
Alanthian Darlok |

Alanthian switches to Combat Expertise and attacks S6.
Alanthian Darlok – HP 10/10; AC 17{CE}; Init +6; Aid benefits:+1 attack rolls, saves vs. fear, and 1d8 + 10 ⇒ (4) + 10 = 14 temporary hit points.
Flanking Attack: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Damage:1d10 + 3 ⇒ (10) + 3 = 13
Sneak Attack:1d6 ⇒ 4

![]() |

Thorin's eyes, wild with the fires of battle search the room for remaining opponents. Finding only one, he focuses his rage and charges!
Charge attack
CMD of 4, +2 for Charge attack, +2 for Masterwork Longsword, +1 from Cole, +1 from Catila=10
attack1d20 + 10 ⇒ (17) + 10 = 27
damage1d8 + 5 ⇒ (5) + 5 = 10
I hope my math is right with all of the bonuses, they are hard to keep track of

hedgeknight |

Initiative Order (following initial attacks):
Cole, Alanthian, Brankh, Thorin, Skeletons, Catila/Saoirse
I forgot to mark S6 in red on the map above, but per my last combat post, Saoirse destroyed it. So, I'm using DM license to adjust some of your attacks. :)
Seeing Brankh in trouble, Catila reacts almost without thinking, whipping her staff around at the skull of S2, landing a solid blow which breaks its neck and sends it to the floor in a tumble of bones.
Staff attack: 1d20 + 4 ⇒ (12) + 4 = 16
1d4 + 1 ⇒ (4) + 1 = 5
Thorin charges the flaming skeleton in the back, and as he does, Alanthian and Cole team up on S5, taking the skeleton down with their combined sword attacks.
Brankh looks for a target for his next fire bolt, but Alanthian and Cole took down the last "normal" skeleton in the catacombs. He sees Thorin closing in on the flaming skeleton and moves forward to help if he can.
The cavalier charges and hacks into the flaming skeleton lopping off its left arm at the elbow and taking out a large section of its ribcage! But still the skeleton stands and returns the attack with its fiery sword.
1d20 ⇒ 12
1d6 ⇒ 41d6 ⇒ 4
Thorin blocks the skeleton's sword, but the heat from the creature and its blade burns the cavalier's arms and face!
ACTIONS!
I didn't attach a new map basically because there is only one skeleton standing. Thorin is in melee with it, and Alanthian and Cole are about 15 feet away with Brankh closing in. Brankh, Catila, and Saoirse get actions before the beginning of a new round.
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 11/7; AC 20; Init +0

hedgeknight |

Initiative Order:
Cole, Alanthian, Brankh, Thorin, Skeletons, Catila/Saoirse
While her companions deal with the lone skeleton, Catila looks around the chamber, searching for any new threats...and finding none.
"Hang on Thorin!" Saoirse yells as she and Brankh run forward. Brankh takes a long jab at it with his spear and misses, but Saoirse steps in and smashes the burning skeleton with her shield.
Shield attack: 1d20 + 4 ⇒ (12) + 4 = 16
Shield damage: 1d4 + 1 ⇒ (2) + 1 = 3
She cries out in pain as the flames from the skeletons body singe her flesh 1d6 ⇒ 2, but the paladin of Iomedae grits her teeth and with a loud yell, she hacks the skeleton's head from its body!
Sword attack: 1d20 + 4 ⇒ (13) + 4 = 17
Sword damage: 1d10 + 3 ⇒ (6) + 3 = 9
But neither the paladin nor the cavalier nor the priest are prepared when the skeleton explodes in a burst of flaming bones as it dies! Thorin and Saoirse are thrown back and burned on their arms, chests, and faces.
2d6 ⇒ (2, 2) = 4
Thorin's Reflex Save: 1d20 + 3 ⇒ (15) + 3 = 18
Saoirse's Reflex Save: 1d20 + 3 ⇒ (3) + 3 = 6
Brankh's Reflex Save: 1d20 + 1 ⇒ (4) + 1 = 5
Thorin avoids some of the damage, but Saoirse takes the full force of it and both warriors are left gasping for air and making sure their smoldering clothes do not suddenly burst into flames. Brankh flinched when the skeleton exploded, but the fire washed over him, singeing his clothing, but leaving his flesh untouched.
Except for the crackling of the dying flames, all is quiet in the secret catacombs beneath Kaer Maga...
Skeleton Melee End
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 11/5; AC 17; Init +2
Thorin – HP 11/5; AC 20; Init +0

hedgeknight |

Oh yes, almost forgot - everyone, regardless of total xp thus far, automatically levels up to 2nd level - that's 2000 xp!
As for hit points, please use this method:
Hit Points: All characters will receive maximum hit points at 1st level. Thereafter, you may roll, or take average hit points instead:
Hit Die Average Hit Points
d6 4
d8 5
d10 6
d12 7
Please adjust your sheets accordingly and let's continue rolling!

