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Clandelve draws his warhammer as he weathers the barrage of arrows. Two have embedded in his light wooden shield.
Clandelve tries to get close enough to kill the closest skeleton with his warhammer.
It looks like I can reach the next skeleton, since I'm at least part-way up the stairs. If that is not the case, I will instead double move (provoking an AoO if necessary and move adjacent to the skeleton. If I can reach it, here's my attack and damage.
warhammer attack: 1d20 + 5 ⇒ (2) + 5 = 7 for MW Dwarven Waraxe damage: 1d8 + 3 ⇒ (4) + 3 = 7 Step up: If adjacent foe attempts to 5' step away from me, I will make 5' step as immediate action. I have Rock Stepper and can do so on stairs.

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Kalaron's eyes narrow as his vision clears for a moment giving him a glimpse of descreation. His lady would not be pleased.
"Bring them down boys. The dead should remain dead and nae walking."
He hefts his shield and grips his dagger tightly.
Total Defence

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There's some sort of stone wall next to the stairs which will prevent you from making a melee attack against someone who's higher/lower then you unless you have a reach weapon. No AOO since the skeleton can't reach you either and he's wielding a bow at the moment
Clandelve moves further up the stairs while Kalaron goes on the defensive behind his shield

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Going to put Glorin in delay/have him ready in case something tries to attack him for now
The skeletons next to Heinrich and drop their bows and start to claw at the dwarves faces
To hit Heinrich's AC: 1d20 + 2 ⇒ (14) + 2 = 16
To hit Heinrich's AC: 1d20 + 2 ⇒ (12) + 2 = 14
To hit Clandelve's AC: 1d20 + 2 ⇒ (1) + 2 = 3
To hit Clandelve's AC: 1d20 + 2 ⇒ (13) + 2 = 15
but being able to put their helmets between the skeletons claws and their skulls they are able to prevent any harm from coming to them.
One of the skeleton still holding a bow takes aim at Cogstadt and lets fly an arrow
To hit Cogstadt's AC: 1d20 + 2 ⇒ (4) + 2 = 6 but it fails to hit.
While the other one shoots at Glorin To hit Glorin's AC: 1d20 + 2 ⇒ (20) + 2 = 22 Confirm: 1d20 + 2 ⇒ (3) + 2 = 5 it manages to hit the tall human damage for Glorin: 1d6 ⇒ 4
init
You guys
Skeletons

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Heinrich takes a swing at the Skeleton in front of him!
MW Cold Iron Nodachi: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d10 + 6 ⇒ (3) + 6 = 9 P/S damage.
Assuming that destroys the skeleton, Heinrich will then move up the stairs towards the next one, ending-up in the square NW of his current position.

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Kalaron moves up still with his shield up, his stance unchanging.
Total Defence
"Dun you worry boys, I'm a coming along..."

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Clandelve raises his warhammer and brings it down on the head of the skeleton in front of him.
warhammer attack: 1d20 + 5 ⇒ (19) + 5 = 24 for warhammer damage: 1d8 + 3 ⇒ (3) + 3 = 6
If the first hit doesn't kill it, I'll attack again. If it does kill it, I move toward the next one.
Light Shield attack: 1d20 + 3 ⇒ (13) + 3 = 16 for Spiked Light Shield Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Question: I reduced my damage on the shield to a shield bash using bludgeoning rather than piercing damage. Can a shield equipped with shield spikes still reduce its damage to standard and hit it with a different part of the shield?

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Heinrich just barely is able to shatter enough of the skeleton to take it out of the combat before moving up the stairs.
Kalaron walks forward slowly behind the cover of his shield
Clandelve manages to scatter the bones of his target far enough apart that it won't bother anyone anymore...ever before he moves on towards the next one
I actually have no clue if you can do that..I can't find a rule about it in a quick search, so I think that by the rules you can't...but it makes sense to me..so I'd allow it
Cogstadt moves forward and looks up the wall to see if he'd be able to scramble up them No specific details given for these walls, general walls in this dungeon are listed as needing DC 20 to climb them...so you can climb these walls if you manage to make a DC 20 climb check..or throw up a grappling hook. But there's 2 levels..it's easiest to just walk up towards the first level right now, most likely quicker as well since climbing is like 1/4th your speed
init
Glorin, Buri
Skeletons

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Not sure what happened to Glorin (Don't think we've heard from him since Thursday..so just going to NPC him in for now and double move him forward as well
Moved Buri as well, as I wasn't sure you'd moved yourself already..you seemed to be a bit behind everyone else.
The skeletons drop their bows and try to claw their way to the squishy insides of Heinrich and Clandelve
To hit Heinrich's AC: 1d20 + 2 ⇒ (8) + 2 = 10
To hit Heinrich's AC: 1d20 + 2 ⇒ (20) + 2 = 22
To hit Clandelve's AC: 1d20 + 2 ⇒ (15) + 2 = 17
To hit Clandelve's AC: 1d20 + 2 ⇒ (4) + 2 = 6
Only one of them manages to get his bony fingers underneath Heinrich's helmet and produces some scratches on his neck drawing blood
To confirm: 1d20 + 2 ⇒ (18) + 2 = 20
very deep scratches as it turns out
Damage for Heinrich: 2d4 + 2 ⇒ (1, 4) + 2 = 7
init
You guys
Skeletons (..if they miraculously make it for another round)

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Kalaron slowly and surely makes his way up the stairs. His wheezing doesn't hide the fact that he's tired?
"I'm getting too old for this...Why can't they just come to us....Oh Lady of Life and Death, me knees are quaking already and it's not fear." Kalaron grumbles.

