
Dolok Pickering |

Dolok's good to go - itching for some action.

MendedWall12 |

So I'm clear Goruck, that roll only works to identify the "ghost" if it is some kind of aberration? Because, if that is the case, it didn't work. I'm thinking Illiam's player knows what it is, though Illiam the character doesn't. :D
@Dolok, and Chillel (via Discussion thread), thank you so much for chiming in to let me know you're ready to descend into the dungeon. I'd like to get a "hi sign" from Kairon too. But, just so everyone is aware, the entrance to the basement is actually hidden, so you'll either need Gurtlekrep to show you exactly where it is, or make some perception checks after you head over to area 12 on the current map. :)

The World Around You |

After once again establishing control over the monastery's first floor, and interrogating Gurtlekrep, the party begins to notice the light fading quickly. The Dawnflower has already settled behind the tall canopy to the west, and though the sky is beautifully adorned with burning clouds of pink, orange and purple, the reminder that it is almost nightfall gives everyone a sense of pause, and urgency.

![]() |

Illiam goes to look for the entrance to the lower level, and to see if there are any other dangers in that area.
Stealth: 1d20 + 13 ⇒ (8) + 13 = 21
Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Survival: 1d20 + 0 ⇒ (16) + 0 = 16 (To find tracks leading to the entrance)

The World Around You |

Luckily for Illiam the kobolds were still dragging someone injured, the drag marks were easy to spot, and lead to a large boulder among the rubble. Listening, Illiam not only heard a whistle of air coming from a crack beneath the boulder, but also the muted sound of draconic voices. Bending his ear to the crack Illiam hears: "Symud! Caethweision. Vreggma eisiau bod sgleiniog da-da yn ei hystafell cyn iddi deffro!"
It's clear where the hidden entrance is located. What is also clear is that without some muscle, Illiam is not getting in.

Kairon Daaltin |

Apologies for my absence: my vacation time has involved a road trip and a great deal of wrangling my dogs, neither of which were conducive to posting.
As Illiam recounts the information provided by the kobold, Kairon's work at sharpening his scimitar slows. He takes more care with the whetstone than is normal for him, and his breathing becomes somewhat calmer.
So we have some time, it seems. And it still may be too short. The children are our first priority. Agreed?
Illiam. Ask him if these magic-users employ fire, or if they can resist it easily. I don't want to waste any of Sarenrae's flame on foes it won't hurt. That vine back in the woods caused us more trouble than I'd expect from a plant . . . .

![]() |

Illiam asks.
Sense motive on the response: 1d20 + 0 ⇒ (18) + 0 = 18

![]() |

Illiam also tells the others that he found the entrance and heard kobold voices beyond (making sure that Gurtlekrep doesn't understand what he's saying for this last part, lest he try to alert them).

The World Around You |

When Illiam asks about fire magic, Gurtlekrep gets excited and says: O! Nid yw Jekkajak yn defnyddio gormod o hud tân, ond oes ganddo dagr sgleiniog-da sy'n cael ei gynnwys yn tân.
After a short pause, he scratches his scaled chin and offers up: Ond Kerrdremak, mae'n hoffi i ddefnyddio hud tân.

![]() |

Illiam relays this to the others (and I assume he seems to be telling the truth).

![]() |

Illiam goes to the door in the northern hallway (hopefully with some of the others not far behind) and quietly tries to open it and peek inside, being ready to shift away from anything that tries to attack him.
Stealth: 1d20 + 13 ⇒ (5) + 13 = 18
Perception: 1d20 + 3 ⇒ (4) + 3 = 7
If no threats are apparent, he begins to do a thorough search.
Perception take-20: 20 + 3 = 23

The World Around You |

As Illiam opens the door he sees that old cobweb-covered racks and armor stands dominate much of this small chamber. What must have once been a well-tended armory is now devoid of arms and armor. After a quick search, seeing nothing dangerous, Illiam does a thorough search revealing four crossbow bolts of exceptional quality that had fallen and rolled underneath an upturned armor rack, they are more than likely magic, if his arcane training is any guess. More importantly though, he also sees the well hidden outline of a secret door in the chamber's east wall.

