
GM Idyll |

Botting Rhen for the time being.
Rhen inspects the door to see if there are any traps.
Trapfinding: 1d20 + 6 ⇒ (15) + 6 = 21
He doesn't detect any threats at all. He pushes it open and finds it leads into another narrow chamber with only one alcove. A square shaft fills this alcove, dropping into darkness. Moving further into the chamber, you discover a gate apparently crafted of bleached bone blocks. The gate has no obvious handles or hinges Once again, Rhen inspects the gate.
Trapfinding: 1d20 + 6 ⇒ (19) + 6 = 25
He finds that the trap in the gate is triggered by touch - it appears a small bone spear is formed that will attack the individual who touches it. He attempts to disable the trap.
Disable Device: 1d20 + 8 ⇒ (16) + 8 = 24
After a few minutes and after a series of clicks, he is successful and the gate swings open on its own accord.
I'll let the group catch up at this point. Though this has made me want to play a rogue...

Kenji Jehu |

Use caution, secret passages led to treasures....and are protected accordingly. We may find trouble here.
He continues to hold his place in the middle of the group. Keeping the light up and his crossbow in hand. I must continue my studies to gain more spells. I feel as though I am being carried.

Bastarger Frinthelrokil |

Happily.
Ooo... Bastarger watched eagerly, excited to watch someone disable a trap. Its safe to go through now then? I'll lead the way, that magic has made me strong...
Bastarger led the way into the next room, a net clasped in one hand and his torch sconced tower shield illuminating the next room or corridor the group ventured to.

GM Idyll |

Bastarger leads the way into the room.
Repeated lines of footprints mark the dust on the floor of this crypt, all leading to an alcove in the northeast portion of the chamber. The burial niches lining the stone walls are empty save for ancient scraps of yellowed linen.
Six skeletons stand rigid in the alcoves of the room. When Bastarger's torch light hits one, it instantly jumps to action. There is the creaking and cracking of bones as the others join in the fracas.
Bastarger - 1d20 + 3 ⇒ (18) + 3 = 21
Rhen - 1d20 + 3 ⇒ (18) + 3 = 21
Kenji - 1d20 + 2 ⇒ (15) + 2 = 17
Stirgen - 1d20 + 1 ⇒ (5) + 1 = 6
Rajah - 1d20 + 1 ⇒ (14) + 1 = 15
Lilley - 1d20 + 1 ⇒ (16) + 1 = 17
Skeletons - 1d20 + 6 ⇒ (2) + 6 = 8
Round 1
Initiative Order
Bastarger (He ALWAYS goes first...)
Rhen
Kenji
Lilley
Rajah
Skeletons
Stirgen

Bastarger Frinthelrokil |

Can I hire you to roll initiative for my monk please in LoF? The DM's initiative rolling dice usually hate me and his init bonus is higher than Bastarger's lol.
Bastarger dropped his net, annoyed that the weapon would probably be somewhat ineffective in such a tight corridor. With a blur of movement, the warhammer firmly strapped to his leg with the handle secured to his belt appeared in his hand and he brought it down upon the skull of the closest skeleton AQ34 before it could extricate itself from its position in the alcove.
1d20 + 4 ⇒ (11) + 4 = 15 Attack
1d6 + 3 ⇒ (4) + 3 = 7 Bludgeoning Damage
Without missing a beat, Bastarger advanced 15 feet, feet moving down the corridor even as his arm jarred from the impact of hammer upon bone, trying to attract the skeleton's attention and create fighting room for the others.
Provokes no AOO's unless they have combat reflexes.

GM Idyll |

GM Idyll |

Lilley Thornhollow |

Lilley clanks up the narrow corridor, somewhat hindered by her armor, to take up a position behind the Duskwarden and waits for the next skeleton to step out of its niche to attack the gnome, her glaive poised in readiness to strike.
Move to AQ 33; Ready an attack on a skeleton stepping into AO 33 1d20 + 4 ⇒ (10) + 4 = 14 damage 1d10 + 4 ⇒ (9) + 4 = 13

"The Blue Rajah" |

"These bones should be at peace." Rajah moves up behind Lilley and calls upon the power of the Dawnflower.
Move to AR 33
Channel Energy(vs. Undead) 1/7 used 1d6 + 1 ⇒ (2) + 1 = 3
Should catch 'em all.

