| DM Aron Marczylo |
As the two enter, six of the eight skeletons raise up to face you.
Order:
Amenhotep: 1d20 + 1 ⇒ (3) + 1 = 4
Adeah: 1d20 + 6 ⇒ (9) + 6 = 15
Belina: 1d20 + 6 ⇒ (9) + 6 = 15
Ellenar: 1d20 + 1 ⇒ (3) + 1 = 4
Tenzin: 1d20 + 1 ⇒ (18) + 1 = 19
Traflet: 1d20 + 6 ⇒ (2) + 6 = 8
Skeletons: 1d20 + 6 ⇒ (13) + 6 = 19
Adeah: 1d20 ⇒ 9
Belina: 1d20 ⇒ 20
Amenhotep: 1d20 ⇒ 3
Ellenar: 1d20 ⇒ 18
Skeletons
Tenzin
Belina
Adeah
Traflet
Ellenar
Amenhotep
ouch, bad rolls there...
Surprise Round
The skeletons rise up. They all appear to be pretty ancient and two of them seem to be destroyed and non-moving.
Round 1
The creatures advance towards the two inside and begin their assult. Those furthest away make sure to slowly advance.
Skeleton 1: Attack 1 vs Tenzin: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Skeleton 1: Attack 2 vs Tenzin: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d4 + 1 ⇒ (1) + 1 = 2
Skeleton 2: Attack 1 vs Amenhotep: 1d20 + 2 ⇒ (12) + 2 = 14
Skeleton 2: Attack 2 vs Amenhotep: 1d20 + 2 ⇒ (5) + 2 = 7
Skeleton 3: Attack vs Amenhotep: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 + 2 ⇒ (3) + 2 = 5
Skeleton 4: Attack vs Amenhotep: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Skeleton 5: Attack vs Amenhotep: 1d20 + 2 ⇒ (10) + 2 = 12
Skeleton 6: Attack vs Amenhotep: 1d20 + 2 ⇒ (2) + 2 = 4
These skeletons are pretty ancient and brittle. Won't take much to take one down. One nice good channel energy can take them out :D
Tenzin the Calm-Hearted
|
As an immediate action Tenzin will attempt to reposition the first of the skeletons to avoid the attack.
Reposition: 1d20 + 5 ⇒ (15) + 5 = 20
If successful the reposition will push him back 5 feet which will negate the attack.
"It seems we have more than just a ceremonial exploration on our hands in here."
Tenzin will then strike one of the skeletons (one that is still standing after Amenhoteps channel) with an openhanded strike.
Unarmed Strike: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Crit Confirm: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Belina Bojan
|
Belina readies a blunt arrow if any survive the holy fire from the diety, she smiles as she radiates in the glow of holy fire, crackling skeletons.
arrow blunt: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 221d4 + 1 ⇒ (1) + 1 = 2
Ellenar Bannerhand
|
GM, the Skeletons get a DC 13 Will save to take half damage. Still, that's a good chunk of damage.
Ellenar knew there would be enemies! There always are in these crypts!
Charging forward in a flash of color, Ellenar attempts to smack the nearest skeleton to the entrance. Moved on map if it survives.
To Hit+Charge+Banner: 1d20 + 7 + 2 + 1 ⇒ (8) + 7 + 2 + 1 = 18
Damage: 1d10 + 4 ⇒ (4) + 4 = 8 Ellenar doesn't know they have DR against slashing/piercing weapons.
Her halbert slips through the ribcage of the skeleton, but the blade is wide enough to crack a few ribs on its way in. Good thing she's been training for this sort of thing!
Also, while my Banner is displayed, everyone gets a +1 to attack involving a charge and a +2 Moral Bonus vs fear effects. It would be out to 60ft, but I don't think we'll be that far apart down here.
| DM Aron Marczylo |
Will Save: 1d20 + 2 ⇒ (16) + 2 = 18
After Amenhotep's channel all the skeletons are destroyed and brought down in a single channel.
Just realised it's origonal CR is a bit above it so I've halved their HP to give you all a chance.
Belina Bojan
|
"The divine glow of smoking skellies and the smell of burning undead. I love the smell of burning undead in the morning, it smells like......Victory!!"
Can't resist quoting a favorite movie
| DM Aron Marczylo |
You find two human bodies in the chamber who were victims of these creatures along with two backpacks. One containing a large pillow and two quivers full of blunt arrows (10 each) and the other pack with 2 days' worth of rations.
Edit: Speaking of movies, I've been tempted to make a pfs version of Grig from The Last Starfighter.
Ellenar Bannerhand
|
"Oh no, pour souls." Ellenar approaches cautiously, then when she sees they aren't undead, she kneels to position them into more relaxed positions.
Heal on the bodies: 1d20 + 1 ⇒ (13) + 1 = 14 Could someone tell me how these two died and/or how long ago?
Amenhotep of Wati
|
Amenhotep sighs.
"I said that something had undoubtedly gone horribly wrong... Come on; let's see if we can find out more."
So saying, he heads for one of the exits, and attempts to open the door.
After checking it for traps, of course ;-) (Perception 28)
| DM Aron Marczylo |
"Oh no, pour souls." Ellenar approaches cautiously, then when she sees they aren't undead, she kneels to position them into more relaxed positions.
[dice=Heal on the bodies]1d20+1 Could someone tell me how these two died and/or how long ago?
Like the outside, those dead here appear to have only died a few days ago.
Amenhotep sighs.
"I said that something had undoubtedly gone horribly wrong... Come on; let's see if we can find out more."
So saying, he heads for one of the exits, and attempts to open the door.
