
| Chyrone | 
 
	
 
                
                
              
            
            You slept for 8 hours. Ability damage heals 1 per 24 hours.
You can roll heal checks to tend to ability damage, if you have the supplies, a.k.a. a healer's kit, even then it will take another 8 hours.
Mykel suggests the North Western room, where you came from.
Assuming Maladash spends a spell on Mercutio to get him back up, you first try pushing the door.
It not working, pulling actually does work, and you get back to the room with the swimming pool.
Before you went here, Licen tried the scorched key on the other locked door, it didn't open.
Also, for the humans, time for a new torch/light source.

|  Brayden Foxley | 
 
	
 
                
                
              
            
            Brayden takes out a torch and lights it. He begins to think about where they'd been so far. "If I remember correctly, the other door in this room cannot yet be opened. At least, not with the key Licen found. I think our only way to go right now is upstairs."

|  Brayden Foxley | 
 
	
 
                
                
              
            
            "I'm inclined to believe that key will not work... Let's instead head into this large room." Brayden looks around for traps or evil beings while heading into the room.Am I playing alone? Come on guys, help a Paladin out.
Perception: 1d20 - 2 ⇒ (1) - 2 = -1

| Chyrone | 
 
	
 
                
                
              
            
            With new lighting....as the last went out after your own lights went out.
Sorry, pun intended.
A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room. 
------------------------
Brayden: 1d20 + 3 ⇒ (15) + 3 = 18
LicenceToKill: 1d20 + 2 ⇒ (9) + 2 = 11
Maladash: 1d20 + 2 ⇒ (6) + 2 = 8
Mercutio: 1d20 + 3 ⇒ (13) + 3 = 16
Mykel: 1d20 + 6 ⇒ (11) + 6 = 17
Blue: 1d20 + 6 ⇒ (17) + 6 = 23
Green: 1d20 + 6 ⇒ (6) + 6 = 12
Red: 1d20 + 6 ⇒ (11) + 6 = 17
Yellow: 1d20 + 6 ⇒ (19) + 6 = 25
Mykel, skeleton: 1d2 ⇒ 2
-------------------------
When the team enters the room, things seem eerily quiet.
Not for long however, as the sound of their approach, heavy armor in particular, had awakened its residents, who were hiding behind the pillars in the dark.
These are bloody skeletons. In addition to their normal counterparts, they recover from injuries.
These are bloody skeletons. In addition to their normal counterparts, they recover from injuries.
This means they will not die, even when destroyed, unless destroyed by positive energy, or if their destroyed forms are sprinkled with holy water.
More skeletons, round 1
Blue steps 5 feet up to Mykel, angry at his luxury of life.
Claw: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 2 ⇒ (16) + 2 = 181d4 + 2 ⇒ (4) + 2 = 6
The claws get past his initial defense.
Yellow advances, aiming to get a piece of the action.
Claw: 1d20 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (3) + 2 = 5
------------
Brayden
------------
Red
------------
Mercutio & Mykel
------------
Green
------------
Licen & Maladash

|  Brayden Foxley | 
 
	
 
                
                
              
            
            "More undead fiends, eh? No problem," Brayden says as he takes a five foot step, pulls out his longsword and shield and strikes at the blue skeleton.
Longsword: 1d20 + 2 ⇒ (13) + 2 = 151d8 + 1 ⇒ (8) + 1 = 9

|  Maladash, the Paladin of Chaos | 
 
	
 
                
                
              
            
            On my turn:
Kn. Religion: 1d20 + 5 ⇒ (13) + 5 = 18
"Not so simple, Bryden! To kill them permanently, we need something sacred. Positive energy or holy water. Without it, they will get up every time."
Maladash thoughtful looks at the skeletons, choosing tactics of beating better. Then, traditionally, prays and prepares to join the battle.
Usual combination of martial flexibility (favorite enemy) and divine favor.

| Chyrone | 
 
	
 
                
                
              
            
