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We can just stroll you cobbers out. Tetch can take point. Braugher smiles and ushers everyone to help these two get out of wherever we are.

Ms. Shechera |

"Yeah right they would and right to the authorities." Says the woman watching Tetchy and Braugher closely.
"And just how are we going to get past those metal monsters and that dart throwing archway? None of that started before we opened that chest , Meleren!" She lets slip in a somewhat fearful, not so quiet whisper.

Ms. Shechera |

Diplomacy check Tetchy, and a Knowledge (local) if you are trained. Braugher, if trained, may attempt the local check as well.
Sorry about that, I thought maybe someone else might want to do something and was waiting for anyone else to post.
The woman looks at you as if you might have actually lost your mind, "The Society?! Bah, what would they want with the likes of us?"
The man just looks on, every once in a while you note his eyes glancing around as if looking for something that's not there.

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Bruagher looks at their feet for the red trails.

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Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15
Come now folks, no need to be hasty. Kynn says as he works his way down the stairs and into view. You seem to have no love for the Society, but can you not agree that it might be best if we were to offer our assistance? Getting in here was a bit tricky, and it seems getting back out might be just as bad.

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Kalista will wave at the new folk as she goes into the opposite room and checks out the contents.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Ms. Shechera |

As the party begins making their actual numbers known, the woman attempts to calm her self.
[b]"You are a well rounded group. We would certainly be grateful for assistance out of this twisted place. We came here for the treasure the other bandits hid here. All we found were traps and that damn tin badge."[b] She says shrugging and looking towards Meleren.
In the other room you find the same setup as before, twin bunk beds and four foot lockers. No useful items present themselves. These barracks were obviously designed to provide only the barest of necessities to the soldiers housed here.

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NOW yer making sense. That half-orc was with the lot of you as well? Must've been in a real hurry to into that mallet.
Tetchy is probably the last to realise what is going on.
Other bandits? Tetchy isn't quite sure he likes the sound of that. Other bandits than who?

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Hearing of the dagger and not finding anything of consequence in the other room, Kalista returns. "Oh yes, you mean this one?" She produces it very non-threateningly, almost as if it would bite her if given the chance. It's very awkward...

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Most assuredly, we would be pleased to escort you out. Of course, as you already know from your conversations with Grand Marshal Zathras, the only way out is forward. A great reward awaits us at the end of the challenge. I am sure that your share will still be assured, though you started in a different group.
If you would join with us, please, then we can be on our way.
Yes, I know most of that is BS. I want to see their reactions to the falsities.
Bluff: 1d20 + 2 ⇒ (14) + 2 = 16 For the lies
Diplomacy: 1d20 + 5 ⇒ (8) + 5 = 13 For the request.

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"Yeah," says Kalista pointing to the doors. "What's behind there?"
-Posted with Wayfinder

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You gotta tell me. Tetchy asks Meleren, How does a strong man like you get so down on his luck that he has to go out and explore places like this?
Tetchy's a sailor, and he's seen his share of misery and lost souls. Knows a thing or two about it himself. In his view, it's up to Meleren to answer, or not. He'll open the door to the north regardless.

GM Phil |

As Istralanix steps forward and the woman and man look at each other puzzled by Kynn most recent statements, Tetchy touches the panel next to the door and his words are lost as a sudden blast of air roars past him. The movement of the air is so violent it actually pulls at Tetchy, Istralanix, and Braugher; their loose clothing whips about them furiously. Everyone else in or near the stairway has their hair and clothing blown about, though not as violently.
In the moment of surprise, Meleren returns the crossbow to a readied position and the woman screams.
As suddenly as the air came on it ends, beyond the door series of crystals in the overhead flicker and turn on, illuminating a room as big as the one you climbed the rope ladder into.
The monotony of red steel ends in this octagonal chamber. Red metal looms in the background, but is accented by gleaming chrome panels and tables set against every wall. A round table stands upon a plinth in the center of the room. Bronze and brass levers and dials occupy all these surfaces, along with flat bits of glass, some lit, some dark. Beyond the central table, a wide red metal pillar with a door in its southern face stretches from floor to ceiling. More doors open off the south, east, and west walls.
More concerning are the four creatures that turn their gaze upon Tetchy. Skeletal in appearance, they are alight with a blue fire that audibly crackles. Two of the skeletons immediately crowd the door and strike at Tetchy with gauntleted fists!
Both attacks crash down upon the unsuspecting barbarian, fire and electricity sputter from the attack, harmlessly flashing across the tiefling's skin. Tetchy takes 9 points of damage from spiked gauntlet attacks, each of which produces a fiery electric discharge that is negated by his energy resistance.
Init, Braugher: 1d20 + 2 ⇒ (15) + 2 = 17
Init, Istralanix: 1d20 + 3 ⇒ (19) + 3 = 22
Init, Kalista: 1d20 + 5 ⇒ (6) + 5 = 11
Init, Emmet: 1d20 + 6 ⇒ (7) + 6 = 13
Init, Kynn: 1d20 + 3 ⇒ (9) + 3 = 12
Init, Meleren: 1d20 + 2 ⇒ (19) + 2 = 21
Init, Shechera: 1d20 + 2 ⇒ (17) + 2 = 19
Init, Skeleton 1: 1d20 + 7 ⇒ (8) + 7 = 15
Init, Skeleton 2: 1d20 + 7 ⇒ (19) + 7 = 26
Init, Skeleton 3: 1d20 + 7 ⇒ (14) + 7 = 21
Init, Skeleton 4: 1d20 + 7 ⇒ (18) + 7 = 25
Initiative (round 1):
Skeleton 2, Skeleton 4,
Istralanix,
Skeleton 3,
Meleren, Shechera, Braugher,
Skeleton 1,
Emmett,Kynn, Kalista, Tetchy
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (2) = 6
Skeleton 4:
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (6) = 11

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Okay... 6/15
What?! I'll show you air-sucking chewed out chicken bones how to cause REAL damage!
Tetchy's talking to the skeleton, not to his party members. It's the 'air-sucking' that gave it away.
RAGE!!!
Attack(Controlled Rage, STR): 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 92d6 + 6 + 2 ⇒ (2, 5) + 6 + 2 = 15
Tetchy's so blind with rage that he forgets he's in a doorway. His long blade clips the passage, and never comes even close to a skeleton.