GM Idyll |

Lilley's glaive catches on the corner of the alcove, allowing the skeleton to avoid the brutal attack.
Rajah's energy fills the air, striking every skeleton. However, the effect is less than expected. Somehow, these skeletons are different and not as greatly affected by positive energy.
Skeletons only take 1 damage.
The skeletons begin to engage the party.
The one nearest Rhen lashes out with what appears to be a broken, rusted warhammer.
1d20 ⇒ 19 for 1d8 ⇒ 5
The blow lands with a heavy impact. Rhen takes 5 damage.
The one nearest Bastarger swings a large, but also heavily damaged scythe.
1d20 ⇒ 18 for 2d4 ⇒ (3, 4) = 7
The blow also lands with a heavy impact, but clangs loudly off his tower shield.
Another skeleton emerges and moves to attack the small gnome - this time with a crude club.
1d20 ⇒ 18 for 1d6 ⇒ 6
This blow also bounces off of his shield.
The final remaining skeleton emerges and attacks Lilley with a hammer that looks identical to the first skeleton's, but in better condition.
1d20 ⇒ 14 for 1d8 + 2 ⇒ (5) + 2 = 7
The attack is ineffective against her new, fancy armor.
Stirgen is up.

Stirgen Harg |

Stirgen moves forward to support Lilley and strikes at the skeleton around the corner...
Greataxe: 1d20 + 2 ⇒ (8) + 2 = 10 for 1d12 + 3 ⇒ (12) + 3 = 15 Not sure if cover applies from the corner there.
...maintaining his show of incredible prowess at striking the wall and floor with vim and vigor.

Bastarger Frinthelrokil |

Bastarger laughed out loud through his helm at the undead's efforts to harm him, feeling a little too invulnerable with both his mundane protection and the magic that flowed through him. He swung his war-hammer at the skeleton in the alcove next to him.
1d20 + 4 ⇒ (10) + 4 = 14
1d6 + 3 ⇒ (4) + 3 = 7
Kenji pretty sure you should be taking a -4 for firing into melee. Don't remember if soft cover applies to skeletons but we're in the way of most of your shots- although arguably Bastarger is too small to grant them soft cover.

GM Idyll |

Stirgen's axe clangs loudly against the wall.
Round 2
Initiative Order
Bastarger
Rhen
Kenji
Lilley
Rajah
Skeletons
Stirgen
Bastarger swings his hammer, but he is too slow - the strike is ineffective. Kenji manages to aim his ray around his compatriots without hitting any of them, but unsuccessfully finds his target with the ray. (I figured in the -4 in the final total.)

Lilley Thornhollow |

Lilley steps forward to slash with her glaive at the risen dead, but her attack is imprecise, and the blade whistles between the dry bones of the skeleton without even managing to nick it. "As jy het vlees op jou bene, wat sny sou gemaak het jy bloei," she mutters irritably under her breath.
5-foot-step to AP 33; Attack skeleton in AN 33 1d20 + 4 ⇒ (5) + 4 = 9 damage 1d10 + 4 ⇒ (5) + 4 = 9

"The Blue Rajah" |

"Oh dear. That did not go well at all. Let's try once more." Rajah calls upon the Dawnflower's energy one more time in hopes that the skeletons are more susceptible to it.
Channel Energy(vs. Undead) 2/7 used 1d6 + 1 ⇒ (4) + 1 = 5

GM Idyll |

Rajah's channel washes over the already-weakened skeletons. Their bones shake violently before crumbling to the ground. The room fills with a strong, acrid, alchemical smell with their death. You face no ill-effects from it - but it is certainly unpleasant.
Despite the fact you didn't really struggle, you each earn 200 XP for successfully dispatching your foes.
Studying the footprints in the room, you see that they lead to a small alcove in the northeast corner and then end at the wall. It is easy to spot the door hidden there.

Lilley Thornhollow |

Despite the fact you didn't really struggle, you each earn 200 XP for successfully dispatching your foes.
Hey, I missed twice! That's a struggle!
Studying the footprints in the room, you see that they lead to a small alcove in the northeast corner and then end at the wall. It is easy to spot the door hidden there.
Looks like it's rogue time again.
Lilley steps back to allow the Duskwarden to examine the door.
And since AK's offline for the evening, I'll go ahead and suggest Bastarger might want to check out the weapons these skeletons were wielding to see if there's anything worth scrounging.

Stirgen Harg |

Stirgen looks at his notched greataxe where it is marked with scars from it's contact with wall and floor before shaking his head and sighing. Looking at the risen he ponders a moment, before dragging the fallen foes back into the alcoves from which they came. He casts an eye over the remains for any valuables as he does. Standing up after he has finished he shrugs "Now that they rest eternal, it seems proper they remain in their alcoves"

Bastarger Frinthelrokil |

Bastarger inspected the skeleton's weapons but suspected it was unlikely they carried anything of value. The curious Gnome looked a little dejected that one of his new comrades had ended the fight so soon.

GM Idyll |

None of the weapons are of any worth - most are rusted beyond repair.
1d100 ⇒ 59
Rhen inspects the hidden door, and doesn't find any traps. He does, however, hear the sound of someone moving around inside the next room. He can also detect some speaking - it sounds human - but he isn't able to discern any specific words.