            More skeletons, round 1
Blue & Yellow attacks Mykel, but only blue lands its hits.
------------
Brayden steps forward, only its lack of flesh makes him miss hitting it.
------------
 1 Brayden 2 Mykel: 1d2 ⇒ 2
Red closes in.
Claw: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (3) + 2 = 5
Only barely does the skeleton get in a hit, but the sudden strike is enough to make him lose consciousness.
------------
Mercutio & Mykel Con roll to stabilize please.
------------
Green
------------
Licen & Maladash

|  Mercutio Menschjaeger | 
 
	
 
                
                
              
            
            Mercutio gives his pick a frustrated look as he takes his bloodstone wand out to heal himself.

|  Mercutio Menschjaeger | 
 
	
 
                
                
              
            
            Mercutio gives his pick a frustrated look as he takes his bloodstone wand out to heal Mykel.
Fixed that for me.

| Chyrone | 
 
	
 
                
                
              
            
            More skeletons, round 1
Blue & Yellow attacks Mykel, but only blue lands its hits. 
------------ 
Brayden steps forward, only its lack of flesh makes him miss hitting it. 
------------ 
Red closes in to attack Mykel. 
Only barely does the skeleton get in a hit, but the sudden strike is enough to make him lose consciousness. 
------------ 
Mercutio taps Mykel for the power of infernal healing. 
------------ 
Green steps 5ft closer to Licen.
Claw: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (4) + 2 = 6
The vicious skeleton claws its way past Licen's defenses, getting the big man to pass out as well.
------------ 
Licen Con roll to stabilize.
Maladash casts divine favor in preparation of battle.
-----------------------------
More skeletons, round 2
Blue now claws at Brayden.
Claw: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (3) + 2 = 5
Maladash forces re roll.
Claw: 1d20 + 2 ⇒ (19) + 2 = 21
Claw: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (1) + 2 = 3
Yellow steps up to Mercutio.
Claw: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 2 ⇒ (6) + 2 = 81d4 + 2 ⇒ (1) + 2 = 3
The skeleton hits once for 5.
-------------
Brayden
-------------
Red
-------------
Mercutio / Mykel (healing)
-------------
Green
-------------
Licen (unstable) & Maladash

|  Brayden Foxley | 
 
	
 
                
                
              
            
            I can already see where this is going. Can't access map right now, so just whichever one is nearest.
Brayden drops his sword, takes out his wand, and gives the nearest skeleton a bath of light.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

| Chyrone | 
 
	
 
                
                
              
            
            Yes, you're making an attempt to touch him with the magic wand after all. ;)
More skeletons, round 2
Blue now claws at Brayden, and hits once.
Yellow steps up to Mercutio. 
The skeleton hits once for 5. 
------------- 
Brayden draws the wand of healing and deflects the attacks of the skeletons as he does. His aim is enough to stick it onto red's sternum.
It rattles slightly. 4 dmg to the skellie.
------------- 
Red (-4) seems bent on attacking the mortal who hurt it.
Claw: 1d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (18) + 2 = 20
Dmg: 1d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (1) + 2 = 3
The claws get past his shield, and hurt him just enough to pass out.
Con roll to  stabilize please.
------------- 
Mercutio / Mykel (healing) 
------------- 
Green 
------------- 
Licen (unstable) & Maladash

|  Mercutio Menschjaeger | 
 
	
 
                
                
              
            
            "Damn!"
Mercutio takes a step back, and a lurid fog begins rising from the floor....
"Let them seek us out, and be ready for them," Mercutio hisses to Maladash and Brayden.

| Chyrone | 
 
	
 
                
                
              
            
            Mercutio conjures of the cover of fog.
The red skeleton 5ft steps into Mykel's square and encounters the paladin of chaos.
Claw: 1d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (7) + 2 = 9
1d4 + 4 ⇒ (1) + 4 = 51d4 + 2 ⇒ (1) + 2 = 3
1d100 ⇒ 291d100 ⇒ 46
It's aim is poor enough to utterly miss.
------------
Maladash
Licen (con roll plz)
You are also affected by fog.

|  Maladash, the Paladin of Chaos | 
 
	
 
                
                
              
            
            With a fierce growl Maladash brings down the morningstar on the head of the nearest skeleton granulating his skull.
Morningstar: 1d20 + 6 ⇒ (15) + 6 = 211d8 + 6 ⇒ (4) + 6 = 10 
Mist?: 1d100 ⇒ 46

|  Mercutio Menschjaeger | 
 
	
 