![]() |

Illiam scans the crossbow and the rest of the room with Detect Magic.
Kn: Arcana: 1d20 + 9 ⇒ (16) + 9 = 25
Spellcraft: 1d20 + 9 ⇒ (7) + 9 = 16

Goruck of the Stone |

"Agreed Kairon." Upon Illiam telling them of the secret entrance, Goruck goes and pauses upon seeing the stone. Glancing at his companions, the half orc appraises the rock. "If we are prepared for what lies ahead, I can try my hand at removing this obstacle."
If his allies consent, the swordsman attempts to muscle the stone out of the way, using his earth connection to ease the process.
Strength-Strength of Duty: 1d20 + 5 ⇒ (14) + 5 = 19
Sorry about my tardiness, the real world has been kicking the snot out of me lately.

![]() |

We'll save that strength check for later. Looks like everyone wants to clear the top level and camp, and we need to be ready because there are kobold voices coming from somewhere behind that boulder. I'm also suggesting we try the other entrance
After inspecting the crossbow, Illiam listens for any sound behind the secret door, and checks the edges to see if he can peek inside without opening it. If the kobolds don't know about this room, it might make a good place to stay out of sight during the night.
Perception take-20: 20 + 3 = 23

The World Around You |

Illiam it's not a crossbow, it is instead four individual bolts (ammunition) for a crossbow.
In order for Illiam to examine the four crossbow bolts he must first call for some magical light, as this windowless interior chamber is now too dark to examine anything without it. After one of his friends provides a bit of light, Illiam determines the crossbow bolts are indeed magical, enhanced by some evocation magic. Examining further he determines they are both Pinpoint and Flaming bolts. If anyone had a crossbow, these would be deadly rounds of ammunition. Illiam puts his ear to the stone of the secret door, but hears only the small whistling of wind through some cracks in the door's seal. Having already been to the outside of the wall, Illiam knows that there are some breaches in the eastern side of the building that serve as the chamber's exterior.
If we want, we can take Goruck's strength roll and use it to open the secret door, as it has become stuck through age and disuse.

Dolok Pickering |

Upon hearing the request for light Dolok will re-cast his Dancing Lights and cautiously enter the room right behind the lights.
Upon seeing Illiam studying the bolts he will also Detect Magic.
Spellcraft: 1d20 + 5 ⇒ (10) + 5 = 15
"Oooh! Those look interesting! I can use them with my crossbow if we need to! Or if we save them we may be able to sell them and use the money for other things."
Someone does have a crossbow! :D

MendedWall12 |

Ah snap! I didn't realize you had a crossbow Dolok! Sweet! Flaming bolts for the fiery sorcerer. :)

Chillel |

Chillel questions the kobold quietly, speaking to him more gently than she believes he is used to being addressed. "Gurtlekrep, King Merlokrep, Queen Vreggma, and Jekkajak are all living in the tunnels beneath here, yes? Can you tell us where each of them live more exactly? And do you know where Jekkajak is going to sacrifice the "pinkskins"?"

The World Around You |

After waiting for Chillel to translate her questions into draconic so he can understand them. Gurtlekrep thinks for a moment, then says, "Brenin a'r frenhines yn y siambrau pellaf y tu hwnt i ystafell orsedd. allor Jekkajak hyd yn oed tu hwnt i hynny. Amcana ei fod yn lladd binc-grwyn ar allor."

![]() |

As Goruck opens the secret door, Illiam continues to scan with Detect Magic and watches and listens carefully from behind him.
Perception take-20: 20 + 3 = 23

The World Around You |

After a generous amount of effort Goruck finally drops the stuck door down on the floor behind it with a very loud thud! Immediately three dwarven skeletons, waiting patiently in their cells, whose iron bars have now rusted, almost beyond recognition, and certainly beyond usefulness scream three separate bloodcurdling screams pushing against what's left of their rusty bars to exact vengeance from beyond the grave to all the living.
Illiam Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Kairon Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Dolok Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Chillel Initiative: 1d20 + 7 ⇒ (1) + 7 = 8
Goruck Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Skelly 1: 1d20 + 6 ⇒ (13) + 6 = 19
Skelly 2: 1d20 + 6 ⇒ (10) + 6 = 16
Skelly 3: 1d20 + 6 ⇒ (10) + 6 = 16
Initiative = Dolok, Skelly 1 (blue), Skelly 2 (red), Skelly 3 (yellow), Kairon, Illiam, Goruck, Chillel.

