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I'm so glad Filmcow made some more of those. The surprise in 6 was just supercontinuity at its best.
But, yeah; signboy got a jorb doing moving-around-and-lifting-type things. I'll find a post he made about it in a different game not too long ago. If what I am told is true, actually doing work is tiring; even moreso than just being awake for work, do ho ho.
-Posted with Wayfinder

DM Carbide |

OK, cool. Glad it's something positive like that--having a job is a fine thing. I have to leave work and meet my wife for shopping and dinner, and if he hasn't posted by the time I get back to a computer I'll DMPC the character.

DM Carbide |

Kyra comes to the front, her scimitar trailing flame as she brings it down on the last crawling hand. There is an audible sizzle as it hits, slicing the undead creature in two.
Out of melee!
One of the crawling hands has a tattoo of a stylized owl on its back.
While searching through the bodies, Raavan finds a (thankfully inanimate) hand with a gold ring set with a green stone. It looks valuable.
Scimitar attack, incl. banner bonus: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Confirm scimitar crit, incl. banner bonus: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20
Scimitar damage, incl. banner bonus & crit: 1d6 + 2 + 1 + 1d6 + 2 + 1 + 2 ⇒ (4) + 2 + 1 + (3) + 2 + 1 + 2 = 15

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Bardic Knowledge: 1d20 + 2 ⇒ (6) + 2 = 8
Detect magic and Spellcraft for ring if it is magical.
Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16
"Does anyone recognize that tattoo?" Raavan points at the marked hand.

DM Carbide |

The ring is not magical.

DM Carbide |

Where to next, after Chochok has finished his finger food?

Kyra Roessler |

Kyra shakes her head violently, as if coming out from some sort of fever-dream. "Chochok, are you really going to..? Nevermind."
She follows Ravaan.
I apologize for being absent. Life got a little crazy lately.

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Nope, no idea. Kinda neat looking though. Keno wrinkles his nose at the smell of the finger food. Yes, we go that way. Keno then follows Kyra and the others, leaving the strange human to his meal.

DM Carbide |

The party reforms after defeating the hands and searching the bits of bodies. The hallway south starts with a stairway up. Just as Kyra reaches the top of the stairs, though, four arrows fly out of the darkness ahead of the party. One hits Valt for 6 HP.
Round 1:
Initiative order
Chochok
Keno
Foes
Valt
Raavan
Arnthoth&Volfie
Kyra
Raavan can see the furthest, and at this point the source of the arrows is beyond his sight. (The edge of the grey area is the furthest he can see now; the rest of the party can't even see that far.) Chochok and Keno are up!
Chochok Perception: 1d20 ⇒ 2
Keno Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Kyra Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Ravaan Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Valt Perception: 1d20 ⇒ 5
Wolfie Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Arrow #1 to Arnthoth, FF: 1d20 + 2 ⇒ (8) + 2 = 10
Arrow #1 to Arnthoth, FF: 1d20 + 2 ⇒ (5) + 2 = 7
Arrow #1 to Valt, FF: 1d20 + 2 ⇒ (16) + 2 = 18
Arrow #2 to Valt, FF: 1d20 + 2 ⇒ (8) + 2 = 10
Arrow damage to Valt: 1d6 ⇒ 6
Arnthoth Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Chochok Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Keno Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Kyra Initiative: 1d20 ⇒ 2
Ravaan Initiative: 1d20 - 1 ⇒ (11) - 1 = 10
Valt Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Skeleton Initiative: 1d20 + 6 ⇒ (7) + 6 = 13

DM Carbide |

DM Carbide wrote:Where to next, after Chochok has finished his finger food?Ba-dum, ch!
Thank you, thank you. I'll be here all week. Try the veal, and don't forget to tip your server.

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Keno will cast Dancing Lights (one of his once-a-day abilities) and have them shed light on the darkness down the hallway so that the party can see their quarry!
Wow, I finally have a use for that.

DM Carbide |

Note that technically this takes place after Chochok acts.
In the light of Keno's arcane ability, four skeletal figures armed with shortbows can be seen.

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Well if Chochok can't see he would've delayed until someone fixed it anyways.
KN (religion): 1d20 + 5 ⇒ (16) + 5 = 21
"Skeletons," Chochok mutters under his breath. "I think you know what to do. Bludgeon them to. . . re-death," he finishes awkwardly.
The occultist then hunkers down into a defensive posture. Total defense or whatever the full-round version is called.

DM Carbide |

Round 1 (ongoing):
Initiative order
Chochok-acted
Keno-acted
Foes-acted
Valt
Raavan
Arnthoth&Volfie
Kyra
The four now-illuminated skeletons fire again. This time Arnthoth is hit for 4 HP.
Everyone else is up!
Arrow to Arnthoth: 1d20 + 2 ⇒ (18) + 2 = 20
Arrow to Valt: 1d20 + 2 ⇒ (1) + 2 = 3
Arrow to Valt: 1d20 + 2 ⇒ (5) + 2 = 7
Arrow damage to Arnthoth: 1d6 ⇒ 4

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Raavan takes out his wand and heals Valt. He then hoists his flag high and roars a battlecry.
"Charge!!"
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Flagbearer is up! +1 to hit and damage.