hedgeknight |

I updated that mess of a sheet template here on the forums a bit more, but I do have a pdf of thorin's sheet if you'd like me to email it to you gary
Sure thing, Phil > yankmychain at gmail dot com
And anyone else who wants to email me a copy, fire away!
![]() |

seems like the game stalled for a day there. lol. let me start it back up
Thorin beats the flames from his clothes, and turns to see his friend, Saorise fighting the fires that engulfed her. Ignoring his pain, he rushes to her side and tries to help the paladin snuff out the flames. He looks over his shoulder and cries out for help.
Brankh!!! She's hurt!!!

Dr. Catila Eyesquint |

Ok! Whoo-hoo! Catila updated to 2nd level. Changes below
- Took the average HP. So +5 to 14 now
- +1 to BAB, Ref and Will
- +9 skill points
- *Versitile Performance* (Catila can now use her Perform Skill in place of Bluff, Diplomacy and Sense Motive)
- Arcane Insight (At 2nd level, a detective can find and disable magical traps, like a rogue’s trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination-such as misdirection, and nondetection).
- Three new spells: Mage Hand, Summon Monster I and
Detect Evil (detective special bonus)
and I believe that's about it. : )
As the battle rages and comes to a firey end Catila, watching her companions move in the dance of battle, suddenly has an epihany. It is almost as if the adrenaline of battle causes her to perfrom at a higher level of ability and suddenly she can remember more of her teachings than before, her senses abilities seem quicker and sharper and her understanding of music and magic seem to have increased. 'Ah, so this is why one adventures! thinks the Halfling 'For it is obvious that experiencing the world for oneself, testing one skills in battle and survival, increases one's capcity and accelerates one's growth! How facinating!'
Caught up in her in her relavations, Catila hardly notices the wounded Saorise but instead continues exploring the chamber, beyond where the last skeleton had made it's stand.
Perception:1d20 + 8 ⇒ (13) + 8 = 21

hedgeknight |

Catila's explorations past the melee line reveal...little of nothing other than the fact that all of the burial niches are empty save for scraps of tattered, yellowed burial cloth.
However, her sharp eyes do spot a secret door all the way at the end of the crypt, to the right at the end of a 10 foot corridor. Looking back at her companions, she quickly searches the door for traps and is satisfied not only when she finds none, but also spies the rusty metal lever which looks as if it might open the door...if only she could reach it...
Actions?

hedgeknight |

Group Post: Who Can It Be Now?
Alanthian isn't really certain about traps, but Catila opens the door anyway revealing the following:
[b]The acrid stench of chemicals and reagents fills this chamber, and the walls are marred by strange stains and scorch marks. Several tables are scattered about the room, covered in a bewildering plethora of glassware, alembics, retorts, tubes, simmering cauldrons, and smoking beakers full of brightly colored liquids. Scattered pages of written notes in a crabbed hand lie strewn about the chamber. A large alcove in the northwest corner contains a bookshelf groaning under the weight of heavy, dusty tomes and scrolls. Three large glass vats stand against the eastern wall, filled with bubbling green fluid. Floating within the vats are three grotesque objects - putrescent corpses, tubes and wires embedded in their rotting flesh, their skin discolored with decay and chemical stains.
The chamber is well lit with various oil lamps here and there and a two zombies dressed in filthy aprons and black ragged pants, stand against the wall near the vats. Their heads turn toward you as you enter the room, but they do not move toward you.
From behind the tables, you can hear muttering and the clinking of test tubes and beakers, finally you see a shape moving behind the tables, its exact details distorted by the myriad of alchemical tubes, gear, and gadgets.
But then the figure moves out from behind the table and into the light. It is a hunchbacked, haggard-looking man approaching middle age, with black hair starting to turn gray. He leans on a spear and holds a smoking green flask in his right hand. In a ragged voice, he says, “Mr. Marrow, Mr. Plasma, would you please escort these uninvited guests from my laboratory? I have work to do.”
With a lurch, the zombies suddenly begin to move toward you with a halting gait, leaning slightly to the left.
Actions?

