
Orin Ro |

Round #1:
Initiative: 7
Hit points: 41/41
AC: 21* ; T: 14*; FF: 19*
CMD: 21*
Condition: *Ward (+2 Deflection bonus to AC, +2 Resistance bonus to saves. Until hit or failed save).
"Bats! Why'd it have to be bats?" Orin thinks to himself as he pulls his sword from it's sheath before realizing the futility of trying to hit a single bat amongst the hundreds flying around. Pulling his cloak's hood over his head he will rush across the chamber and try to cover Treshiell and himself with his cloak.
Seeing Kereek's blast decimate the flying vermin Orin will shout encouragement to the little kobold "Keep it up. You're doing great!

motteditor RPG Superstar 2012 Top 16 |

Kereek: 19
Prazil: 14
Agnar: 8
Orin: 7
Bats: 5
Treshiell: 4
As Prazil and Orin scramble to protect their companions, Kereek's gout of flame lashes out toward one of the groups of bats. Though many of them seem to swerve out of the way, about half simply disappear in bursts of flame, their high-pitched squeaks becoming briefly audible in a horrible cacaphony of noise.
Moments later, though, Agnar's spell seems to quiet them, and the survivors return to their perches on the cave roof.
1d20 + 7 ⇒ (19) + 7 = 26
1d20 + 3 ⇒ (4) + 3 = 7
Swarm 1: 5 hp
Assuming you choose to continue in, though again please feel free to do more in this room too if you want...
You enter a circular chamber, with four tunnels exiting in the cardinal directions. Four large monstrous faces, carved from stone, leer and grimace from each of the walls between the tunnel entrances. A skeleton sprawls facedown in the middle of the room.
Map Please use the grid to let me know where you move. Please don't be paranoid about why I'm asking you to do this.

Prazil |

Prazil nods in approval as the bats retreat back up to their ceiling perches and turns his attention to the tunnel within the barrow. As Kereek peers down the northern stretch, Prazil checks to the south to make sure nothing sneaks up on them from behind. He comments to Agnar as he goes, "That am was great trick, Agnar! Batses left us alone!"
E1-4, F5
Perception: 1d20 + 7 ⇒ (17) + 7 = 24

Orin Ro |

Orin will walk up to the corpse with his hammer in his hand. Kneeling down he will begin to examine the remains, ready to jump out of the way should it turn out to be less than dead.
Perception check: 1d20 + 13 ⇒ (9) + 13 = 22
D1-D4

motteditor RPG Superstar 2012 Top 16 |

Kereek, at the end of the 10-foot entranceway, you see what looks like a crypt, with four biers along the walls of a square room. That's all you can see from your location.
However, before you can investigate any further, the four carved faces seem to inhale deeply as Prazil and Orin step into the center of the room, then breathe out black tendrils of mist.
They curl around both the kobold and the half-elf as well as Agnar and Treshiell, who immediately feel fatigue sap the strength from their limbs. You're exhausted unless you make a DC 19 Fortitude save, in which case you're merely fatigued
The stone faces are representations of the four winds, incarnated as malevolent elemental spirits.
1d20 + 5 ⇒ (18) + 5 = 23
1d5 ⇒ 3
1d20 + 5 ⇒ (11) + 5 = 16
1d4 ⇒ 1
1d20 + 5 ⇒ (18) + 5 = 23
1d3 ⇒ 3
1d20 + 5 ⇒ (10) + 5 = 15
1d2 ⇒ 1
And that's likely it for me for the weekend.

Agnar Hrolfson |

Fortitude save: 1d20 + 5 ⇒ (20) + 5 = 25
"Ugh. Stupid tombs and their traps. I hope it doesn't do that every time someone goes by, or we'll all end up on our backs in the dust."
Agnar will inspect the group and check the extent of the effects of the gas on them. Realizing he and Orin aren't as badly effected, he'll use his soothing touch to negate the effects. (It can remove fatigue, but doesn't work on the exhausted condition. Sorry guys.)

Treshiell |

Fortitude save: 1d20 + 2 ⇒ (18) + 2 = 20 \o/ I did not see that one coming
Treshiell is able to hold her breath before inhaling to much of the black mist and avoids the brunt of the effect. Her eyes roll up in her head as she activates her magic sense and scans the area (use Detect magic). "Did you trigger a pressure plate?" she asks Prazil and Orin, a tint of sleepyness to her voice.

motteditor RPG Superstar 2012 Top 16 |

Treshiell, you detect two faint magical auras, which you eventually realize are both necromantic.
The area in the center of the room is affected with deathwatch, which likely triggers the trap.
The mist acts like a ray of exhaustion.
Orin, the skeleton appears to be normal. Most of it’s equipment has rotted away, but a tarnished copper ring still adorns one of its finger bones. Treshiell, the ring radiates faint abjuration magic.
It's a ring of protection +1.
And, as a reminder, there are opening to the north, south and west. To the north, Kereek sees at the end of the 10-foot entranceway, what looks like a crypt, with four biers along the walls of a square room.

