left again down a 25' stretch before turning left one more time and ending in a macabre gate of bleached bones.
Beyond the gate, you can see a rather large chamber with several alcoves on either side. And toward the northern end of the chamber, someone or something appears to have disturbed the dust on the floor...Alanthian checks the gate of bones out very closely. It has no obvious handles or hinges...and were it not for Catila's song, he would have missed the trap that is built into it.
"I think...when you touch it...some type of spear shoots forward...or something like that. Looks particularly nasty," the rogue whispers, glancing back at his companions.
Saoirse steps forward, her hand on her chest, and closes her eyes for a few seconds before saying, "Iomedae tells me there is evil afoot...and it is very close by."
Actions?

Cole Keegan |

Cole moved forward next to Alanthain. "Since we need to bypass this trap to deal with whatever lurks beyond it, let me assist you." He then touches the rogue, and infuses him with Iomedae's touch of Law.
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.

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Thorin moves into the lead and motions for Saorise to take his side and Brankh to fall in behind and in the center with his spear. He whispers to the group "Battle positions"
Thorin waits patiently for everyone to ready themselves then the group moves forward into a defendable position and Thorin begins making noise, Yelling and banging his sword against the wall, trying to attract the attention of whatever is in the room. Thorins intentions are to bring whatever evil is lurking in this room to them, on the groups terms.
"SHOW YOURSELVES BEASTS OF HELL!!!

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Thorin moves into the lead and motions for Saorise to take his side and Brankh to fall in behind and in the center with his spear. He whispers to the group "Battle positions"
Thorin waits patiently for everyone to ready themselves then the group moves forward into a defendable position and Thorin begins making noise, Yelling and banging his sword against the wall, trying to attract the attention of whatever is in the room. Thorin's intentions are to bring whatever evil is lurking in this room to them, on the groups terms.
"SHOW YOURSELVES BEASTS OF HELL!!!

hedgeknight |

"SHOW YOURSELVES BEASTS OF HELL!!!
Completely caught me off guard and I nearly pissed myself laughing! But the second time you posted it was even funnier! LMAO!!! I can just see Thorin swaggering up there and getting ready as everything is deadly quiet...and then he bellows the challenge! Funny as hell!! I'm still laughing about it! I'll post a little later tonight after others have weighed in their battle preparations. Oh yeah, you called down the thunder, baby!

Cole Keegan |

Cole inwardly winces at the bravado display from Lord Thorin. Well, that's one way to announce yourself to the enemy...
He reaches down and grasps his holy symbol, mutters a swift prayer to Iomedae, marvelling at how easier the words flowed from his lips. Thorin feels a sense of anticipation, causign him to react faster than normal.
Cole uses granted power Seize the Initiative on Lord Thorin.
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed.

hedgeknight |

"SHOW YOURSELVES BEASTS OF HELL!!!
At Thorin's bellow, Catila and Alanthian prepare their weapons, and Saoirse steps up beside of him, sword in hand. Brankh readies his spear, and Cole mutters a swift prayer to Iomedae, granting Thorin a divine blessing.
The cavalier feels the energy rush through him as a clattering sound alerts your eyes to the center alcoves where skeletons begin to emerge. They come forward, rusted, broken weapons raised, their mouths agape in long-forgotten screams of pain.Those stating they had ranged weapons ready, let loose!
Initiative rolls: (with Catila's song bonus)
Alanthian: 1d20 + 7 ⇒ (14) + 7 = 21
Brankh: 1d20 + 2 ⇒ (10) + 2 = 12
Catila: 1d20 + 4 ⇒ (2) + 4 = 6
Cole: 1d20 + 3 ⇒ (19) + 3 = 22
Saoirse: 1d20 + 3 ⇒ (3) + 3 = 6
Thorin: (1)1d20 + 1 ⇒ (13) + 1 = 14
Thorin: (2)1d20 + 1 ⇒ (6) + 1 = 7
Skeletons: 1d20 + 6 ⇒ (1) + 6 = 7
Initiative Order (following initial attacks):
Cole, Alanthian, Brankh, Thorin, Skeletons, Catila/Saoirse
ACTIONS!
Current Stats:
Alanthian Darlok – HP 10/10; AC 16; Init +6; Aid benefits:+1 attack rolls, saves vs. fear, and 1d8 + 10 ⇒ (4) + 10 = 14 temporary hit points.
Brankh – HP 9/9; AC 15; Init +1
Dr. Catila Eyesquint: HP 8; AC 18; Init: +3
Cole Keegan - HP 11/11; AC 17; Init +2
Saoirse Palelight – HP 11/11; AC 17; Init +2
Thorin – HP 11/11; AC 20; Init +0

