
GM Mustache |

Zeke!!! If you have time to write that, you have time to take your turn! I guess I'm botting you again.
Zeke reloads and shoots, though this time his allies are in close proximity, getting in the way. He misses.
pistol standard action: 1d20 + 1 + 2 + 1 + 1 - 4 ⇒ (3) + 1 + 2 + 1 + 1 - 4 = 4
(BAB+DEX+song+bless, vs touch AC within 20')
Varrad steps up, hoping to put the final blow in.
longsword swing: 1d20 + 3 ⇒ (16) + 3 = 19 bab 1+bless+song
damage: 1d8 + 1 ⇒ (4) + 1 = 5 song

GM Mustache |

SUMMARY OF ROUND 4
Garfaulk, I think you did more than a five foot step, so it got an AoO on you
Garfaulk's movement draws it attention, and it slams him, doing 3 damage.
ghelarn tentacles to-hit: 1d20 + 5 ⇒ (16) + 5 = 21
ghelarn tentacles damage: 1d6 + 2 ⇒ (1) + 2 = 3
Wulf and Zeke miss, and Charles repositions for a better shot next round. But between Garfaulk, Ton'iel, and Varrad, the creature is finally brought down.
COMBAT IS OVER
Everyone catches their breath and considers the dark desert as you do so. To your west, your light is bright enough to make out a sloping rock wall that disappears into the dim as it heads upwards. Looking straight up, you just see darkness. If there is a ceiling or a roof, it is out of your light range.
With the powerful flashlight harnessing the technological might of elektrizity, Zeke may be able to see further into the strange location.
Zeke can spin his character around in roll20 to see further, and report back to the group. Everyone, remember that alt-scroll wheel can help you zoom out a bit in this huge place.

Charles Caskgrip |

"Need healing. What WERE those things?"

Ton'iel Wexley |

"Got no idea, Chuck. But they were clingier than some of my old girlfriends. Better looking than some of them though..." Ton says, without a hint of humour. Suddenly needing a cigarette, he rolls some 'bacco deftly into a small piece of paper before licking an open flap, sealing it and then using a tindertwig to light it up.
We need to heal up before we move on
With the cigarette hanging loosely from one corner of his mouth, Ton mutters a word of incantation and suddenly one of his arrows begins to glow brightly. He nocks it and fires it across the chamber.
Paul, shooting it directly north east from my position, in the direction of the highly professional arrow I drew on the map :)

Wulf Torstein |

Wulf takes a knee as he takes in deep breaths, feeling fatigue setting in his muscles.
"Aye what where... those things." He pants out, reaching into his pack and pulling out a potion. "I might need a little patching up too. Rather than use this."
Those things were kinda cool.

Garfaulk Sharpstone |

was only 5 ft on my screen, but that means I fired within its reach and probably should've eaten that attack before lol. That said, I'd like to use Windy Escape as am immediate action to gain DR10/magic
Blink and you'd miss it, Garfaulk briefly turned to vapor before coalescing back into himself while moving in to provide the Flank, but it seemed they downed I'd before it was necessary. Chuckling, he pulls out the wand "Quit yer whinin,I got ya covered." as he doled out heals with the wand.
Wulf Heals: 2d8 + 2 ⇒ (2, 8) + 2 = 12
"Maybe wear a shirt next time, ey?"
Charles Heals: 2d8 + 2 ⇒ (7, 4) + 2 = 13

Ezekiel "Zeke" Smith |

Sorry, I have been swamped at work this week, and when I jumped in to the thread I didn't see that you were waiting for Zeke.
Zeke gazes in awe at their surroundings, flashing the strange piece of machinery around at the desert landscape. Like the buzzing of a radio receiver in everybody's ear, he reports what he sees. "It's a large cave, that's for sure. There's some kind of pit or crevice almost due east of here, I think, and some depressions south of them that could be water or some kind of liquid. This path here runs between them that way."

GM Mustache |

Zeke shines the flashlight back and forth, and the group can see the desert lit up, small bits at a time. To the north, the desert goes as far as the light shines, and you know from Ton's arrow that there might be a wall about 200 feet that direction. To the south you continue to see a wall on the west, a curving wall that disappears up into darkness. Further south and to the east, you make out some pits and gulleys. Everything is covered in sand.

Garfaulk Sharpstone |

Garfaulk whistles, istening to see if it echoes. Still, looking towards the flame of the arrow, the room was undoubtedly huge. Taking another swig of brandy, he held up the wand "Wow, this room is huge. Wonder why someone would bottle a dessert and hide it behind some freaky doors. Oh, anyone else need a bit more healin, or are ya good?"