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Arnthoth's heads jerks up as Raavan yells charge, and he sprints down the passage, swinging his lucerne hammer. "Raaaahh!!!! Come on Volfie, sic the walking booones!!"
Charge!: 1d20 + 5 + 1 + 2 ⇒ (12) + 5 + 1 + 2 = 20
Bludgeoning Damage: 1d12 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Volfie will double move to behind Arnthoth.

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Valt howls out his last cure after the previous fight.
hp (last cure from between fight): 11 - 9 + 1d8 + 1 ⇒ 11 - 9 + (2) + 1 = 5
---
Valt, bought back up to full, charges up to attack as well! Bite (flag, charge): 1d20 + 3 + 2 + 1 ⇒ (13) + 3 + 2 + 1 = 191d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6 -2 AC. Bite does all damage types, I believe. I'll double-check, though.

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At this point, I'd suggest only channeling if we don't take most of them down. If we come up against a group of undead again though, I'd suggest a dual channel tactic (I was unaware we had two channelers). With this 10' passage layout it makes it hard for anyone in the second or third ranks to be effective in attacking with melee or ranged weapons and channelers in the back bypass allies in melee or soft cover. Perhaps we should try staggering our front line, or putting a gap between our front line and the second so that they can attack and step back to make room for those in the second line to move forward and attack in the same round.

DM Carbide |

Valt and Arnthoth bring down the first two skeletons.
Round 2:
Initiative order
Chochok-
Keno-acted
Foes-
Valt
Raavan
Arnthoth&Volfie
Kyra
Chochok is up!

DM Carbide |

Round 2 (ongoing):
Initiative order
Chochok-acted
Keno-acted
Foes-acted
Valt
Raavan
Arnthoth&Volfie
Kyra
The two remaining skeletal archers fire at Arnthoth; one hits for 3 HP.
Everyone else is up!
Arrow to Arnthoth, incl. PBS: 1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Arrow damage, incl. PBS: 1d6 + 1 ⇒ (2) + 1 = 3

DM Carbide |

Valt takes his down, but Arnthoth misses.
One skelly left for the rest of you!

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Just one left? I'll save the channeling for now.
Keno moves toward the last enemy and takes a swipe at it with his morningstar!
Two-handed swing!: 1d20 + 2 ⇒ (18) + 2 = 20 for Damage: 1d6 + 1 ⇒ (4) + 1 = 5

DM Carbide |

The gnome steps up and, with one swing of his morningstar, takes the last skeleton out of the fight!
Combat done!
The skeletons appear to have been stationed in the alcoves on either side of the hall; the corridor continues south to a corner going west.

DM Carbide |

Because Chochok's parents always wanted him to get...naaaah, too obvious.

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Thank you! I told you I was handy with this thing. Keno smiles at his morningstar and then looks back at Chochok as he scoops up the skulls. Tell me that, if I die, you'll have me raised instead of merely collecting my head. Right? Keno wonders if he should start collecting femurs or something.
Well, we should be moving on! Keno gives a quick glance to each alcove and its contents and then continues forward if he finds nothing of interest.
Perception: 1d20 + 3 ⇒ (16) + 3 = 19

DM Carbide |

Keno sees nothing out of the ordinary in the alcoves.

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Raavan applies his wand to Arnthoth, then suggests going south and turning west at the end of the hallway.
Cure Light Wounds on Arnthoth: 1d8 + 1 ⇒ (6) + 1 = 7

DM Carbide |

Looking to the west, the hall ends after ten feet at a set of double doors.

DM Carbide |

The doors open with a creak. Heavy curtains, faded by time and the dust adhering to them, cover the walls of the room except for the doors you just opened and another set of double doors across from where the party has entered. More dust, undisturbed by anything larger than a mouse, covers the floor.
The double doors across from the party are actually solid, with a strangely-shaped depression where the latch should be (a depression that seems to match an item from the library, an item that one of you is carrying).

DM Carbide |

Valt puts the rune into the depression. In response, a strange transformation occurs--the stone of the "doors" changes to a rippling mass of flesh, as if affected by a stone to flesh spell. Moments later, a bloody wound opens in the middle of the fleshy mass as the doors pull themselves apart. Through the gap, the Peacock Spirit statue can be seen.
Keno and Raavan, it appears to you as you enter the room that there's a door behind the curtains in the northern part of the west wall.
Chochok Perception: 1d20 ⇒ 12
Keno Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Kyra Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Ravaan Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Valt Perception: 1d20 ⇒ 10

DM Carbide |

That OK with everyone?