Prazil |

Prazil's shoulders and arms go slack as the shadowy tendrils dissipate and his hammer's head thunks to the floor, "Oooooo. Prazil... huff... huff... Prazil am not feel very great." As Kereek draws everyone's attention to the north, Prazil turns and slowly begins staggering over to the passage, his warhammer's head dragging along the floor behind him. "Huff.... huff.... Not too... fast. Huff... Prazil am... huff... coming."
HP: 30/30
AC: 25 (15 T / 22 FF)
CMD: 20
F/R/W: +4/+5/+2
Cavalier's Challenge uses remaining: 2/2
Tactician uses remaining: 1/1
-Ongoing Effects-
exhausted: -6 Str/Dex, move at half speed

Treshiell |

I'm going to take 10 on Spellcraft for a total of 10 + 11 = 21
"Take the ring, it's got a protective enchantment. Then stay out of the middle of the room. It it warded to sense the living, and release then release the mist", Treshiell says and moves closer to the north passage. She sends one of her light slowly across the floor of the tunnel to see where it leads. "Kereek and Prazil need to rest. Perhaps we can rest down there?"

Orin Ro |

As he is kneeling next to the body Orin is enveloped by the strange mist. Inadvertently inhaling some of the mist before he can hold his breath he feels his whole body suddenly become heavy, as if some huge weight is holding him down, a quick shake of his head seems to relieve some of the numbness he was feeling, but not all.
Agnar's healing touch brings him out of his stupor as he looks around to see his two friends, Kereek and Prazil, struggle to remain on their feet. "Wha, what was that?' he asks the others. As Treshiell explains Orin asks "What do you know about this ward? How long until they recover? Will they recover?" Pulling the ring off the corpse he hands it to Treshiell "It didn't seem to go so well for him".
Guiding the two kobolds over to the northeast section of wall he will bide them to sit down. Turning to Treshiell he asks "Will you keep an eye on them. Agnar and I will go check out this crypt." He looks to the Cleric for his assent before heading down the corridor.

Kereek! |

Kereek begins systematically removing his gear, leaving only his cloak, a single bottle of Cure Moderate Wounds and his wand. He points the wand at Prazil and intones a word and a floating silver disk appears under him, floating him into the air. "Kereek can send Prazil where you want go. Not much farther than Kereek can walk or it go POOF."

Orin Ro |

Orin places a hand on the dragonkin's shoulder "Thank you very much but given his condition I think he would be more a hindrance than a help. You two stay here with Treshiell and get better. Agnar and I should be able to explore the hallway."

motteditor RPG Superstar 2012 Top 16 |

The walls of the dusty chamber is decorated with mosaic scenes of hunting and battle. Six biers line the walls, the resting places of respected warriors.
As Agnar and Orin move closer, though, they lurch to their feet, and you can hear similar noises coming from the south!
Agnar: 1d20 + 1 ⇒ (5) + 1 = 6
Kereek: 1d20 ⇒ 5
Orin: 1d20 + 2 ⇒ (6) + 2 = 8
Prazil: 1d20 + 1 ⇒ (17) + 1 = 18
Treshiell: 1d20 + 1 ⇒ (3) + 1 = 4
Antagonists: 1d20 + 6 ⇒ (6) + 6 = 12
Note, Kereek earlier thought there were four biers. I -- er, I mean, he -- was wrong. Prazil, if you want to post your Round 1a action, I'll run it and the skeletons and then we'll do a full round 1.

Prazil |

Round 1(a)
Prazil waves off Kereek's wand before his clutchmate can wiggle it too long in his direction, "Prazil am... ok. Huff... Prazil am have hard time... huff... breathing... but Prazil not hind- dinder- huff- Prazil am help! Prazil keep... huff... other skellingtons busy for now. You am stop those ones!" The kobold then walks slowly, but surely, to the south to hold the other skeletons at bay. He looses a sharp whistle as he moves, calling Spike to his side.
Double Move: down-left 2 diagonals, then straight south 3 squares
Free Action: call Spike, auto-succeed; he can make it to 1 square west of the central chamber
HP: 30/30
AC: 22 (13 T / 19 FF) (includes exhaustion penalties)
CMD: 20
F/R/W: +4/+2/+2 (includes exhaustion)
Cavalier's Challenge uses remaining: 2/2
Tactician uses remaining: 1/1
-Ongoing Effects-
exhausted: -6 Str/Dex, move at half speed
--Spike--
HP: 28/28
AC: 21 (13T / 18 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2