GM Idyll |

Ok - I think just Bastarger and Rajah need to post their pre-room actions. Also, let me know what order you're walking in if it's different than this: Rhen, Bastarger, Kenji, Rajah, Lilley, and Stirgen. This is assuming, of course, that you're going to enter the room. I promise there's not a cockroach swarm on the other side, if that helps at all.

Bastarger Frinthelrokil |

With his hefty shield at the front of the group and planted firmly upright on the ground in one hand to grant cover a function of the tower shield and a net in the other, Bastarger was ready at the front.
Told you we could get the jump on them this way, didn't I tell you? the Gnome whispered in excitement.

Lilley Thornhollow |

Since we know something's ahead of us and, as far as we know, have already dealt with what's behind us, perhaps we should put the casters at the back of the party this time? Since both Lilley and Stirgen are at 20 ft speed due to their armor, it's a shame to use up 10 ft of it just moving through allies.

GM Idyll |

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.
You also spot two human figures. One of them - who currently has his back turned to you - has jet-black hair that is matted and filthy. He is hunched over a table, adjusting a set of alchemical instruments. The table on which he works is littered with the remains of rotting fruit and other food scraps.
The other figure is an undead human male. He stands, facing you, mouth drooping stupidly. It doesn't move when you enter - it simply stares. And waits.
"No...no...no! You must not be here!" The man says, his voice high, frantic. He doesn't even turn to look at you. "Damn my creations. Damn them! They are useless. Useless! They didn't even slow you a bit. Go. Leave this place. Let me be. I won't try to stop you."
He finally turns to face you, grabbing a spear that was propped against the table. He is a hunchbacked, haggard-looking man in his 30s. His smiles at you. His teeth are yellowed and a number are missing. His eyes are wild and it is quite clear he isn't entirely sane. "Mr. Marrow will see you out now. Won't he?" He looks to the group, clearly anxious to discover your decision. He unclips a flask from his belt as he waits.

GM Idyll |

"Necromancy? Necromancy?! You dare disdain what I do by minimizing it to some mere arcane trick?!" His eyes go wild - even more than before. "This...these..." he says, gesturing to the zombie before you and those in the vats, "These are creations borne of brilliance. Logic. Alchemy.
"And you come on behalf of Pharasma, do you? The cowards." He spits. "They feared the Chymists. They feared their radical teachings. But their teachings are truth! Their teachings will not be silenced!"
He looks even more crazed. He pops the cork off of his flask before saying in a forced, calm voice "Now. You will leave. You will leave me to my work."

Lilley Thornhollow |

Lilley looks on the twisted bodies in the vats and the enslaved corpse in the room with both revulsion and pity. "These are not your creations. They were people, and you have stolen them from their rightful rest. If you are not a necromancer, you are at least a thief and a trespasser, which is enough. You may come with us peacefully to make your case to the Pharasmins whose catacombs you have invaded, or we have the authority to take you by force." Intimidate to demoralize 1d20 + 9 ⇒ (18) + 9 = 27

Stirgen Harg |

Stirgen is calm... he looks at the paraphenalia around the room and his heart is saddened. There is no beauty in this... only perversion. As others have given words he allows them to carry the day... however he does inch closer to the man... greataxe at the ready...
If possible I'd like to move adjacent and ready a disarm against drinking the flask.
Readied Disarm (provokes AoO potentially): 1d20 + 2 ⇒ (1) + 2 = 3... or not. MASONRY BEWARE!

GM Idyll |

Uh oh. Now you've done it, Stirgen.
The man looks incredibly shaken by Lilley's words. It is clear that she means what she says. His face falls as he says, "Yes...I can convince...I must try again..."
But when Stirgen inches closer and swipes wildly at the flask, his eyes grow dark and his face becomes twisted in anger. "You would trick me?! You think you COULD trick me? Foolish pawns. You will make perfect additions to my experiments once we're through with you! Candace - emerge!" He swallows the contents of the vial and throws it to the floor where it shatters.
Bastarger - 1d20 + 3 ⇒ (10) + 3 = 13
Rhen - 1d20 + 3 ⇒ (1) + 3 = 4
Kenji - 1d20 + 2 ⇒ (18) + 2 = 20
Stirgen - 1d20 + 1 ⇒ (2) + 1 = 3
Rajah - 1d20 + 1 ⇒ (15) + 1 = 16
Lilley - 1d20 + 1 ⇒ (10) + 1 = 11
Man - 1d20 + 7 ⇒ (4) + 7 = 11
Mr. Marrow - 1d20 ⇒ 17
Candace - 1d20 ⇒ 3
Round 1
Init Order: Kenji, Mr. Marrow, Rajah, Bastarger, Man, Lilley, Rhen, Stirgen, Candace.