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"Woah! Careful. Back outta the room, Maulaxe, let me try and fix this little pinpricker. If anyone's got a prayer for me, I'll take it."
Ushering the others out of the way of the arrow trap she's seen, Thessaly takes out her tools and tries to carefully snip the string while keeping steady pressure on it to 'fool' the trap, then tie it off safely so it won't trigger.
Disable device, trapfinding: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 Man, I have been so lucky on these trap rolls! Not that I'm complaining

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Lyteonira casts detect magic to see if theres any magical danger ahead and checks to see if her stones need a refresh from her wand.
"There's no magic there" she says and then holds up her three sling stones. "No magic here"
remove the no s from her speech as appropriate but I'm guessing that since we inspected the statues and had a couple of fights and a couple of conversations its been 30 minutes since she last used her wand on her sling stones. If the last guess is correct then add the following
Lyteonira recharges the magic in her stones with the wand then stows the wand and pulls out her sling

GM Andrew |

Thessaly successfully disables the trap. She's able to slowly extract the arrows from the trap, which is neither poisoned nor magical.
Lyteonira detects magic around, and doesn't find any.
@Lyteonira You still have your magic stones you haven't used. It hasn't been quite that long. I'll let you know when it happens, and if we're in battle by the time you see it I don't mind you retconning and charging up some stones since it's an out of combat thing.

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"Heh." Thess holds up the arrow with a grin.
"Alright, let's get her open-- what do you mean, a dead end? We got this door behind the curtain that I just took the arrow off. Let's see what's behind it!"
Tools back in her pack and glaive in hand, Thess waits for anyone who wants to come into the room to do so, then tries to open the secret door with Maulaxe.

GM Andrew |

Upon opening the door behind the curtain, now without the trap...
The original purpose of this plain stone room has been lost to history, but numerous footprints have disturbed the dust covering the floor.
You hear the familiar sound of clambering of bones and moans of the undead. You've got company! Both of these have weird colorations, indicative of being alchemically enhanced.
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Kayde: 1d20 + 2 ⇒ (16) + 2 = 18
Lyteonira: 1d20 + 4 ⇒ (3) + 4 = 7
Malakiah: 1d20 + 8 ⇒ (10) + 8 = 18
Maulaxe: 1d20 + 1 ⇒ (3) + 1 = 4
Thessaly: 1d20 + 2 ⇒ (4) + 2 = 6
Blue (Zombie): 1d20 + 0 ⇒ (18) + 0 = 18
Green (Skeleton): 1d20 + 6 ⇒ (2) + 6 = 8
Roll-off:
Amelie: 1d20 ⇒ 9
Green (Skeleton): 1d20 ⇒ 6
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Initiative Order - Bolded Characters May Post Their Turn
Malakiah (-0) (9 temporary HP) - Aid
Kayde (-0) (13 temporary HP) - Aid
Blue Zombie (-0)
Amelie (-0) (12 temporary HP) - Aid
Green Skeleton (-0)
Lyteonira (-0) (9 temporary HP) - Aid
Thessaly (-0) (12 temporary HP) - Aid
Maulaxe (-1)

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Kayde drops his burdens and rushes into the room, stabbing even as he steps to the side to make room for the rest of the team.
Move in, stab at dark blue
longspear: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
damage: 1d8 + 4 ⇒ (4) + 4 = 8

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Malakiah follows Kayde and then he casts grease, when see the undeads.
Reflex DC 15, or fall prone. Area of effect marked on the map.

