
Keldor Whisthawk |

Keldor nods but seems crestfallen anyway, then suddenly seems to perk up at the mention of new adventures.
"Good to know! See you tomorrow Harg!"

*Kell |

Kell nods to the others then begins making his way upstairs, mumbling something about expense reports.

DM Default |

Harg, to know more about Sanvill Trett, it would be a Knowledge(local) roll.
The night falls and wherever you all find slumber, you find that the sleep is deeper and more fulfilling out here in the city of Torch, rather than the underground metal maze you spent the better part of a few days exploring.
With your rations topped off (?) and your weapons sharpened and loaded, you are ready to face the day.
That said, the market is opening and the local cleric is still casting his now daily usage of allotments on Khonnir, so you have time to chat or last-minute shop.

Dirissa Dhib |

After a good night's sleep, and with Khonnir rescued, Dirissa looks like she's ready to take on the world. She walks around the market, picking up a few rocks here and there, some possibly to use as sling stones, some because they catch her fancy. She asks Harg if figured anything out about the Trett fellow he mentioned last night. She remembers the name, but things get a tad fuzzy after that, mostly because of the laughter that shortly followed Keldor's comment. She hopes he wasn't too embarrassed and has promised herself not to pick on him this morning... though it may be sorely tempting.

*Kell |

Kell rises early and makes his morning journal entry. He then goes down to breakfast and from there takes a moment to go shopping as well, passing a note in a sack of coins to a certain vendor at a certain time.
His errands complete, Kell makes his way to the meeting with the others, preparing to once again dive into the subterranean world.

Harg |

No Knowledge Local, even though my backstory has me living in the town. Oh well. Also not great at Diplomacy to ask around either. Oh well!
Last night he dwelled on who this Trent was, but just can't seem to remember. While being in the town, he rarely works directly with clients. Maybe another party member will know. We might find out eventually. A bit worried, but easily ignored.
On the way to town he is going to go grab a few sets of Trail Rations.
Buying 3 Trail rations, to replace what he used up the day before. 1g 5sp subtracted.
After a good night, putting on all his gear on. Sitting down with his small book while eating his breakfast to prepare a few spells for the day. Meeting up at the temple for the casting of water breathing.
When everyone arrives "Well, shall we?"
------
I assume we make our way back into the deeper area of the cave/future stuff

Keldor Whisthawk |

Keldor arrives, but stays silent. Obviously still embarrassed by yesterday's vocal flubs.

Basil NaN |

Basil had wondered if she had said something wrong when Keldor stormed off last night - but despite extensive contemplation during the time she spent cleaning the place that was her home for the past months, she was unable to reach a conclusion that made sense in her eyes.
After preparing her equipment and emptying the storage of what little personal items she had, she locked the door, delivered the key to Khonnirs Daughter, and made her way to the meeting point.

DM Default |

With preparations met, the party descends into the water. Their journey is long as was the last time, but this time it seems they have no trouble making steady progress. The skulks from before, if they're around, do not make an appearance. Yet, it is at the desert biome where you pace slows.
The air is unnaturally still, but you can hear the small sifts of sand that indicates something is waiting in the sands.

Dirissa Dhib |

perception: 1d20 + 7 ⇒ (2) + 7 = 9
Dirissa is completely unaware of any danger as they walk out onto the sand. Her leg aches briefly as she thinks about the horrible creature they fought here before.

Harg |

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Smelling the air, and looking around.. Harg puts out his hand, draws his blade.
"Something is here. Those things might be back. Stand ready!"
He takes a defensive posture with blade out, looking around for any danger before it strikes.

Basil NaN |

Perception: 1d20 + 7 ⇒ (9) + 7 = 16
"I see nothing. Stand ready against what?", Basil inquires, scanning for any obvious threats and failing to see any, but not willing to dismiss Hargs warning and instead leveling her weapon, ready to fire the moment she pinpoints a target.

*Kell |

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
"Agreed, there is something under the ground, likely waiting to ambush us."

Gauntlet the Eidolon |

Keldor will already have Gauntlet summoned and ready by now...
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
"Yes. Such things do sometimes come back as I understand it. Keep your eyes open!"

DM Default |

From the sands around you, small bursts come and those strange skeletons begin to claw there way out! Forming just beyond the ring that surrounds you, forms the elite that faces you further in, almost waiting for you.
Roll initiative. To compensate for the odd PbP factors, you can position yourselves as you wish in the yellow grid box.

Harg |

The view we can see on Roll20 is still inside the main chamber area. Need to move character flag thing to the right thing
Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

Harg |

@Harg: your other face is terrifying :)
[dice=init]1d20
Man. My addon that is supposed to have a default Alias per game wasn't working. :)

Gauntlet the Eidolon |

Init.: 1d20 + 1 ⇒ (9) + 1 = 10
All I'm seeing is the previous map...?

Basil NaN |

Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Aye, I wondered if there was an option for us to move to other maps ourselves, but I suppose it makes sense to only allow that for the GM. Guess we'll wait for the update before placement.