Charles Caskgrip |

"M'good. Place is weird. Should find a wall and follow it. Heads on a swivel, those things were good at hiding."

Wulf Torstein |

"Those things were attracted to my muscles, it seems no matter what they were everyone just can't get enough of me." He smiles feeling his chest as the wounds start to heal. "Thanks, Garfaulk." He pats the dwarf on the back.
He moves to a corpse of the creature and kicks aside one of its tentacles. "This place is huge." He nods in agreement straining to spot where Ton's arrow landed. "I agree with the Charles. It's pretty damnd strange, let's stick to a wall we can't get lost that way..."
HP - 28/28

Ton'iel Wexley |

"Yeah, good plan Charles. Let's head toward my arrow along this wall."
Heading north-west and following it around

Ton'iel Wexley |

Ton actively keeps an eye out or any more tentacled threats around the weird desert-room.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

GM Mustache |

The party begins to trudge through the sand to the west, gets next to the desert stone wall, and follows it to the north. Some areas of sand are soft and slow going, while other areas seem packed tight, but overall you just have this overwhelming sense of oppressive silence. roll20 note: just north of you the sand changes color. This is just a flat rock outcropping, you can just treat it as the same terrain.
Wulf Percep: 1d20 + 5 - 6 ⇒ (18) + 5 - 6 = 17
Ton'iel Percep: 1d20 + 6 - 0 ⇒ (19) + 6 - 0 = 25
Charles Percep: 1d20 + 12 - 0 ⇒ (14) + 12 - 0 = 26
Charles: +1 to locate traps
Zeke Percep: 1d20 + 7 - 0 ⇒ (20) + 7 - 0 = 27
Varrad Percep: 1d20 + 8 - 0 ⇒ (4) + 8 - 0 = 12
Garfaulk Percep: 1d20 + 4 - 0 ⇒ (6) + 4 - 0 = 10
Zeke and Charles are the first to notice it... a scratching noise. Charles recalls the tentacles monsters quiet clearly and immediately begins scanning the rocks on the wall. But soon, a skeletal claw bursts from the sand, following by another, and a tall humanoid skeleton pulls itself from the sand! When you get a better look at it, you realize that it has four arms!
At the same time, another four-armed skeleton emerges from the dust and starts toward the group. And you faintly hear, across the area, other scratches...
skeletons: 1d20 + 8 ⇒ (20) + 8 = 28
Wulf: 1d20 + 3 ⇒ (12) + 3 = 15
Ton'iel: 1d20 + 4 ⇒ (20) + 4 = 24
Charles: 1d20 + 4 ⇒ (13) + 4 = 17
Zeke: 1d20 + 6 ⇒ (18) + 6 = 24
Zeke bonus: +2 when underground
Varrad: 1d20 + 3 ⇒ (15) + 3 = 18
Garfaulk: 1d20 + 3 ⇒ (4) + 3 = 7
To learn 1 piece of information, free action check: Knowledge: religion, DC: 11. (It will be revealed next time GM posts and it will be assumed all players are told.)
ROUND 1
1 Skeletons
2 Ton'iel
3 Zeke
4 Varrad
5 Charles
6 Wulf
7 Garfaulk
The two skeletons move quick, and converge on Garfaulk and Zeke, swinging their claws. They both miss.
Skeleton claw to-hit Garfaulk: 1d20 + 1 ⇒ (7) + 1 = 8
Skeleton claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
sneak attack damage: 1d6 + 0 ⇒ (1) + 0 = 1
Skeleton claw to-hit Zeke: 1d20 + 1 ⇒ (4) + 1 = 5
Skeleton claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
sneak attack damage: 1d6 + 0 ⇒ (4) + 0 = 4
Go if you are bold!

Charles Caskgrip |

light mace BAB+DEX+SIZE+FLANK: 1d20 + 1 + 4 + 1 + 2 ⇒ (18) + 1 + 4 + 1 + 2 = 26damage and sneak: 1d3 + 1d6 ⇒ (3) + (6) = 9
Charles, figuring his wee little daggers wouldn't do much to bones, draws a light mace (move action), moves to flank with Zeke and strikes at the four-armed undead.

Garfaulk Sharpstone |

Garfaulk saw the skeleton pop and cracked his neck-he still had some fight in him! Moving a step to the side, he slammed a single-shot alchemical cartridge into his dragon pistol, took careful aim, and fired.
Pow!: 1d20 + 3 + 1 - 1 ⇒ (10) + 3 + 1 - 1 = 13 Dex+BAB-Deadly Aim vs Touch AC
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
"Heh, guess we found what that four-armed drawing is! Someone must've come across these buggers!"