GM Andrew |

Kayde moves up to attack, but misses.
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Malakiah makes the floor super slick.
Reflex Save (Blue (Zombie)): 1d20 ⇒ 14
Reflex Save (Green (Skeleton)): 1d20 + 2 ⇒ (12) + 2 = 14
Both of them fall flat on their faces!
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Blue's Turn
The zombie tries to get up off the ground, provoking from Kayde.
Acrobatics: 1d20 ⇒ 16
It does so. It tries to step up to Kayde.
Acrobatics: 1d20 ⇒ 7
But it makes no progress doing so!
@Kayde: You get an Attack of Opportunity on the Zombie (While it is prone)
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Initiative Order - Bolded Characters May Post Their Turn
Malakiah (-0) (9 temporary HP) - Aid
Kayde (-0) (13 temporary HP) - Aid - Attack of Opportunity on the Zombie
Blue Zombie (-0)
Amelie (-0) (12 temporary HP) - Aid
Green Skeleton (-0) - Prone
Lyteonira (-0) (9 temporary HP) - Aid
Thessaly (-0) (12 temporary HP) - Aid
Maulaxe (-1)

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AoO, Longspear vs prone: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
damage: 1d8 + 4 ⇒ (4) + 4 = 8
— crit confirm: 1d20 + 3 + 1 ⇒ (12) + 3 + 1 = 16
add'l damage: 2d8 + 8 ⇒ (7, 4) + 8 = 19
Kayde stabs ... hard.

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Amelie moves into the room and smashes the skeleton with her morningstar.
Attack: 1d20 + 3 ⇒ (20) + 3 = 231d8 + 2 ⇒ (4) + 2 = 6
Confirm: 1d20 + 3 ⇒ (8) + 3 = 111d8 + 2 ⇒ (8) + 2 = 10

GM Andrew |

Kayde destroys the zombie with a well-placed blow, and Amelie follows up with her own on the skeleton.
Out of Initiative!
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Status Wrap-Up
Malakiah (-0)
Kayde (-0)
Amelie (-0)
Lyteonira (-0)
Thessaly (-0)
Maulaxe (-1)
At about this time, Aid wears off.
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Where to next?

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I'm assuming we've discovered that the northern door out of here goes into the hallway we've already explored?
Assuming that's the case, I say we go north through that long eastern hallway we just came out of.

GM Andrew |

This room is a charnel house of blood, bones, and scraps of rotten flesh. Strange runes have been sloppily drawn on the walls using some dark brown pigment. A moss-covered stone monolith stands in the center of the room, wreathed in gossamer wisps of gray mist that seem to congeal around the crumbling stone.
Two foul, undead creatures occupy this chamber, fighting with each other over discarded bones and scraps of rotten meat. They appear as hairless, malformed corpses with gray-green, pustule-covered skin and oversized jaws that make them seem more beast-like than humanoid. They notice you enter and attack!
Monster Knowledge
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Amelie: 1d20 + 6 ⇒ (12) + 6 = 18
Kayde: 1d20 + 2 ⇒ (13) + 2 = 15
Lyteonira: 1d20 + 4 ⇒ (10) + 4 = 14
Malakiah: 1d20 + 8 ⇒ (12) + 8 = 20
Maulaxe: 1d20 + 1 ⇒ (18) + 1 = 19
Thessaly: 1d20 + 2 ⇒ (17) + 2 = 19
Blue: 1d20 + 5 ⇒ (17) + 5 = 22
Green: 1d20 + 5 ⇒ (4) + 5 = 9
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Green's Turn
It moves up to attack a random target up front.
1-Maulaxe,2-Thessaly: 1d2 ⇒ 1
It attacks Maulaxe!
Bite Attack (Green): 1d20 + 2 ⇒ (7) + 2 = 9
Bite Damage (Green): 1d4 + 1 ⇒ (2) + 1 = 3
But it misses!
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Initiative Order - Bolded Characters May Post Their Turn
Green (-0)
Malakiah (-0)
Thessaly (-0)
Maulaxe (-1)
Amelie (-0)
Kayde (-0)
Lyteonira (-0)
Blue (-0)

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Malakiah starts to cast a spell.
He is casting Summon Monster I.