DM Default |

Oof, my bad guys. You should have vision of the appropriate map now.
Enemy Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Looks like the party is up first. The skeletons are closing in as their bone feet dig into the sand, their multiple arms spread in a menacing manner.

Gauntlet the Eidolon |

We're surrounded! Watch out!"
Keldor then moves toward the closest skeleton to take the fight to him!
Slam Attack!: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

Dirissa Dhib |

"How many times do we have to put these down?!" Dirissa groans.
ready an action to attack if one of them comes near. I don't think we should get to spread out to let them flank us
readied hammer: 1d20 + 3 ⇒ (4) + 3 = 7 damage: 1d6 + 1 ⇒ (4) + 1 = 5

*Kell |

Kell points at one of the skeletons and a beam of electricity flares out at it.
Touch Attack Roll: 1d20 + 2 ⇒ (19) + 2 = 21
Damage Roll: 1d6 ⇒ 2

Harg |

Aiming toward one of the approaching skeletons, "These things again. We killed them! Look at that one in the distance too!"
Targetting Top right one.
A white light builds up around Harg's hand and flies outward toward the creature.
Disrupt Undead Touch: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d6 ⇒ 3

Basil NaN |

Stepping forward into a better position, Basil loads one of her newly made cartridges into her Blunderbuss, and levels the weapon to target 2 of the creatures:"They dissolved into dust last time. It would seem they are bound here in some way. I suppose a priest of sorts could undo their existence."
Attack Touch 1: 1d20 + 3 ⇒ (14) + 3 = 17 1d8 + 2 ⇒ (2) + 2 = 4
Attack Touch 2: 1d20 + 3 ⇒ (14) + 3 = 17 1d8 ⇒ 1
Spending one Grit Point to increase damage with Targetted Blast.

DM Default |

Gauntlet moves to engage, but his slam attack seems to reverberate through the skeleton, not impacting on it. Kell move to zap one with electricity, and it seems to definitely stutter its movements, though it still stands. Even Harg has trouble dealing with the sudden onset of enemies, his magics not impacting it. But Basil, now with new addition of some fresh ammo, takes a single step back, aims, and lets loose a blast that turns one into broken pieces of sinewy splinters, and definitely pockmarking the other.
the skeletons surround you and begin attacking the nearest party members.
Atttack Basil: 1d20 + 1 ⇒ (11) + 1 = 12 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Atttack Basil: 1d20 + 1 ⇒ (13) + 1 = 14 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Atttack Harg: 1d20 + 1 ⇒ (5) + 1 = 6 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Atttack Gauntlet: 1d20 + 1 ⇒ (15) + 1 = 16 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Atttack Gauntlet: 1d20 + 1 ⇒ (2) + 1 = 3 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Atttack Kell: 1d20 + 1 ⇒ (9) + 1 = 10 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Atttack Kell: 1d20 + 1 ⇒ (13) + 1 = 14 Damage: 1d4 + 1 ⇒ (2) + 1 = 3
All the while, the more formidable being waits, and watches.

Gauntlet the Eidolon |

Keldor feels Gauntlet take the hit from the undead, but it bounces off the Eidolon's armor. Keldor quickly tries to retaliate!
Slam Attack!: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 2d6 + 4 ⇒ (1, 5) + 4 = 10
"Eat fist!"

Harg |

Baring his fangs Harg swings away at the one in front of him. Pink one
Scimitar: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 4 ⇒ (2) + 4 = 6 Slashing damage
Bite: 1d20 ⇒ 20
Confirm: 1d20 ⇒ 5
Damage: 1d4 + 2 ⇒ (4) + 2 = 6 B,P,S damage
Getting bone dust in his mouth, he hopes to rip the bones from their position, destroying it.

Dirissa Dhib |

Dirissa takes a step closer to Kell and attacks the skeleton moving to his side. (blue dot)
hammer power attack: 1d20 + 2 ⇒ (16) + 2 = 18 damage: 1d6 + 3 ⇒ (4) + 3 = 7
Keeping her temper in control, she smashes her hammer into the creature's torso.

*Kell |

Seeing the Skeletons still coming with no safe place to attack, Kell does the only thing he can: He makes Dirissa's weapon magical.
You can either have your weapon get +1 if it's non-magic, or Bane (Undead) if you managed to get a magic weapon. Harg, you're on deck, so you might wanna use arcane pool.

DM Default |

Wow...doing some work. Basil, take a double turn.
With a flurry of precision and teamwork, Over half the attacking force is wiped out. The whirl of sand that comes from the sudden speed of attacks is surprising as the more powerful undead moves into play.
Skeleton Attack Basil: 1d20 + 1 ⇒ (3) + 1 = 4 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Skeleton Attack Basil: 1d20 + 1 ⇒ (10) + 1 = 11 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Skeleton Attack Kell: 1d20 + 1 ⇒ (2) + 1 = 3 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Special One Attack Harg: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Special One Attack Harg: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
The sudden impact as the special one's short swords contact Harg's blade surprises you all, the one that seemed almost playfully observant now attacks with full force!
Players up!