Charles Caskgrip |

"Or whatever they used to be."

Ezekiel "Zeke" Smith |

Knowledge Check: 1d20 + 8 ⇒ (1) + 8 = 9
Zeke catches his breath as the skeleton between him and Charles falls as quickly as it appears. "Thanks, Charles!" he thinks gratefully. "That was good thinking, bringing a mace. You've really come prepared for this!"
He pulls a small vial out of his pack and drinks it down in a smooth motion. (Move action draw potion of mage armor, standard action drink it.)
To everyone, he announces silently "Looks like more of them are coming, all around! Maybe we oughta run for it? If they surround us, I can try'n affect them all at once with the moon-god's channeled energy, but gettin' to cover might be better."

Wulf Torstein |

Wulf ignores everything stepping forward to close down whatever these things are. "We'll just put them down here." He swings his hammer up high and brings it down hard.
Hammer Swing: 1d20 + 2 + 3 - 1 ⇒ (1) + 2 + 3 - 1 = 5 BAB+Str-power attack
Hammer Damage: 2d6 + 4 + 3 ⇒ (2, 1) + 4 + 3 = 10 Str+Power atack
Their back

GM Mustache |

Varrad says, "I don't think this sword will do much against such creatures." But lacking any better options, he swings at it. The sword whizzes by, barely missing.
The skeleton that Garfaulk shot is still standing, and as you deal with him, Zeke yells out his warning. More are coming. More and more.
longsword swing: 1d20 + 1 ⇒ (14) + 1 = 15 bab 1
damage: 1d8 ⇒ 6
Toni'iel needs to go yet, then I will advance the round

Ton'iel Wexley |

Ton moves to get a clear shot on as many of the sketelons as he can.
In doing so a pulse of arcane energy runs along his bow, making it glow with a pal eldritch light.
"I don't think we are going to be able to retreat Zeke, but make sure they don't get around us!"
Moving and Activating Arcane Pool for +1 to hit and damage

Ezekiel "Zeke" Smith |

Zeke nervously shines the flashlight around again. "I count: 5... 6, 7, 8... 9, 10, 11... 12, 13 of them. Not including these two. Might be smart to back ourselves against this wall here at least?"

Ton'iel Wexley |

"13!! Frek me, you didn't say that!" Ton cries, with the sudden realisation that they are in far more trouble than he had originally thought.
"Everyone stay close. Wulf, be ready to smash us a way through them so we can make it back to the doors!"
"Anyone know what these things are? Apart from old and ugly, I mean!"

GM Mustache |

orange thing mentioned by zeke was just a remnant from something I was doing, I deleted it. Sorry
SUMMARY OF ROUND 1 AND ENEMY ACTIONS OF ROUND 2
4 armed-skeletons emerge from the soft sand of the strange desert cave. The swing clumsily at the group, and Charles springs into action and takes one down immediately. The other is damaged by Garfaulk's gunshot, but remains standing, and puts its four arms to proper use. It lets loose by swinging four times at Wulf. Wulf takes two claws to the face, doing 2 and 3 damage.
Skeleton claw to-hit: 1d20 + 1 ⇒ (7) + 1 = 8
Skeleton claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
Skeleton claw to-hit: 1d20 + 1 ⇒ (14) + 1 = 15
Skeleton claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
Skeleton claw to-hit: 1d20 + 1 ⇒ (7) + 1 = 8
Skeleton claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
Skeleton claw to-hit: 1d20 + 1 ⇒ (10) + 1 = 11
Skeleton claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
The other skeletons approach the party, picking up speed as they get free from the sand. They start to run and sprint. The two closest ones are able to charge in and attempt blows against Garfaulk and Ton; both miss.
Skeleton claw to-hit: 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Skeleton claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
Skeleton claw to-hit: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Skeleton claw damage: 1d4 + 1 ⇒ (4) + 1 = 5
ROUND 2
1 Skeletons
2 Ton'iel
3 Zeke
4 Varrad
5 Charles
6 Wulf
7 Garfaulk

Ezekiel "Zeke" Smith |

Zeke casts the second bless spell he had prepared, and moves toward the wall behind Wulf.
"All I know is they are some kind of reanimated dead creatures, brought back to life by negative energy," he thinks anxiously while trying to remain calm. "Holy water and the like will hurt them, and it is hard to damage the bones with non-bludgeoning weapons or cold effects. I've never seen any creatures with four arms like that, except in those chalk drawings Mr. Sharpstone remembered."