After checking it for traps, of course ;-) (Perception 28)
You don't find any traps here, but you do hear a wailing coming from a door to the east. It sounds like someone is in pain or fear. Since you are one of the first few people to hear this, he must be far away.
Ellenar Bannerhand
|
Ellenar sees what Amen is doing, taking up a position behind him, her halbert still ready.
Prepared Action: If something hostile is on the other side of the door, charge when line of sight is clear.
| DM Aron Marczylo |
East? Amenhotep appears to be on the west...
The door is unlocked and in there is a small maze of hallways. The sound appears to be coming down from the south.
I've put down blank squares as I can't seem to remove any indicating marks.
| DM Aron Marczylo |
Amenhotep, taking his time he manages to find not only a Switch that appears to be linked to some sort of mechanism, but also a pit trap. From what he can tell there are no spikes at the bottom, but anyone who crosses it unsuspecting will take a nasty fall.
| DM Aron Marczylo |
updated map
You manage to find a route around to the door, avoiding the other pit traps nearby, however the door appears to be locked. Having a good close look, it appears to be operated by somekind of mechanism somewhere else.
There is more of the chamber. Shall I assume you wish to spend your time taking 10 and clear out the whole chamber and finding all the switches?
Traflet
|
Sounds good!
Traflet shakes his head, This is getting dangerous, we should be careful.
With that, he mutters a few words and a bluish bubble emanates around him before fading into the air. Mage armor.
| DM Aron Marczylo |
There we go. You have the full map of that area and you can see all the traps and three switches. You all manage to figure out that you'll need to pull them all at the same time. I also assume you'd mark out the traps so no one else in the party falls down by accident.
Ellenar Bannerhand
|
Ellenar looks over the layout of the traps and switches, calculating the best way to work this out.
"If we have one person at each switch, I can give a command for everyone to pull the switch at the same time. You should all be able to either see or hear me if I stand in the right spot."
If Ellenar stands where she is placed on the map, she'll be within sight and hearing range of everyone at the switches. She can then use her banner and call out time keeping for the switch relay.
Would I be able to use my Lion's Call ability to synchronize the switch pull? It's for everyone that's within 60ft, regardless if they can see her or not.
| DM Aron Marczylo |
Who will be on each switch? Will anyone be by the door when it opens?
| DM Aron Marczylo |
Was something I missed, but let's pretend I didn't miss it :p
In one of the open pit-traps is a bag of coins. There is a single platinum piece inside for everything and a small scrap of parchment that reads: Three to open, but be quick, for the door will only open for those who work together.
you manage to time your pulling of the leavers and the door unlocked, but when you all gather you find that the door still won't open, but it is unlocked. Putting your strength together you manage to shift the makeshift barracade and wailing appears to be far more clear now.
The mournful wailing grows louder with each step toward the door at the end of this musty hallway. There are a host of bones strewn on the floor here, many of which are cracked and broken
From what you hear it's down the corridor to the east. There are two doors down there, but the southern one appears to be where the sound is coming from.
Amenhotep of Wati
|
Well, we will follow the wailing, then.
Amenhotep moves down the corridor to the door the wailing appears to be emanating from, and knocks politely.
"Hello? Is there anyone alive in there? We are the Pathfinders who were to be sent here..."
If there is no response, he will try to open the door.
| DM Aron Marczylo |
At the call from Amenhotep, there is a sudden silence
will give you guys a chance before Amenhotep manages to open the door.
Traflet
|
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Traflet steps quickly away from the door, allowing the stronger members of the group to take the lead. Careful, there's someone behind there.
| DM Aron Marczylo |
As you push you create a crack and a bolt if fired through at Amenhotep.
1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
It requires a few strength checks to move the barracade behind it.
"Back trick of the bones! Of the bones who talks!" he shouts at you and continues to load up his crossbow, ready for another shot.
Amenhotep of Wati
|
Amenhotep continues to dismantle the barricade.
"My good man, I hardly think I look like a skeleton! Can you tell us what has happened here? We found a bloodbath out by the main entrance, and had to put down a bunch of animated skeletons..."
Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22.
| DM Aron Marczylo |
Though the panicked man starts to reload he stops for a moment as he focues on Amenhotep.
"You destroyed the bones...no, no. You must not have ran into the master..." he looks over the group and seems to be a little more focused, however he is clearly very disturbed and on edge.
| DM Aron Marczylo |
"The master? Why don't you tell us what happened here. We might be able to do something about it..."
"The Master of bones...he talks and commands the dead!" he just blabbers on. It's clear you won't get much information out of him.
Amenhotep of Wati
|
The poor man. His mind has clearly been shredded.
"Look," Amenhotep says, not unkindly, "we are going to continue on and get to the bottom of this. You are welcome to stay here, but if you want to leave, we have cleared a path to the entrance..."
Ellenar Bannerhand
|
Ellenar stands to the side, hoping her banner is enough to show the man they mean no harm.
"We can handle whatever is in here. Please, get behind us. Diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16 +1 if he finds Ellenar attractive.
| DM Aron Marczylo |
"I cannot leave! Not until my sister is here." he states as he backs away. You can see the room appears to have been set up as somekind of resting place. There are a number of bedrolls, a pair of bullseye lanterns, 4 flasks of oil, 5 days worth of rations and two potion bottles that are labeled "healing". "You can stay here with me...but I won't leave until my sister is found."
Amenhotep of Wati
|
"Very well. We shall endeavor to find her."
Whether she will be alive or not, is another matter entirely...
He then strides out of the room, and moves on to the next door. After searching it thoroughly for traps, he opens it.
| DM Aron Marczylo |
There appear to be no traps on the door.
You can hear some rustling from behind the door.