Gauntlet the Eidolon |

Let's kick some pelvic bone! Taking a five foot step and attacking the special skeleton!
"Harg! Take his flank!"
Keldor shakes the sand from his gauntlet and tries smashing the odd skeleton attacking Harg.
Slam Attack!: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 2d6 + 4 ⇒ (4, 5) + 4 = 13

Harg |

Moving up a bit listening to Keldor. "Yes, good thinking. Working on it"
"Anyone remember what worked on these??"
With a flash of energy down his sword Harg focuses on his blade. Arcane Pool +1 to sword
Scimitar: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Bite: 1d20 ⇒ 3
Baring his teeth to this creature "Arrrg, slippery things."

*Kell |

Kell will move up and touch Harg's blade, similarly empowering it.
Same thing as Dirissa; you get bane (undead) if you have a magic weapon or a +1 enhancement if you do not.

Dirissa Dhib |

Trying to keep some of the heat off of those fighting the unusual one, Dirissa moves to smash the remaining skeleton threatening Kell.
power hammer: 1d20 + 3 ⇒ (6) + 3 = 9 damage: 1d6 + 4 ⇒ (2) + 4 = 6
As she goes for her swing, the sand underneath her foot shifts, causing the blow to fly past the skeleton. "Dammit," she spits.

Basil NaN |

Taking a step back from her assailants, Basil reloads her gun with a fluid motion, firing a solid slug at one of her attackers.
Ranged Touch: 1d20 + 5 ⇒ (8) + 5 = 13 Damage: 1d8 ⇒ 7
Moments later, a second bullet leaves the Barrel in the general direction of the second attacker.
Ranged Touch: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d8 ⇒ 2

Gauntlet the Eidolon |

I think we've all gone? Right?

DM Default |

Yeah, programming hw just gets most of my time poured into it. Apologies for the wait.
The relative fluidity of the zombie's parry as both Gauntlet's blade and Harg's attack seemingly slide off with no adverse effect. Kell is quick to keep the buffs up, edging out more and more of an advantage as the enemy's numbers fell. Still, even Dirissa has a hard time landing a blow in this moment of combat.
Two blasts echo in the chamber as Basil takes a step back and hastily fires another volley of steel into the air. But like the rest of her party, even her devastating weapon misses the enemy who begin to close in.
Attack Harg: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Attack Basil: 1d20 + 1 ⇒ (5) + 1 = 6 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
AttackDirissa: 1d20 + 1 ⇒ (9) + 1 = 10 Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Attack Harg: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Attack Gauntlet: 1d20 + 7 ⇒ (7) + 7 = 14 Damage: 1d6 + 4 ⇒ (4) + 4 = 8
The zombie seems to direct the skeletons to keep up the assault, and takes one slash at Gauntlet and Harg.
Players up!

Dirissa Dhib |

power attack: 1d20 + 3 ⇒ (1) + 3 = 4 damage: 1d6 + 4 ⇒ (4) + 4 = 8
e-freakin'gad!
Dirissa is beginning to get frustrated that she can't land a blow!

Gauntlet the Eidolon |

Keldor seems to panic a bit as the creature continues to harm his friend Harg.
"Kill it! Kill it!"
Slam Attack! + Flank: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Damage: 2d6 + 4 ⇒ (1, 6) + 4 = 11

Basil NaN |

Basil reloads her Weapon with shrapnel, takes up firing position, and pulls the trigger, disregarding the point-blank range of primary target.
Ranged Touch: 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 1d8 ⇒ 3
Ranged Touch: 1d20 + 2 ⇒ (13) + 2 = 15 Damage: 1d8 ⇒ 5
Provoke AoO from red, targetting red and yellow with a blast.

Harg |

Holding on to life with a thin thread, the orc blood takes over and Harg swings down as hard as he can onto the strange creature.
Scimitar Leader: 1d20 + 5 + 1 + 2 + 2 ⇒ (11) + 5 + 1 + 2 + 2 = 21 +1 arcane pool, +2 flank, +2 Undead bane
Damage: 1d6 + 4 + 1 + 2 + 2d6 ⇒ (5) + 4 + 1 + 2 + (6, 5) = 23 +1 arcane pool, +2 bane, +2d6 bane. Magic and slashing damage
ARRGG!! Beastial rage enters him for a second. Calming down "I am extremly injured. Not sure if there is any of that positive energy left, but I could use it"

Harg |

Kell reaches out and touches Harg, whose wounds begin to close.
Eeh thanks. In character Harg is not one to ask for healing, but out of character I should be better about letting you know when you see him super hurt. Thanks for the heals!

Gauntlet the Eidolon |

I tried to hint at it in my post earlier, but I hate to speak for other characters or try to force anyboy's hand.

*Kell |

"Harg, when this is over, we need to have a conversation about your blatant stupidity." says Kell, a good-natured smile on his face, but apparently quite serious. "For now, however, we need to kill these things!"