![]() |

Kn: religion: 1d20 + 8 ⇒ (14) + 8 = 22
Just run-of-the-mill skellies?

Dolok Pickering |

Does Dolok hear the skeletons I'm guessing? Just in case it's needed -
Perception to hear them: 1d20 + 1 ⇒ (14) + 1 = 15
Dolok will step closer and as he does he will move the lights partially into the new room so we can see what's making that awful sound!
The spell does not specify what kind of action that takes, just says no concentration required? Does that count as my move action? If so I will use my standard action to move in closer (as I did on the map) so I can see better. If I still have an action or am allowed I would cast Mage Armor on myself, otherwise wait for the mage armor.

The World Around You |

Dolok, I think moving the lights is considered a free action, so no worries on casting the Mage Armor and moving.
After Dolok's Dancing Lights illuminate the skeletons, Illiam realizes they are indeed just your standard, garden variety, boney, undead, if such a thing can be said about soul-animated skeletons. These skeletons, having been prisoners, are completely devoid of armor or weapons, rags of cotton cling to their bones in various places, but their boney claws could certainly do damage if they found flesh. Dolok wastes no time, moving into a better position and enhancing his ability to defend with a barrier of magical armor.
DS 1 Claw Attack: 1d20 + 3 ⇒ (15) + 3 = 18
Being in such a narrow space, and having Goruck of the Stone blocking the doorway, forces the skeletons to line up, single file, each waiting their turn to receive relief from their undeath at Goruck's will. The first skeleton steps up and scrapes his boney claws along Goruck's armor, making an ear-piercing screech that resonates across the entirety of the monastery's upper level. Kairon, Chillel, and even bound up Gurtlekrep all turn their ear to the hideous sound. Athena turns her head and gives a small Hoooo. Yes, Athena, who indeed.
The other two skeletons follow the first, pushing through their rusted iron bars, pulverizing the ancient metal to dust as they make their way into the hallway, seeking freedom from their eternal prison, and vengeance upon the living.
Initiative = Kairon, Illiam, Goruck, Chillel, Dolok, then back to the Skellies. Batter up!

Kairon Daaltin |

Recalling the strident clangor of sharp edges grating on armor from his training with Brother Skayne, Kairon bolts down the hallway toward the other men in the group, calling over his shoulder to Chillel: Tell Girdle-whatever t' stay put, Chillel! We'll be with him shortly! The little firefoot bounds along close behind him as he rounds the corner, and his last few steps bring him up directly behind Dolok. What've we got, gents? 'Cause I doubt it's friendly!
Double move toward the ruckus; considered pulling the shield and dropping the spear, but that would likely be too meta-gamey . . . . Considering lines of sight, and all.
EDIT: Oh, yeah -- need another token assist.

![]() |

I'll delay action until before the Skellies go again. HIt 'em, Goruck.

Goruck of the Stone |

Twisting to deny the skeleton leverage, the massive half orc rips the equally gargantuan shield from his back. As he begins to cover himself, Goruck makes a heaving motion with his free hand, attempting to release the souls from their imprisonment with blunt trauma courtesy of mother earth. "The stone finds you unworthy to weather the mountaintop. I pray you have a quick release."
Attack-Kinetic Blast: 1d20 + 3 ⇒ (3) + 3 = 6
Illiam, may I borrow some of those twenties you seem to have stockpiled?"

![]() |

Ok, I know what I'm going to do...
Illiam begins to mutter a now familiar incantation (silent image). As he does this, he traces out three circles, arranged in a line, on the palm of his other hand. Following these motions, a black haze surrounds the head of each skeleton in turn, blocking their vision of their surroundings. As the skeletons move, Illiam concentrates on making the amorphous clouds follow, keeping them from making contact with any part of them while ensuring that their vision of Illiam and his allies remains completely obscured. Not a particularly subtle ruse, Illiam thinks to himself, but mindless creatures like these should be incapable of seeing through it.

Chillel |

"We will be back soon little guy."says Chillel in parting as she hastens to see what threatens her friends. Chillel asks Athena to stay in the doorway and alert her should Gurlekrep do anything untoward.