motteditor RPG Superstar 2012 Top 16 |

Prazil
Antagonists
As Prazil takes up a guard position to the south, the skeletons rush forward, flailing wildly, but your armor turns all their blades. Prazil, you can also get an attack of opportunity
Skeleton 3 (Orin): 1d20 ⇒ 9
Skeleton 4 (Orin): 1d20 ⇒ 19
Skeleton 5 (Agnar): 1d20 ⇒ 3
Skeleton 6 (Agnar): 1d20 ⇒ 15
Skeleton 7 (Prazil): 1d20 ⇒ 17
Skeleton 8 (Prazil): 1d20 ⇒ 10
Skeleton 9 (Prazil): 1d20 ⇒ 19
Orin
Agnar
Kereek
Treshiell
Prazil
Antagonists

Kereek! |

Kereek lets the wand down, disappointedly, clearing looking forward to experimenting on Prazil. When the skeletons appear, he hisses and points feebly at the nearest skeleton not in melee and hisses a word in draconic!
Scorching Ray: 1d20 + 3 ⇒ (9) + 3 = 12 ranged touch
Damage: 4d6 + 4 ⇒ (3, 5, 4, 2) + 4 = 18

Orin Ro |

Orin will pull his hammer and swing at the nearest skeleton.
Attack roll: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13

motteditor RPG Superstar 2012 Top 16 |

Orin
Agnar
Kereek
Treshiell
Prazil
Antagonists
Orin smashes one of the skeletons, moments before Agnar channels Erastil's power and destroys the remaining group of walking dead to the north.
Kereek's blast hits the roof as his fatigue throws off his aim badly and he tries to make sure he avoids hitting his clutchmate.
Prazil, do you want to do Spike's actions? Also waiting on Treshiell and then I'll run the skeletons (who I assume will have a bunch of misses). I knew I should've upped the CR of this group but I was worried you'd get channels like they had in my Snows of Summer campaign.
Map, midway through Round 2

Treshiell |

By the way, am I able to tell the reset for the trap?
Round 1, initiative 4
ac 15, touch 11, fleet-footed 14
fort +2, ref +2, will +5
cmd 13
hp 25/25
effects: mage armor
Treshiell holds her ground and starts to weave together arcane energies to hinder the undead.
Use Misfortune hex (will save DC16) on the closest skeleton
If it succeeds I’ll use the Cackle hex to extend the duration
D'oh, I just realised that I said I was going to switch my spells around, but haven't updated. Is it OK if I do it after this fight?

Orin Ro |

Round #2:
Initiative: 8
Hit points: 41/41
AC: 21* ; T: 14*; FF: 19*
CMD: 21*
Condition: *Ward (+2 Deflection bonus to AC, +2 Resistance bonus to saves. Until hit or failed save).
Orin gives Agnar a quick clasp on the shoulder and a quick "Praise, Erastil" before jogging off of the other side of the cavern to join Prazil in holding off the other skeletons.
Double move, avoiding the center 10' of the cavern, to meet up with Prazil.

Prazil |

Prazil swings his hammer like a champion despite his tiredness, though there is considerably less force behind the swing. After feeling the crunch of hammer on bone and seeing Orin arrive, he takes a 5-ft step backward to be side by side with the ranger. He nods to Orin, then looses 3 sharp whistles and Spike skids to a stop, stamping at the ground anxiously but obediently staying put.
Mwk Warhammer: 1d20 + 5 ⇒ (19) + 5 = 24for: 1d6 - 1 ⇒ (4) - 1 = 3
HP: 30/30
AC: 22 (13 T / 19 FF) (includes exhaustion penalties)
CMD: 20
F/R/W: +4/+2/+2 (includes exhaustion)
Cavalier's Challenge uses remaining: 2/2
Tactician uses remaining: 1/1
-Ongoing Effects-
exhausted: -6 Str/Dex, move at half speed
--Spike--
HP: 28/28
AC: 21 (13T / 18 FF)
CMD: 17 (21 vs trip)
F/R/W: +5/+6(evasion)/+2

Treshiell |

Round 2, initiative 4
ac 15, touch 11, fleet-footed 14
fort +2, ref +2, will +5
cmd 13
hp 25/25
effects: mage armor
Seeing that the skeletons seem to be under control Treshiell examines one of the pillars to try and figure out if she can dispel the trap, or when it’s bound to reset. She keeps one light on her, another at the east entrance and the last circling around Agnar.