GM Phil |

Istralanix's arrow is dodged by the skeleton while a third one moves in to swarm the doorway.
"What more have you brought upon us!" Calls Meleren holding his crossbow at the ready.
"Oh great, because things just weren't interesting enough. Now we have burning skeletons!" Says Sechera, the sarcasm dripping from her lips as she raises her quarterstaff to a defensive position.
Initiative:
Skeleton 2, Skeleton 4,
Istralanix,
Skeleton 3, Meleren, Shechera,
Braugher,
Skeleton 1,
Emmett,Kynn, Kalista, Tetchy

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I'll hold the line against these ankle biters. Braugher steps forward and lashes out at the beasts with his teeth and claws.@ #4
Bite: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d3 + 3 ⇒ (1) + 3 = 4
Claw: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 4 ⇒ (20) + 4 = 24
Claw Confirmation: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Crit Damage: 1d4 + 3 ⇒ (1) + 3 = 4

GM Phil |

Braugher's bite is easily avoided, perhaps he was a little concerned about the flame and electricity. However, his claws smash into the skeleton rendering it to dust. As the skeleton dies it appears to implode and blue fire and electricity explode outward, washing over the two tieflings harmlessly.
Just as the first of the skeletons goes down, it is quickly replaced by another. The new skeleton swings it's gauntleted hand at Braugher eager to land a damaging blow!
The undead creature's aim is no better than Braugher's bite and misses completely.
Initiative:
Skeleton 2, Skeleton 4,
Istralanix,
Skeleton 3,
Meleren, Shechera, Braugher,
Skeleton 1,
Emmett,Kynn, Kalista, Tetchy
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

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Oh well dear me, isn't this quite the jumble of people!
Kynn neatly avoids the press of companions, hurtling bolts of un-erring energy the skeleton's way.
Damage:Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

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Know (Religion): 1d20 + 7 ⇒ (20) + 7 = 27
Kalista steps out towards the stairwell and follows Kynn's lead by shooting a bolt of magic energy at the furthest skeleton (#3), hoping that its explosion will not wash over the party.
Force missile: 1d4 + 1 ⇒ (2) + 1 = 3

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I guess two tieflings making up the front line makes it easy to avoid the problems of exploding skeletons...

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Emmett isn't sure he can shoot through the crowd, so he throws his light hammer at skeleton #2.
Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

GM Phil |

Tetchy's sword clipping the doorway is no deterrent for Kynn's and Kalistra's magical energies, both slamming into a skeleton. Kynn's force attack turns out to be the stronger, knocking his target to pieces which subsequently explodes in a fiery electric display that is once more harmlessly endured by the tieflings.
Emmett finds it most difficult to get a good throw in with the number of people crowding the doorway. As the skeleton he was targeting explodes from Kynn's force missile Emmett tries to correct his throw, but too many complexities cause the hammer to be easily dodged by the skeletons.
Initiative:
Istralanix,
Skeleton 3,
Meleren, Shechera, Braugher,
Skeleton 1,
Emmett,Kynn, Kalista, Tetchy

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1d20 - 2 ⇒ (2) - 2 = 0

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Sorry, kid's fall break this weekend and we been out a lot.
Attack: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Crit Confirm: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Crit Damage: 2d8 + 2 ⇒ (7, 1) + 2 = 10
Istralanix draws back and fires another arrow.

GM Phil |

Still not telling me which one. I'll guess the one that was already a little broken and not in melee combat.
Istralanix's arrow flies true and knicks off the skeleton's spine as it soars right through the creature causing no damage. Istralanix realizes that perhaps piercing projectiles are not the best for killing skeletons.
Paying almost no heed to the arrows passing through his body, the skeleton moves forward, swing gauntlet and claw at Tetchy. The gauntlet lads against his head, pounding him as electricity and fire course over him ineffectively. The claw swipe is wide missing Tetchy's gut. 6 points of damage.
Meleren and Sechera hole in the back of the barracks room, weapons ready in case a skeleton breaks through the adventures.
Initiative:
Istralanix,
Skeleton 3,
Meleren, Shechera, Braugher,
Skeleton 1,
Emmett,Kynn, Kalista, Tetchy
Gauntlet damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw attack: 1d20 - 3 ⇒ (14) - 3 = 11
Claw damage: 1d4 + 1 ⇒ (2) + 1 = 3

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Braugher keeps lashing out at the creatures in front of him. If he kills the one in front of him, then he will 5' step to attack the remaining skeleton.
Bite: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d3 + 3 ⇒ (2) + 3 = 5
Claw: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Claw: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Claw Confirmation: 1d20 + 4 ⇒ (16) + 4 = 20
Critical Damage: 1d4 + 3 ⇒ (4) + 3 = 7

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Sorry, out of town for the past weekend. What I thought was going to be a calm weekend of drywalling my friends kitchen was actually a two day surprise 40th birthday party. I'll be better at denoting targets.