Dolok Pickering |

Seeing the skeletons threatening his friends Dolok will cast a spell at the lead skeleton saying, "Jtajjar vera u jolqot!"
Magic missile damage: 1d4 + 1 ⇒ (4) + 1 = 5
YAY! Max damage!

The World Around You |

Goruck's missile of rock flies right past all three skeletons to impact on the crumbling wall opposite him, blowing a fresh hole in the wall and sending a scattering of rubble out into the debris field beyond. Illiam's spell, while seemingly ingenious, relies entirely on the idea that the skeletons would be moving, anywhere, but since they are essentially stuck where they are as they await the fate of each before them, his hazy amorphous clouds don't really do anything at all. Dolok's magical ball of force, however, is rather effective, blowing the entire ribcage out of the lead skeleton. His bones fly back rattling against the other two undead monsters.
That same skeleton, now sans any rib bones whatsoever, tries to find Goruck's flesh with his claws.
Scratchy Bone Claws: 1d20 + 3 ⇒ (9) + 3 = 12
This time his claws find only the thick wood of Goruck's tower shield. All three skeletons let out a gods-awful scream, blood-curdling in both its stereophonics and decibel.
And we're right back to you guys running through the order. Feel free to post out of order if you have time and opportunity.

![]() |

The point of my spell was to obscure their vision with an opaque haze, effectively blinding them (giving the appropriate penalties to their attacks and defense) and giving us concealment from them. Also, even without this hindrance, are you sure the +3 attack bonus is right?

Goruck of the Stone |

Putting this up now so I don't hold up the flow, sorry about this.
Frustrated over his lack of control over his namesake, the swordsman reverts to something tried and true. Abandoning his tower shield for his massive nodachi, Goruck drives his blade downwards with all of his weight and strength on the skeleton before him. "Just as the sky holds dream empyreal, the earth holds the dedication to see the world before them." The half orc mutters the mantra beneath his breath, before staring the risen dead where it's eyes would be. "Atvieglojiet atpūtu un jūs galu galā uzzināsiet mieru."
Illiam Dice!: 1d20 + 6 ⇒ (18) + 6 = 24
Goruck Smash!: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d10 + 7 ⇒ (7) + 7 = 14
Damage if crit: 1d10 + 7 + 14 ⇒ (6) + 7 + 14 = 27

Chillel |

Chillel delays her action, being able to do little against skeletons, she contents herself with keeping lookout for the present.

The World Around You |

The point of my spell was to obscure their vision with an opaque haze, effectively blinding them (giving the appropriate penalties to their attacks and defense) and giving us concealment from them. Also, even without this hindrance, are you sure the +3 attack bonus is right?
Okay, did you seriously think I would allow you to give enemies the blinded condition with a level 1 figment spell?! Nice try. Also, do you think the +3 is too low? Because I can certainly bump that up if you want... Otherwise I'm not sure what the nature of your question is? Am I sure I'm using the right bad guys?
After dropping his tower shield to the ground and drawing his nodachi, Goruck strikes the already half-destroyed skeleton so quickly and with so much force that it collapses with a thunderous clatter into a pile of useless bones and dust.
Kairon, Dolok, you still have your turns to take.

Dolok Pickering |

Dolok liked the results so well last time that he decides to try to give the second skeleton the same kind of treatment.
"Jtajjar vera u jolqot!"
Magic Missile damage: 1d4 + 1 ⇒ (3) + 1 = 4
Still good! I'll take it! :D (as if I had any choice!)

Kairon Daaltin |

Noticing how cramped the area is, Kairon drops his spear to the stony floor and readies his shield. With a quick step he comes to stand beside Goruck, and peers through the doorway to find two more skeletons within. The priest quickly grasps his ankh and holds it forth, loudly exclaiming, The Dawnflower strikes back at you, minions of the dark! By Her light you are undone!
In the name of Sarenrae, I cast you out! (Channel vs undead): 1d6 ⇒ 6 Will DC 13

