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Does anybody else need/want healing? I'll await Baru's response before deducting the wand charge from my inventory.
____________________________________________________________
"Don't minimize your talents. Any healing skills are a gift to be cherished--especially by those who benefit." Engleaktig bows low to Kalari.

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Taliesin stands as far as she can from the still-stinking corpses, obviously still distraught over the stench.
"You guys did such an amazing job," she says. "But I'm not sure I can go in there. It's like a mix between an open sewer, a skunk, and really bad B.O. Right now, it seems I'll never be able to smell anything else!"

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"Of course. Once again I must swallow my pride, and surrender to the assistance of the celestial goodie-two-shoes." Baru reluctantly grumbles his gratitude just audible for Engleaktig to hear, "I suppose, thanks, are in order."

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Kerastes walks towards Kalari and places his big hand on the shoulder of the lithe Wayang
"You did well there, although you should try to never let your emotions cloud your judgement. You are the one in control, not your emotions."
He then moves on to the next door and checks if it is trapped
Perception: 1d20 + 7 ⇒ (5) + 7 = 12

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"I will endeavor to control my emotions. I spend a great deal of time studying the mind and body under the effects certain stress inducing scenarios. What I believe I just experienced was a scenario my masters at the Citadel describe as 'Fight of Flight', induced by the adrenaline my nervous system produced seeing Baru impaled." the dark little man says analytically, slipping into a tone that conveys years of study. He seems preternaturally calm considering he just took two lives, perhaps a little bit in shock.
Cleaning his blade he searches around the room the reptiles came from, including the door for traps and for any secret compartments or otherwise hidden things.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

GM Tobi |

Taking a few moments to search around the room, you find nothing else of value or interest among the weapon racks. The troglodytes did carry several serviceable javelins and a club each, but not money or other items.
Rhu and Kerastes listen at the different doors, but don't detect anything out of the ordinary. But when Kalari begins to look at the door leading tot he south he finds the mechanics for a trap. Though the trap seems to setup to attack those coming from the other side of the door.
The door on the eastern wall leads to the tower's central staircase. The portion of the stairs leading down has collapsed, but going up looks clear and sturdy.

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"Companions, I seem to have found a trap, though it's mechanics seem to indicate that's its meant to defend the room we're in now as opposed to the room to the south. Shall I disable it or leave it be to guard our rear should we choose to continue searching upwards first?" the wayang asks, fingering a pouch at his side as if searching for his tools.
"Perhaps we should toss the stinking reptilian corpses over the ledge we climbed up. Our fair bard is having an issue with the smell - perhaps it would abate if we fling them over." he adds, offhandedly.

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"They seemed intelligent. They used weapons." The cleric of Sarenrae responds.
"I am loathe to treat the bodies of sentient creatures with indignity." Pausing for a moment, Engleaktig considers further.
"Though, I am not opposed to gathering the bodies for the sake of interment after our mission," the aasimar concedes.

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"Let's disable that trap and check this entire floor before we move up. Abadar will guide your hands while dealing with it."
Guidance

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Taliesin holds her cloak over her mouth.
"I think I'll have to burn all my gear and start over when we get home," she says. "There's no way this smell will ever come out."
"You don't have to throw the bodies over the side. But that was very thoughtful of you, Kalari! Thanks!"
The bard slowly moves into the room, careful not to touch anything.
perception: 1d20 + 3 ⇒ (9) + 3 = 12

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"Not a problem. It's the way my mind works. I see a problem and my mind searches for the shortest means to the best solution. I meant no disrespect to the dead. Let's have a look at that lock."
If I'm allowed since we're out of combat I'll take 10, making it a 21
Disable Device, MW tools, Guided: 1d20 + 8 + 2 + 1 ⇒ (4) + 8 + 2 + 1 = 15

GM Tobi |

Yup you have the time to take 10
Kalari sets to work on the mechanism and after a few moments feels the springs give way and the trap go inert.
Opening the door you see another octagonal room, the floor covered in a thin layer of dust. The room seems to have been abandoned for a long time. To one side of the door, a javelin lays, obviously the part of the trap that has been disabled.

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"Stay here a moment friends, I have some natural talents in scouting ." Kalari whispers before drawing his black hood over his head. Ducking into the shadows, Kalari begins to creep slowly into the room to investigate.
Stealth into the next area.: 1d20 + 14 ⇒ (16) + 14 = 30
Survival, Untrained: 1d20 + 0 ⇒ (2) + 0 = 2
Perception in new room, Darkvision 60 feet: 1d20 + 6 ⇒ (8) + 6 = 14

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Survival: 1d20 + 7 ⇒ (6) + 7 = 13
Kerastes stays at the door, watching for any threats
Perception, darkvision: 1d20 + 7 ⇒ (16) + 7 = 23

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Taliesin looks into the room and shrugs.
survival: 1d20 - 1 ⇒ (12) - 1 = 11
"That looks really dusty and creepy in there. Should we go upstairs and see what is up there?"