Charles Caskgrip |

Charles nods and moves to flank with Varrad while keeping his own back to the corner, then strikes with his mace again.
club attack BAB+Dex+Size+Bless+Flank: 1d20 + 1 + 4 + 1 + 1 + 2 ⇒ (11) + 1 + 4 + 1 + 1 + 2 = 20damage and sneak: 1d3 + 1d6 ⇒ (2) + (5) = 7

Charles Caskgrip |

"Hh. C'mon, Wulf. Keep up."

Garfaulk Sharpstone |

Garfaulk looks around as the strange bone creatures come shambling out from the darkness. Whistling, he tumbled back, trying to get away from the freakish, undead monstrosities as they advanced.
Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14 If I needed to
Religion?: 1d20 + 3 ⇒ (3) + 3 = 6
"Aaaaand there's a load of em! Varrad, next to me! Zeke, behind Wulf and I! Ton, draw em in! Be ready ter swing at em! We make a line, draw them to us, then between Zeke's ability teh hit em with tha positive energy and ol' Slagbreather here, I think we can make quick work of em!" the dwarf pats the side of his dragon pistol as he loads it with a blast alchemical cartridge.

Ton'iel Wexley |

"Yeah draw 'em in... like I mean to do that!" Ton complains even as he steps back and blasts one with arcane infused blunt arrows, following Zeke's advice.
Mswk longbow shot, Arcane Pool: 1d20 + 1 + 4 + 1 + 1 + 1 ⇒ (3) + 1 + 4 + 1 + 1 + 1 = 11 (BAB+Dex+Mswk+arcane pool+bless)
My last series of rolls have been horrible

Wulf Torstein |

"Get behind me!" He shout out banging his chest. "The only way out is to destroy every one of these things!" He brings up his hammer and charges at the closest one.
"Come at me you bastards!" He shouts out in a rage, every muscle in his body flexing.
Rage PA Hammer Swing: 1d20 + 2 + 5 - 1 + 1 ⇒ (1) + 2 + 5 - 1 + 1 = 8 BAB+Str-PA+Bless
Rage Hammer Damage PA: 2d6 + 7 + 3 ⇒ (5, 6) + 7 + 3 = 21 Str+pa
crit fumble cry check: 1d20 + 2 + 5 - 1 + 1 ⇒ (11) + 2 + 5 - 1 + 1 = 18 BAB+Str-PA+Bless
hp - 29/34
What have I done to deserve this.

Ton'iel Wexley |

Ton will provoke an attack of opportunity off number 4
But not as horrible as Wulf's!

GM Mustache |

SUMMARY OF ROUND 2 AND ENEMY ACTIONS OF ROUND 3
Charles is able to prove to everyone that these things are easy to take down, but the group is panicking from the numbers and misses several easy opportunities. The onslaught begins in earnest.
Skeleton claw to-hit: 1d20 + 1 ⇒ (1) + 1 = 2
Skeleton claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
The two skeleton who have already arrived unleash their full attacks, four claws each. Meanwhile, 3 skeletons charge into Varrad, 2 charge into Wulf, and one slower skeleton who is not able to reach Wulf directly walks around and attacks him from behind. Meanwhile, another skeleton, unable to reach the front combatants because of the huge mob, charges at Ton'iel.
Varrad, shield in hand, defends himself ably. Only one hit goes through for 3 damage. Vain, angry, and unarmored Wulf does not fare well. He gets slashed five times, dealing 4,2,4,3, and 3. Thankfully his metal infused skin drastically hampers the damage. Ton'iel is able to dodge the one swing directed at him.
Behind them you see another line of skeletons approaching, looking for their chance to reach Varrad and Wulf.
Skeleton claw to-hit: 1d20 + 1 ⇒ (15) + 1 = 16
Skeleton claw damage: 1d4 + 1 ⇒ (4) + 1 = 5
Skeleton claw to-hit: 1d20 + 1 ⇒ (10) + 1 = 11
Skeleton claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
Skeleton claw to-hit: 1d20 + 1 ⇒ (7) + 1 = 8
Skeleton claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
Skeleton claw to-hit: 1d20 + 1 ⇒ (9) + 1 = 10
Skeleton claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
Skeleton claw to-hit: 1d20 + 3 ⇒ (4) + 3 = 7
Skeleton claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
Skeleton claw to-hit: 1d20 + 3 ⇒ (6) + 3 = 9
Skeleton claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
Skeleton claw to-hit: 1d20 + 3 ⇒ (19) + 3 = 22
Skeleton claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
Skeleton claw to-hit: 1d20 + 1 ⇒ (10) + 1 = 11
Skeleton claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
Skeleton claw to-hit: 1d20 + 1 ⇒ (5) + 1 = 6
Skeleton claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
Skeleton claw to-hit: 1d20 + 1 ⇒ (14) + 1 = 15
Skeleton claw damage: 1d4 + 1 ⇒ (1) + 1 = 2
Skeleton claw to-hit: 1d20 + 1 ⇒ (3) + 1 = 4
Skeleton claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
Skeleton claw to-hit: 1d20 + 3 ⇒ (9) + 3 = 12
Skeleton claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
Skeleton claw to-hit: 1d20 + 3 ⇒ (9) + 3 = 12
Skeleton claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
Skeleton claw to-hit: 1d20 + 1 ⇒ (17) + 1 = 18
Skeleton claw damage: 1d4 + 1 ⇒ (2) + 1 = 3
Skeleton claw to-hit: 1d20 + 1 ⇒ (14) + 1 = 15
Skeleton claw damage: 1d4 + 1 ⇒ (3) + 1 = 4
ROUND 3
1 skeletons
2 Ton'iel
3 Zeke
4 Varrad
5 Charles
6 Wulf
7 Garfaulk