Cole Keegan |

Cole knew this encounter would most likely end in violence, but still he had to at least make an attempt here to forestall it. Besides, this gentleman may be able to shed some light as to what is causing the dead to stir.
"Excuse us for interrupting your...work. We just wanted to ask you some questions."
Diplomacy 1d20 + 4 ⇒ (1) + 4 = 5

Dr. Catila Eyesquint |

Frowning slightly as Cole's empahsis on the word 'work' ends up coming out more as an insult, Catila tries her own hand and charming the man, speaking in her story voice
"Please excuse my companion, but we really do mean you no harm. This seems a marvelous facility you've built here. As a scientist myself, I'd love to learn more about it. Won't you speak with us?"
Diplomacy:1d20 + 8 ⇒ (8) + 8 = 16 (using Versetile Performance)
However at the same time she is speaking she is moving out of the passageway and away from the zombies, making room for her friends.
She is also trying to figure out exactly what the man is up to here, although, based on the zombies, she already has a pretty good idea.
Knowledge(arcana):1d20 + 7 ⇒ (2) + 7 = 9

Alanthian Darlok |

Alanthian glances from Dr Catila and Cole to the zombies and the hunch back and back again. "What in the hells are we doing? The man just told his Zombies to attack!"
He moves towards the man with Glimmering at the ready. "If you want to talk call, off the undead. If you want to die, give me a few seconds."

hedgeknight |

"Excuse us for interrupting your...work. We just wanted to ask you some questions."
"I have no time for your damned questions!" the alchemist growls.
Catila tries a different approach. "Please excuse my companion, but we really do mean you no harm. This seems a marvelous facility you've built here. As a scientist myself, I'd love to learn more about it. Won't you speak with us?"
Alanthian glances from Dr Catila and Cole to the zombies and the hunch back and back again. "What in the hells are we doing? The man just told his Zombies to attack!"
He moves towards the man with Glimmering at the ready. "If you want to talk call, off the undead. If you want to die, give me a few seconds."
The alchemist cackles with laughter bordering on the hysterical. "You don't have a few seconds, you piss ant! BARTROW!"
The man's shout elicits a response you aren't prepared for as one of the vat zombies suddenly bursts through the glass walls of its vat in a flood of pungent alchemical compounds and charges!
In the chaos of crashing glass and sloshing fluids, the alchemist hurls the smoldering vial in his hand directly at Alanthian!
Ranged attack: 1d20 + 8 ⇒ (3) + 8 = 11
The vial misses the rogue's head by inches and crashes against the wall, splashing Catila and Cole with bone-numbing liquid!
Splash damage 4; DC 14 for half damage.
Initiative rolls:
Brankh: 1d20 + 2 ⇒ (12) + 2 = 14
Catila: 1d20 + 4 ⇒ (18) + 4 = 22
Cole: 1d20 + 3 ⇒ (14) + 3 = 17
Saoirse: 1d20 + 3 ⇒ (7) + 3 = 10
Thorin: 1d20 + 1 ⇒ (20) + 1 = 21
Alchemist: 1d20 + 7 ⇒ (6) + 7 = 13
Zombies: 1d20 ⇒ 4
Alanthian: 1d20 + 7 ⇒ (12) + 7 = 19
Initiative Order:
Catila, Thorin, Alanthian, Cole, Brankh, Alchemist, Saoirse, Zombies
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 11/5; AC 17; Init +2
Thorin – HP 11/5; AC 20; Init +0

Cole Keegan |

Reflex save DC 14 1d20 + 1 ⇒ (16) + 1 = 17 saved
Current HP 9/11.
Cole dodges the worst of the foul smelling concoction grumbling under his breath, "Why do they always insist on doing it the hard way?"
He then moves up to engage the alchemist positioning himself to flank with Alanthain, and swings his blade at the foul man!
Attack Longsword 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21flank
Damage 1d8 + 2 ⇒ (6) + 2 = 8

Dr. Catila Eyesquint |

Not really having expected diplomacy to work, Catila is fast to react, singing a spell which causes a wide patch of slippery grease to appear directly in the path of the charging Bartow.
Casts Grease.(10' square, beginning in Bartow's square and in front of him/it, while avoiding the space where her allies are.)

![]() |

Thorin gets to his feet after hearing the commotion, and rushes toward the entrance to the next room to protect his companions. The ring of steel echoes through the corridor as he draws his longsword. stepping over Catila, he moves into a position where he can attack without his blows doing damage to the rest of the party.
1d20 + 3 ⇒ (13) + 3 = 16
1d8 + 3 ⇒ (8) + 3 = 11
I doubt he'd be able to actually get his strike in on the current action, so if not, just hold this attack until next round