![]() |

This might be one of those situations where I should really just shut up, but I feel compelled to explain myself. About the +3, I was confused because you said they were run-of-the-mill skeletons, minus the armor and weapons, which would make the entry for their attacks looks like this: Melee broken scimitar +0 (1d6), claw –3 (1d4+1) or 2 claws +2 (1d4+2). Am I looking at the wrong entry?
Okay, did you seriously think I would allow you to give enemies the blinded condition with a level 1 figment spell?! Nice try.
Sounds within the realm of what a level 1 spell should be able to do to me, or a bucket on the head for that matter. It's not like it's permanent blindness. That trick isn't even original, I got the idea from a bunch of forum posts arguing about when the blinded characters get a save, and modified it from the blindfold/bucket-on-head idea to try to force them to use an action to get their saves. Just trying to show why I honestly didn't think that would be a controversial use of the spell, but if the GM won't allow that, I'll try something else.
Seeing that his Illusion is not having the intended effect, Illiam concentrates, causing the hazes to melt and form themselves into copies of Goruck that cover and move with each of the remaining skeletons (hoping to get them to attack each other).

Chillel |

Chillel delays her action, being able to do little against skeletons, she contents herself with keeping lookout for the present. Some more. :(

The World Around You |

S2 Will Save: 1d20 ⇒ 12
S3 Will Save: 1d20 ⇒ 13
S3 Will Save vs. Image: 1d20 ⇒ 6
Dolok's second missile of magic force explodes into the second skeletal dwarf's face destroying his jaw. At first this only succeeds in making it more terrifying, but then Kairon calls down the blessed divine energy of his goddess Sarenrae, and the entire area resonates for a brief moment, awash in the burst of divine magic. The blast from the divine turns the second skeleton, now sans a jawbone, into nothing but powder on the one-time prison floor. The third skeleton's bones make a popping and cracking sound, and many fine fissures appear all over his remains, but he still stands, and moves forward to slash at the image of Goruck that still stands where his undead brother in arms used to be. It's obvious from the way the skeleton claws at the image that he very much considers it to be the real thing.
Illiam, I think part of the confusion may have come from the fact that I consider anything to have the skeletal template a "run-of-the-mill" skeleton. This is because there are also burning and bloody skeleton templates, and the skeletal champion template. So, in my head, when you asked are they normal skeletons, I thought you were just asking to differentiate those other templates. I apologize if that was the case. So, to clear things up. These skeletons are base creatures, whose stats and class level I will not divulge, that had the skeletal template applied to them. Also, in regards to Silent Image and its effectiveness. There's only so far I'm going to let that spell go. There are other spells whose express job is to cause blindness, and those are what should be used if that is the intent of your magic. I don't mind creative uses of the figment spells, but I do mind when the intent is to give the blinded condition and also to keep the image far enough away that the creature doesn't get a chance to interact with it in order to get a save. Not to mention the fact that an amorphous haze, to me anyway, doesn't seem to fit within the description of what the spell can do.
We're right back to all of your turns everyone, so have at it!

Kairon Daaltin |

Kairon barely hesitates before he unleashes a blast of arcane power, giving voice to the magic: Διαταράσσει την απενεργοποίηση! A bolt of grey-white energy lances out at the last skeleton.
Disrupt Undead, ranged touch: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Feel the burn, scum!: 1d6 ⇒ 3
Or not, as the case may be. *sigh*

MendedWall12 |

Kairon, I moved your token into position to be able to channel energy and hit the skellies, and to target with Disrupt. From your previous position you had a wall blocking your line of sight/effect. BTW, you did miss with the Disrupt, but I'm guessing when Goruck takes his turn it won't matter much. :)

Dolok Pickering |

Dolok briefly considers moving closer, like into the first cell, but then realizes there is no point in doing so as his magic missiles can easily reach the skelly from where he is at.
"Jtajjar vera u jolqot!"
Magic missile the third: 1d4 + 1 ⇒ (1) + 1 = 2
:( - Oh well, I got two good shots at least. I'll have to be content with that I guess.

![]() |

Illiam makes the illusory Goruck take a swing at the skeleton, but intentionally miss (just trying to keep the skelly's attention on the illusion, and off the genuine article).

Goruck of the Stone |

Barreling down the hall towards the last zombie, Goruck braces his blade against his free hand. Overwhelming force seems to work quite well. As he nears the zombie the half orc slams his nodachi lengthwise into the skeleton with all his strength and the force of his run.
Attack-I smash!: 1d20 + 6 ⇒ (19) + 6 = 25
Crit-Hammertime!: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 2d10 + 14 ⇒ (9, 3) + 14 = 26
I credit this critical to Mended, many thanks o'mighty DM.