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Kayde stands his ground and tries to stab between his teammates. ”What are these things?!”
longspear, cover: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
damage: 1d8 + 4 ⇒ (4) + 4 = 8
— confirm: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
— add'l damage: 1d8 + 4 ⇒ (6) + 4 = 10
EDIT: sheesh. These rolls. (Not that I'm complaining)

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Kn Religion: 1d20 + 4 ⇒ (9) + 4 = 13 Everyone can read the first spoiler
"Watch out, those are festrogs! Try not to pop those pustules all over them or they can make you sick!" Amelie tries to warn the others as pulls out her bow and fires an arrow at the creature in the distance but ends up just hitting the wall.
Attack: 1d20 + 5 ⇒ (3) + 5 = 81d8 + 2 ⇒ (4) + 2 = 6

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knowledge (religion): 1d20 + 8 ⇒ (7) + 8 = 15
"These are festrogs. They are small undeads. Slashing or piercing weapons will cause the some of the pustules on them to burst, which could sicken those around and give them filth fever. Be careful."

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Maulaxe nods and grins as he steps forwards to help make room for his allies before striking the foul undead twice with his bare hands.
Flurry: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Flurry: 1d20 + 3 ⇒ (11) + 3 = 14
damage: 1d6 + 3 ⇒ (3) + 3 = 6

GM Andrew |

Malakiah starts summoning. Kayde stabs into the festrog damaging it badly. Amelie tries to shoot at it, but misses. Maulaxe is able to finish off the festrog with his flurry of attacks.
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Initiative Order - Bolded Characters May Post Their Turn
Green
Malakiah (-0)
Thessaly (-0)
Maulaxe (-1)
Amelie (-0)
Kayde (-0)
Lyteonira (-0)
Blue (-0)

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Lyteonira moves forward and lets fly a magic stone at the foul undead creature sling attack: 1d20 + 6 ⇒ (13) + 6 = 19
"Take that you fiend!" she says as the stone flies towards its mark magic stone damage: 2d6 + 3 ⇒ (5, 5) + 3 = 13

GM Andrew |

The mist still emanates from the menhir in the center of the room.
Let me know if anyone wants to do anything else in here. There's no loot.

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"Its a bit cold in here" Lyteonira looks at the menhir from where she is knowledge arcana: 1d20 + 4 ⇒ (6) + 4 = 10 and shakes her head "Malakiah can you tell us what it is?"

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Kayde follows Lytenira in, longspear at the ready. "It really is," he responds with a shiver, taking up a position guarding the room's only other entrance. "Kind of a creepy kinda cold."
Moved Kayde on the map.

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knowledge (arcana): 1d20 + 8 ⇒ (2) + 8 = 10
Detect Magic + Knowledge (Arcana) DC 22: 1d20 + 8 ⇒ (13) + 8 = 21
"I can feel a strong presence of magic here, but I don't know exactly what it is..."

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detect magic know arcana: 1d20 + 4 ⇒ (10) + 4 = 14
"I dunno what it is but we can come back to it later for a thorough investigation. Whats down here?" Lyteonira looks to the west

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Thessaly jerks out of a mild daydream to realize another combat's taken place while she gazed at the wall. "Damn!" she says with a blink. "...you're an effective lot. I dunno nothin' about the runes and stuff-- let's do as Lyteneira says and try headin' west."
She strides that direction, leading with her glaive and squinting at the floor and walls as she goes.
Checking for traps as I approach the door to the west
Per, trapfinding: 1d20 + 11 ⇒ (16) + 11 = 27
(Assuming I find nothing, will move all the way to the door and check it too before opening it)

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Kayde peers past his teammates’ shoulders at the pit, then shakes his head.
”Uh .. let’s not have this turn out to be a story that includes the words, ‘and then they all fell down a pit’ anywhere in it. Anyone got any other rope?”
Perception, any surprises: 1d20 + 2 ⇒ (15) + 2 = 17

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Malakiah directs the dancing lights to the bottom of the pit, trying to see anything there and checks its depth.