GM Tobi |

Taking some time looking around the room, you find nothing other than the door leading back tot he ledge that you climbed up onto. Looks like you either climb to the next level or take the stairs.
Sorry for the short post, long VTT game tonight. Will post more about the next level tomorrow.

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Kalari inspects the door leading up, and will slowly make his way up should he find it not trapped nor locked.
Perception on door.: 1d20 + 6 ⇒ (16) + 6 = 22
Stealth Move Up if we move Up: 1d20 + 14 ⇒ (13) + 14 = 27

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Kerastes keeps some distance from Kalari, trying to still be near enough if someone / something threatens the Wayang.

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I am one with the darkness today. I really like this race so far.

GM Tobi |

Just a quick confirmation, is anyone taking any of the equipment that was found?
1d100 ⇒ 20
Kalri, the door to the stairs itself was checked and opened already but I will use that info at the next door.
Climbing the stair, the group stops at the next floor. The stairs continue to circle around, going up further but Kalri stops at the new door and begins to check it. There doesn't appear to be any traps upon the door, but Kalri does hear the faint sound of fire crackling.

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Perception to listen at the door, assuming last check was just for locks/traps: 1d20 + 6 ⇒ (8) + 6 = 14 If I hear nothing else but fire I will...
Kalari darts back down quietly (take 10, Stealth 24) and relay the others, "Door seems safe, something is burning or a'flame inside I could hear the crackle of fire. I didn't get a peak inside or hear any movement. Shall we go up?"
If I heard anything else I'll relay that information as well. Kalari will let Kerastes take the lead on the assault on the next room, preferring to follow behind second or third in the death-conga, using stealth

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Holy Abadar, please guide me in my endeavors." Guidance
Kerastes passes Kalari and opens the door, long spear ready for what will come.
Kerastes carries the items found.

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In the time it takes Kerastes to cast Guidance, Engleaktig readies an action to provide some healing via Channel Energy--in case there's another trap or damage is dealt to the party in some way.

GM Tobi |

Listening to the door, you don't hear anything other than fire burning. As Kerastes tries the door, he finds the door stuck. It takes a second try to pull the door open, revealing the room beyond.
Inside the room, two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room, around them a pair of humanoid skeletons, wreathed in flames, turn to look at you, their jaws open in soundless screams as they raise their weapons and attack.
DC 10: The temple is dedicated to Nethys, the god of magic. Each side representing one of his aspects: protection and destruction
DC 5: The creatures are called Burning Skeletons, a variant of regular skeletons
DC 10: The Burning skeletons have an aura of fire that will burn anyone standing too close.
Taliesin Init: 1d20 + 8 ⇒ (19) + 8 = 27
Kalri Init: 1d20 + 6 ⇒ (1) + 6 = 7
Baru Init: 1d20 + 3 ⇒ (9) + 3 = 12
Kerastes Init: 1d20 + 2 ⇒ (10) + 2 = 12
Engleaktig Init: 1d20 + 0 ⇒ (2) + 0 = 2
Rhu Init: 1d20 + 3 ⇒ (9) + 3 = 12
Skeleton Init: 1d20 + 6 ⇒ (6) + 6 = 12
Combat Order: Round 1
Taliesin, Skeletons, Rhu, Baru, Kerastes, Kalri, Engleaktig

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Know Religion(Untrained Max 10): 1d20 + 3 ⇒ (14) + 3 = 17
"Burning Skeletons if my memory of Pallid Raymond's Almanac serves correct. Fire will shoot out and burn you should you get too close. Also, this chamber appears to be a shrine of some sort to the deity Nethys, the god of all thing's magical in nature...." Kalari says with an edge of unease in his voice.
Free action talkings!

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"Onward, brave Pathfinders! The fiery aura of these burning skeletons is no match for your might!" Taliesin calls out with barely a tinge of apprehension in her voice. "But do be careful!" she adds. The banner of the Pathfinder Society ruffles above her long blonde locks.
knowledge (religion): 1d20 + 2 ⇒ (9) + 2 = 11
Standard action: inspire courage. Everyone has +2/+2...make it happen!