Charles Caskgrip |

Charles moves to flank with Ton and strikes again. "Back up, morons! Don't let them surround you!"
BAB+Dex+Size+Bless+Flank: 1d20 + 1 + 4 + 1 + 1 + 2 ⇒ (19) + 1 + 4 + 1 + 1 + 2 = 28light mace damage: 1d3 + 1d6 ⇒ (2) + (3) = 5

Ezekiel "Zeke" Smith |

Zeke rushes forward and mouths a prayer to Groetus, channeling positive energy in a burst around the party.
Channel positive energy to harm undead, Will DC 10 for half damage: 1d6 ⇒ 2 Looks like he hits all of them, but not very much damage unfortunately.

Wulf Torstein |

Yah that looks pretty bad.
Wulf shouts out as each attack lands, but he doesn't shout out in pain he shouts out in joy absorbing each blow and still standing. "More!" He shouts, bringing his hammer up high and bring it down hard exploding on the creature in front of him.
Rage PA Hammer Swing: 1d20 + 2 + 5 - 1 + 1 ⇒ (14) + 2 + 5 - 1 + 1 = 21 BAB+Str-PA+bless
Rage Hammer Damage PA: 2d6 + 7 + 3 ⇒ (3, 5) + 7 + 3 = 18 Str+pa
hp - 18/34

Ton'iel Wexley |

Mswk longbow shot, spell combat, arcane pool, bless, : 1d20 + 1 + 4 + 1 - 2 + 1 ⇒ (8) + 1 + 4 + 1 - 2 + 1 = 13 (BAB+Dex+Mswk-spell combat+arcane pool+bless)
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Spellstrike: 1d20 + 1 + 4 - 2 + 1 ⇒ (12) + 1 + 4 - 2 + 1 = 16 (BAB+DEX+spell combat+bless)
Damage: 1d8 + 1 ⇒ (6) + 1 = 7 and Acid damage: 1d3 + 1 ⇒ (1) + 1 = 2
Ton steps back and fires at the skeleton threatening he and Zeke. If he can put it down, maybe he can turn his attention to the rest.
These are blunt arrows and so deal bludgeoning damage
Arcane Pool - 9/10 rounds remaining

GM Mustache |

The wave of positive energy rolls off of Zeke, hitting all the undead creatures, some for more and some for less!
skeleton will : 1d20 + 2 ⇒ (6) + 2 = 8
skeleton will : 1d20 + 2 ⇒ (12) + 2 = 14
skeleton will : 1d20 + 2 ⇒ (3) + 2 = 5
skeleton will : 1d20 + 2 ⇒ (1) + 2 = 3
skeleton will : 1d20 + 2 ⇒ (14) + 2 = 16
skeleton will : 1d20 + 2 ⇒ (18) + 2 = 20
skeleton will : 1d20 + 2 ⇒ (14) + 2 = 16
skeleton will : 1d20 + 2 ⇒ (9) + 2 = 11
skeleton will : 1d20 + 2 ⇒ (2) + 2 = 4
skeleton will : 1d20 + 2 ⇒ (3) + 2 = 5
skeleton will : 1d20 + 2 ⇒ (12) + 2 = 14
skeleton will : 1d20 + 2 ⇒ (20) + 2 = 22
skeleton will : 1d20 + 2 ⇒ (1) + 2 = 3