                
                
              
            
            Brayden falls to the ground from the skeleton's fierce strike.
[dice=Con roll]1d20+2
I think Brayden might be succumbing to trauma, DM - unless I'm mistaken, he's starting to preemptively KO himself....

| Chyrone | 
 
	
 
                
                
              
            
            Not really, he was at 8 and got clawed at for 9.
Maladash slams off the skull of green, which rolls about towards the eastern pillar.
Strike!!
--------------------
More skeletons, round 3
Blue steps into the sleeping Brayden's square and goes full at Maladash.
Claw: 1d20 + 2 ⇒ (7) + 2 = 91d20 + 2 ⇒ (4) + 2 = 6
Dmg: 1d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (3) + 2 = 5
My hot dice have cooled down. :)
Yellow continues against Mercutio.
Claw: 1d20 + 2 ⇒ (6) + 2 = 81d20 + 2 ⇒ (14) + 2 = 16
Dmg: 1d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (1) + 2 = 3
1d100 ⇒ 131d100 ⇒ 91
One claw comes dangerously close, but he leans sideways and it misses.
--------------
Brayden is stable and sleeping.
--------------
Red steps forward into Mykel's square.
Claw: 1d20 + 2 ⇒ (9) + 2 = 111d20 + 2 ⇒ (18) + 2 = 20
Re roll: 1d20 + 2 ⇒ (10) + 2 = 12
Dmg: 1d4 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (4) + 2 = 6
1d100 ⇒ 361d100 ⇒ 45
Maladash jinxes the claw that would have otherwise hit him.
--------------
Mercutio
Mykel heals for another.
Maladash
Licen (stable)

|  Mercutio Menschjaeger | 
 
	
 
                
                
              
            
            "VHUUPS!"
Mercutio steps back again and turns his trusty wand on himself.

|  Maladash, the Paladin of Chaos | 
 
	
 
                
                
              
            
            Maladash meanwhile furiously thrashes skeleton... rather trying. Too much rage, too little calculation in his movements.
MS: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 6 ⇒ (2) + 6 = 8
Mist?: 1d100 ⇒ 42

| Chyrone | 
 
	
 
                
                
              
            
            Mercutio taps his own forehead with the wand, starting the healing.
Maladash swings another strike, but the hand of chaos messes with his.
------------------
More skeletons, round 4
Blue continues.
Claw: 1d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (7) + 2 = 9
Dmg: 1d4 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (2) + 2 = 4
1d100 ⇒ 641d100 ⇒ 46, it hits Maladash across his shoulder for 5.
You jinxed him earlier on.
Yellow's target stepped back, it continues pursuit.
Claw: 1d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (19) + 2 = 21
Dmg: 1d4 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (4) + 2 = 6
1d100 ⇒ 121d100 ⇒ 98
It deals a nasty scrape on Mercutio.
------------
Brayden (sleeping)
------------
Red swings its claws at Maladash.
Claw: 1d20 + 2 ⇒ (11) + 2 = 131d20 + 2 ⇒ (16) + 2 = 18
Dmg: 1d4 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (4) + 2 = 6
1d100 ⇒ 371d100 ⇒ 36
The paladin of chaos deflects the second claw with his shield, booyah!
------------
Mercutio (heals 1)
Mykel heals 1
Maladash
Licen (sleeping)

|  Mercutio Menschjaeger | 
 
	
 
                
                
              
            
            The situation becoming increasingly dire, Mercutio uses his wand on Maladash.
"I advise a tactical retreat in a moment," He says to Maladash, his breathing once again becoming audible, a sure sign he is beginning to once again feel his mortality.

|  Maladash, the Paladin of Chaos | 
 
	
 
                
                
              
            
            Devastating blow of incredible strength once again falls upon the skeleton.
Morningstar: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 8 ⇒ (5) + 8 = 13 
1d100 ⇒ 40
P.S. Chyrone, can I jinx the blow which wounded Mercutio?
P.P.S. Mecutio, unfortunately in stressful situations, Maladash understands only one language. The same, which begins to speak. Abyssal.