GM Tobi |

Sorry Missed something that Kalri would have known with his roll. The skeletons are immune to fire but vulnerable to cold, are resistant to anything other than bludgeoning, and explode in a sphere of fire when defeated.
As Taliesin begins to rally her fellow adventurers, the skeletons make their way over to the door before swinging their ancient scimitars at Kerastes.
Scimitar Red: 1d20 + 0 ⇒ (6) + 0 = 6
Scimitar Blue: 1d20 + 0 ⇒ (6) + 0 = 6
And the skeletons end up getting into each others way as their blades reflect off one another.
Combat Order: Round 1
Taliesin, Skeletons (R: 0, B: 0), Rhu, Baru, Kerastes (3 NL), Kalri (1 NL), Engleaktig
Kerastes, you'll take 1d6 for the skeletons next to you at the start of your turn.
Fiery Aura 1: 1d6 ⇒ 6

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Rhu breathes deeply, then looses two arrows in quick succession at one of the skeletons. Both are on target; one sails through the creature's ribcage without touching it, while the other (I think) chips a bit loose on the way through.
Flurry arrow to blue, incl. cover, PBS, and bardic stuff: 1d20 + 2 - 4 + 1 + 1 + 1 ⇒ (17) + 2 - 4 + 1 + 1 + 1 = 18
Flurry arrow to blue, incl. cover, PBS, and bardic stuff: 1d20 + 2 - 4 + 1 + 1 + 1 ⇒ (16) + 2 - 4 + 1 + 1 + 1 = 17
Flurry arrow damage, incl. PBS and bardic stuff: 1d8 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6
Flurry arrow damage, incl. PBS and bardic stuff: 1d8 + 1 + 1 + 1 ⇒ (1) + 1 + 1 + 1 = 4

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Baru scratches his head for a moment and says, "I've heard of the saying, fight fire with fire, but I don't believe this to be the most intelligent approach to defeating these unholy abominations. Let's see how they handle a force of sheer magic."
Baru draws an arm back, locks his eyes on one of the skeletons and juts his hand forward, palm forward, as if he's pushing something. A translucent ball of force shoots from his palm and travels toward the enemy!
ranged touch: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7 force damage
Baru will target the same skeleton already damaged, unless it was defeated already

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"AAAARrrrgh, that hurts! Abadar, lend your servant your healing power!"
Healing Judgement activated (swift action)
Knowledge Religion, utrained: 1d20 + 2 + 3 ⇒ (11) + 2 + 3 = 16
Kerastes drops his longspear and draws his mace. He then attacks the skeleton (red) with both hands on his weapon and takes a step back.
Attack, guidance, bard: 1d20 + 2 + 1 + 2 ⇒ (14) + 2 + 1 + 2 = 19
Damage, bard: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

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If the one in the doorway is still alive.
Looking at his new friends and knowing the effect the fiery aura would have on his companions Kalari steps 5 feet over to block their way in and takes a desperate, defensive stab with his little rapier trying to chip away some flaming bone.
Rapier Attack, Bard, Defensive: 1d20 + 5 + 2 - 4 ⇒ (15) + 5 + 2 - 4 = 18
Damage: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Current AC 19
If the first one died already I'll slide 5 ft and ready that same action should the second skeleton try and enter.

GM Tobi |

Kerastes: I'll definitely go with that, so no problems.
Engleaktig: You can see the one right in front of the door, but after the attacks go through all you can see is the flickering of the flames of the other one.
Rhu's arrows fly true, finding a gap between Kerastes and the skeleton. The first arrow only chipping a bit of bone, while the other only scratches the bone seeming to have no effect.
The skeleton turns to glare at Rhu just as a bolt of force slams into it's chest, cracking many of it's ribs. The flickering motes of light in it's eyes wink out, like a candle blown out by wind, and the creature crumbles to the ground.
Going to take a bit of GM liberties at this point. Kerastes let me know if this is okay.
Seeing the first foe down, Kerastes steps forward, the fury of his diety rushing through his veins as he brings his mace down toward the creature. The skeleton tries to parry the blow with it's scimitar, but Kerastes's blow drives the blade aside as it continues to descend into the creatures ribcage. Once again, bone break under the attack and the creature drops to the ground, it's eyes losing all light within.
Combat Over

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Rhu enters the room once the skeletons are deanimated and looks around.
Perception check: 1d20 + 7 ⇒ (1) + 7 = 8
"Were there enemies in here?"

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Whew, I worried all day that was going to end badly for me. Got lucky :)
"Nice work guys!" the wayang whispers excitedly,"I'll go have a quiet look." he finishes, covering himself in his cloak and slipping into the next room quiet as a...
Stealth Move 10 feet into the room, Darkvision 60 feet: 1d20 + 14 ⇒ (6) + 14 = 20
Perception in new room: 1d20 + 6 ⇒ (14) + 6 = 20

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Kerastes sags to his knees as the essence of Abadar leaves his body. He touches his holy symbol lightly stays like that for a moment. He then stands up again, removes a wand from a wristsheath and heals himself with it.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Fine with me GM