hedgeknight |

Initiative Order:
Catila, Thorin, Alanthian, Cole, Brankh, Alchemist, Saoirse, Zombies
Not really having expected diplomacy to work, Catila is fast to react, singing a spell which causes a wide patch of slippery grease to appear directly in the path of the charging Bartow.
No sooner has the greasy spot appeared in the room, than Thorin comes into the battle, stepping in front of Catila and readying his sword.
Alanthian moves in swiftly on the alchemist, followed by Cole, and the two men put their blades to good use, driving through his ribs on either side, spilling blood and staggering him.
The alchemist opens his mouth to scream...and instead retches and vomits forth a swarm of spiders!
The eager arachnids hop and climb up the legs of Alanthian and Cole, biting and clawing their way along!
Bite damage 1d6 ⇒ 1 - I need a Fort save vs. Poison!
Saoirse stumbles into the room just as the zombies reach Thorin. They attack the paladin and the cavalier, but their fists are weak and do no damage.
Slam attack 1d20 + 4 ⇒ (6) + 4 = 10
Slam attack 1d20 + 4 ⇒ (10) + 4 = 14
The vat zombie never pauses as it steps into the grease on the floor, slows down a little bit, and then proceeds directly toward Catila.
Reflex save 1d20 ⇒ 16
It swings its meaty fists at Catila, slinging greenish fluid all over the place, but the nimble halfling dodges the blow.
Slam attack 1d20 + 4 ⇒ (10) + 4 = 14
The alchemist shouts again, and the two remaining vats burst open like before, and the zombies within step out and move in to attack!
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 = 13 temporary hit points.
Brankh – HP 9/9; AC 15; Init +1
Dr. Catila Eyesquint: HP 8; AC 18; Init: +3
Cole Keegan - HP 11/8; AC 17; Init +2
Saoirse Palelight – HP 11/5; AC 17; Init +2
Thorin – HP 11/5; AC 20; Init +0

Alanthian Darlok |

Round 2
Fort Sv: 1d20 + 1 ⇒ (11) + 1 = 12
Maintain Flank with Cole.
Power Attack on Hunchback: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 Crit!
Confirm Crit: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11 Wah wah waaa....
Damage:1d10 + 6 ⇒ (10) + 6 = 16
Sneak Attack:1d6 ⇒ 5

hedgeknight |

FINAL GROUP POST!
Initiative Order:
Catila, Thorin, Alanthian, Cole, Brankh, Alchemist, Saoirse, Zombies
Catila's attack: 1d20 + 3 ⇒ (14) + 3 = 17
Catila's damage: 1d4 + 1 ⇒ (4) + 1 = 5
Catila spins her staff into position and delivers a solid thwack to the vat zombie's chest. Thorin follows up with a wicked overhand chop to its head and it falls to the floor, oozing fluids and blood.
Flanking the alchemist, Alanthian drives his sword up through the man's ribs and out the side of his neck! Blood spurts from the killing wound and the alchemist cries out once and slumps to the floor dead.
Cole turns his attack to the charging vat zombies, missing the closest one.
Brankh enters the fray, charging forward and engaging the servant zombies, sending a burst of fire directly into their faces! They moan and flail at the fire of Sarenrae, clawing at the air as their clothes ignite and they fall back (and eventually expire).
Overwhelmed and outclassed, Alanthain, Cole, Saoirse, and Thorin make short work of the two remaining vat zombies, thus destroying the alchemist and his grisly work.
When you end up searching the array of notes among the lab tables and peruse through the small library of books, you will find that this alchemist is Svilennius Tripe - an excommunicated priest of Pharasma. Several years ago, he discovered some ancient tomes detailing the alchemical process of reanimated the dead - something that is anathema to the church of Pharasma. He presented this information to the heads of the church and they kicked him out.
He found his way back into the ossuary and began stealing bodies to use in his experiments, in the hopes of creating an undead army and taking over the city. (Can you say delusions of grandeur?)
Thus, you have ended the threat and saved the proverbial day!
Fellers, I'm sad to say that this is the final group post for this game. We have two players (perhaps three) who are MIA and so I'm calling this game over. I will no longer post here, but will give out experience and any other information in the discussion thread. Thanks for the fun!
Current Stats:
Alanthian Darlok – HP 10/10; AC 16; Init +6; Aid benefits:+1 attack rolls, saves vs. fear, and 1d8 + 10 ⇒ (4)+ 10 = 13 temporary hit points.
Brankh – HP 9/9; AC 15; Init +1
Dr. Catila Eyesquint: HP 8; AC 18; Init: +3
Cole Keegan - HP 11/8; AC 17; Init +2
Saoirse Palelight – HP 11/5; AC 17; Init +2
Thorin – HP 11/5; AC 20; Init +0

Dr. Catila Eyesquint |

On no! Hey so sorry gang! I was traveling around and didn't always have net access. Just didn't realize that a whole week had gone by since Catila's last post. I would really love this game to continue. HK you are a fantastic DM and all the players were great.
Please accept my apologies all if my absence led to the closing of the game.
And also please accept my thanks for a really great and fun game while it lasted.
Catila thanks you too!