Dr. Catila Eyesquint |

Being ready for the appearence of enemies Catila whips a bullet at the first skeleton that comes into sight
Attack&Damage1:1d20 + 7 ⇒ (1) + 7 = 81d6 + 1 ⇒ (5) + 1 = 6
Her hands moving almost faster than the eye can see she reloads another bullet and lets fly again
Attack&Damage2:1d20 + 7 ⇒ (2) + 7 = 91d6 + 1 ⇒ (3) + 1 = 4
But the dim light in the chamber ahead cause her shots to fly wide.

hedgeknight |

Initiative Order (following initial attacks):
Cole, Alanthian, Brankh, Thorin, Skeletons, Catila/Saoirse
The skeletons come forward and Alanthian and Catila hurl dagger and stone...but neither find their mark.
As the undead close in, Cole shouts a prayer to Iomedae, calling upon her blessings for his companions.
Thorin grits his teeth and lets the skeletons come deadly close...and then he steps forward and smashes one with a swing of his sword, sending bones flying in all directions!
Having been patient, Alanthian steps around his friend as he attacks, and delivers a brutal flanking attack to a skeleton in the second rank. As it falls to the crypt floor, Brankh unleashes the cleansing fire of Sarenrae upon a third skeleton, engulfing it in flames.
As it totters off into an alcove to collapse, its undead companions move it to attack!
S6 swings a rusty falchion at Saoirse, but the paladin catches the blade on her shield and it shatters into pieces!
1d20 ⇒ 1
The paladin then smashes the skeleton in the chest and face
Shield attack: 1d20 + 4 ⇒ (18) + 4 = 22
1d4 + 1 ⇒ (3) + 1 = 4
She follows that up with her sword, taking off the skeleton's skull!
Sword attack: 1d20 + 4 ⇒ (12) + 4 = 16
1d10 + 3 ⇒ (1) + 3 = 4
S2 moves around, mouth agape, and stabs Brankh in his right side, driving the priest back into Cole! But the priest's armor absorbs the damage from the skeleton's sword.
1d20 ⇒ 5
S5 comes at Alanthian, sword raised, but the nimble rogue ducks under the savage swing, rolling to the middle of the chamber.
1d20 ⇒ 12
Alanthian blinks the sweat out of his eyes and looks up to see the final skeleton hovering in the back of the group. It carries no visible weapon, but a fiery aura flickers and burns along its bones and its eyes glow a deep crimson. Its mouth opens as if to say something...and then it lurches forward...
ACTIONS!
Skeleton Battle Map
Current Stats:
Alanthian Darlok – HP 10/10; AC 16; Init +6; Aid benefits:+1 attack rolls, saves vs. fear, and 1d8 + 10 ⇒ (4) + 10 = 14 temporary hit points.
Brankh – HP 9/9; AC 15; Init +1
Dr. Catila Eyesquint: HP 8; AC 18; Init: +3
Cole Keegan - HP 11/11; AC 17; Init +2
Saoirse Palelight – HP 11/11; AC 17; Init +2
Thorin – HP 11/11; AC 20; Init +0