motteditor RPG Superstar 2012 Top 16 |

Treshiell, you can't tell the reset for the trap. You just know that there's a spell there that you can assume is what triggers it. And, sure, you can switch spells after the fight.
Treshiell
Spike
Antagonists
Treshiell's hex targets one of the remaining skeletons as Spike waits in the cavern entrance for commands from Prazil, who has his claws full fending off the skeleton's attacks.
Skeleton Will save: 1d20 + 2 ⇒ (6) + 2 = 8
Skeleton 7: 1d20 ⇒ 6
Skeleton 7 reroll: 1d20 ⇒ 19
Skeleton 8: 1d20 ⇒ 10
Skeleton 9: 1d20 ⇒ 14
Orin
Agnar
Kereek
Treshiell
Prazil
Antagonists
Orin moves south, followed by Agnar, who channels his god's power again, destroying two more of the undead creatures.
Kereek's magic destroys another one, as does Prazil's hammer before the armed kobold steps back to stand next to Orin.
Treshiell examines the trap but can't quite seem to figure out how it works.
Two more skeletons, one to the south of Orin, one to the south of Prazil
Skeleton save: 1d20 + 2 ⇒ (9) + 2 = 11
Skeleton save: 1d20 + 2 ⇒ (19) + 2 = 21
Skeleton save: 1d20 + 2 ⇒ (16) + 2 = 18
Skeleton save: 1d20 + 2 ⇒ (14) + 2 = 16
Skeleton save: 1d20 + 2 ⇒ (10) + 2 = 12
Skeleton save: 1d20 + 2 ⇒ (12) + 2 = 14
Treshiell Spellcraft: 1d20 + 11 ⇒ (12) + 11 = 23
Skeleton attack: 1d20 ⇒ 8
Skeleton attack: 1d20 ⇒ 15

Orin Ro |

Round #3:
Initiative: 8
Hit points: 41/41
AC: 21* ; T: 14*; FF: 19*
CMD: 21*
Condition: *Ward (+2 Deflection bonus to AC, +2 Resistance bonus to saves. Until hit or failed save).
Orin brings his hammer down in an overhead arc, crushing the undead skeleton's skull and, hopefully, putting it back to rest.
Attack roll: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 2d6 + 6 ⇒ (1, 3) + 6 = 10

Prazil |

Prazil brings his hammer sweeping in from the left, but his arm turns into a limp noodle just as the weapon connects with the skeleton.
Mwk Warhammer: 1d20 + 5 ⇒ (16) + 5 = 21for: 1d6 - 1 ⇒ (1) - 1 = 0
"Oooo! This am not... huff... working like Prazil am hoped!"
HP: 30/30
AC: 22 (13 T / 19 FF) (includes exhaustion penalties)
CMD: 20
F/R/W: +4/+2/+2 (includes exhaustion)
Cavalier's Challenge uses remaining: 2/2
Tactician uses remaining: 1/1
-Ongoing Effects-
exhausted: -6 Str/Dex, move at half speed

motteditor RPG Superstar 2012 Top 16 |

Orin
Agnar
Kereek
Treshiell
Prazil
Antagonists
While Treshiell examines the trap, Orin slams one of the skeletons, destroying it utterly. His exhausted kobold companions are less successful, as Prazil's hammer doesn't offer enough force to hurt it and Kereek's beam flies far wide.
Agnar swats at it the final remaining undead with his spear, but the shaft goes right through its bones, doing no damage.
The creature swipes again at Prazil, missing him, before Orin ends its unnatural life with another sweep of his hammer.
1d20 + 6 ⇒ (4) + 6 = 10
1d20 ⇒ 7
1d20 + 8 ⇒ (9) + 8 = 17

motteditor RPG Superstar 2012 Top 16 |

From where you are, you can see a chamber slightly larger than the ones to the north and south. Its walls are adorned with a plethora of weapons, shields, armor, and tattered banners and standards.
At the far end of the room, a withered corpse lies in state atop a stone catafalque, its bony hands clutching a warhammer across its chest.

Agnar Hrolfson |

"Looks like I'll need to cut myself a staff or a sturdy club before we do this again."
At Kereek's report, Agnar chews on the end of his mustache. "Hmm...might be another one of the unquiet dead. Best be ready in case he pops up out of bed and starts fighting too."
Agnar casts a spell and lays a hand gently on Kereek's shoulder. A surge of energy courses through him, restoring some of his vitality. Lesser restoration, which will upgrade his condition to fatigued.
"Sorry, Prazil. I only had one, and Kereek isn't as strong as you are."