| Chyrone | 
 
	
 
                
                
              
            
            I'm going with no.
This because obscuring mists prevents all sight beyond 5 feet.
As the skeleton is currently 10 feet away, there was no direct sight of it making that attack.
Maladash's attack is both firm and close, but it misses by but a few inches.
---------------------
More skeletons, round 5
Blue keeps at it.
Claw: 1d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (15) + 2 = 17
Dmg: 1d4 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (2) + 2 = 4
1d100 ⇒ 791d100 ⇒ 9
While one claw barely hits Maladash, the second is pushed away by his shield going up. Maladash's muscles are under pressure, as he's disabled.
Yellow continues pursuing our resident dhampir.
Claw: 1d20 + 2 ⇒ (8) + 2 = 101d20 + 2 ⇒ (11) + 2 = 13
Dmg: 1d4 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (3) + 2 = 5
1d100 ⇒ 611d100 ⇒ 18
Mercutio is seemingly harder to hit, at the moment, ducking twice to have a claw fly over his head.
-----------
Brayden (sleeping)
-----------
Red claws two more times.
Claw: 1d20 + 2 ⇒ (18) + 2 = 20
Dmg: 1d4 + 2 ⇒ (3) + 2 = 5
1d100 ⇒ 44
Its first one too lands a bare hit, but enough to make Maladash pass out. 
But Mercutio tapped you, so you're healing.
In pursuit of the last of the living, it makes a 5 feet step forth, with maybe the opportunity to claw at another.
Claw: 1d20 + 2 ⇒ (4) + 2 = 6
Dmg: 1d4 + 2 ⇒ (4) + 2 = 6
1d100 ⇒ 43
Mercutio is being Jackie Chan, he seemingly can't be hit.
-----------
Mercutio (heals 1)
Mykel (heals 1, is now at 0/12)
You can roll a bluff, vs their sense motive to 'play dead' and have them ignore you for the round. You can do so in following rounds too.
Maladash (sleeping, heals 1)
Licen (sleeping)

|  Mykel Therinor | 
 
	
 
                
                
              
            
            bluff: 1d20 + 2 ⇒ (16) + 2 = 18
Mykel plays dead
quick question, can i set up my parry and riposte while playing dead? that way if one attacks me, i can maybe deflect it then hit it?

|  Mercutio Menschjaeger | 
 
	
 
                
                
              
            
            Mercutio makes good on his (what passes for a) plan.
FULL RETREAT (or whatever it's called)!

| Chyrone | 
 
	
 
                
                
              
            
            You'll take 1 aoo from yellow, for leaving a 2nd threatened square, the one NE of it.
Claw: 1d20 + 2 ⇒ (17) + 2 = 19Dmg: 1d4 + 2 ⇒ (2) + 2 = 4
1d100 ⇒ 2
Yellow makes a quick claw attack at the withdrawing Mercutio. Though it would have ben accurate, the fog he conjured makes up for it and he gets out of the chamber alive.
-------------------------
Ok, the skellies are guarding the room and won't move outside of it.
They are also mindless and a downed enemy is an objective complete.
Of course, Mykel and Maladash will heal back to 6 hp and 5 hp respectively while inside the room. Mercutio will heal back to 11 hp.
The skeletons will wander back into the room and, since not adjacent to the 'supposedly KO' PCs, won't be attacking unless spotting signs of life.
Strategy plans?

|  Mercutio Menschjaeger | 
 
	
 
                
                
              
            
            You'll take 1 aoo from yellow, for leaving a 2nd threatened square, the one NE of it.
[dice=Claw]1d20+2[dice=Dmg]1d4+2
1d100
Yellow makes a quick claw attack at the withdrawing Mercutio. Though it would have ben accurate, the fog he conjured makes up for it and he gets out of the chamber alive.
-------------------------
Bear in mind I was making a *full withdrawal* anyways, so they wouldn't have even managed that.

|  Mercutio Menschjaeger | 
 
	
 
                
                
              
            
            I know - and I took a full round. The only space they threatened was the one I started in that round.
 
	
 
     
     
    