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Clandelve advances up the stairs and takes another whack at a skeleton.
warhammer attack: 1d20 + 5 ⇒ (3) + 5 = 8 for warhammer damage: 1d8 + 3 ⇒ (2) + 3 = 5
"Ye'll be fine, old man! Quit yer bellyachin' an' climb those stairs!" he says with a smile to Kalaron.

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Kalaron makes his way towards the stairs.....slowly
Clandelve tries to take care of the skeleton in front of him after he walks further up the stairs...but it seems the young dwarf is also winded and doesn't have the puff left to take a proper swing as he misses his intended target
init
Glorin, Buri
Skeletons

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Not a problem, but it would help if you'd ask someone to move to you to X in those cases
Buri moves forward as he pulls out a healing wand
Going to NPC Glorin in again
Glorin draws a light throwing hammer as he moves a bit further up the stairs and throws it at the closests skeleton Thrown hammer vs Skeleton: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d4 + 4 ⇒ (4) + 4 = 8 which ends up smashing the skeletons skull into tiny pieces.
The remaining skeleton in return tries to claw his way through Clandelve
To hit Clandelve's AC: 1d20 + 2 ⇒ (9) + 2 = 11
To hit Clandelve's AC: 1d20 + 2 ⇒ (3) + 2 = 5
but i's sharp bony fingertips are starting to get dull after raking against metal armor and it fails to deal any damage
init
You guys
Skeleton (..maybe)

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Heinrich moves up to a flanking position on the remaining skeleton, and takes a swing!
MW Cold Iron Nodachi: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12, for 1d10 + 6 ⇒ (6) + 6 = 12 P/S damage.

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Clandelve tries to finish off the last skeleton.
"Ye made us run all this way. The least ye could do is jus' die fer us!"
warhammer attack: 1d20 + 3 ⇒ (11) + 3 = 14 for warhammer damage: 1d8 + 3 ⇒ (7) + 3 = 10 and Spiked Light Shield attack: 1d20 + 3 ⇒ (13) + 3 = 16 for Spiked Light Shield Damage: 1d4 + 1 ⇒ (4) + 1 = 5
EDIT: Sorry, with flanking I should have +2 on both those attack rolls.

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As Cogstadt and Buri makes their way up the stairs Heinrich fails to hit the skeleton he's flanking.
Luckily Clandelve (with the help of Heinrich distracting the skeleton) is able to put it to pieces.
Out of combat
The skeletons carry a short bow with some arrows, a rusty scimitar and some very old rusting armor each.
As you look around the room (with detect magic) you notice;
The pool is 5 feet deep. The water is cool and refreshing; its weird glow comes from the bright blue tile of the pool basin, which shines softly with old magic.

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"Ye all best take a plunge in the water," Clandelve said. "Ye could all use a bath."
Clandelve smirked behind his beard and began searching for the best way forward.
perception: 1d20 + 7 ⇒ (17) + 7 = 24
It's not really clear from the map, but is there a way through to the north? Or is it just an alcove?

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It's a hallway leading further into the ruins, the map is split in 2 so it's on another page
When you look through the opening you see;
A terrible stone idol stands on a small dais in the center of this crossshaped chamber. The idol depicts a demonic being with a birdlike
head and writhing serpents for legs; the eyes are fiery orange gems.
Ornamental pillars surround the chamber, and open archways lead from this chamber to the south and the west. An eerie soundlessness enwraps the entire chamber.

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It's a bit difficult to determine anything through the 5ft of water, it seems to just be providing some blue glow as far as they can tell...maybe it used to have a function, but right now they can't tell what that might have been. The idol has no part in the magic part, it's just a way to get water into the pool

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"I'm nae sure what to try with th' water...we best keep going," Clandelve says, leading the way toward the idol in the next room.
"This place gives me th' creeps," he adds.
Same marching order, I'm assuming, and I think we're ready to go after Heinrich takes a hit from his wand. Heinrich, in the past we've assumed those that can use the wands will do so, and go ahead and roll the result yourself.

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You decide to leave this room and move on to the next one;
As soon as you enter the next room all sound disappears.
With some experimenting you figure out that it's an area of magical silence that's in the room..no sound will pass into (or out of) it.
(Room description already given a few posts up)
There's one exit to the west
In case you can't find it on the map...I placed it somewhere low to the right, and then I'll hope there's enough room for the rest of it later

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A sour expression graces Clandelve's face as they explore the room of magical silence.
He looks around for anything of interest before they move on, particularly around the statue.
perception: 1d20 + 7 ⇒ (15) + 7 = 22

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Clandelve's eyes glitter with greed as he removes the fiery orange gems from the eye sockets.
"This ought t' fetch a fair amount o' gold!" he exclaims.

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appraise: 1d20 + 0 ⇒ (9) + 0 = 9
"Me pappy was a lot more familiar with gems than I," Clandelve mutters, but his eyes continue to gleam nonetheless.

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As Glorin walks out the western exit he finds out there's sound again
In the room next to it he sees:
A large stone dais in this chamber supports a great sarcophagus. The lid, once carved in the image of a sleeping ancient warrior, is cracked into two pieces and lies askew.
The dead bodies of several adventurers lie crumpled on the floor: a man with a shaven head wearing battered scraps of leather, a dark-haired woman in scholarly robes, and a yellow-haired elf in hide trappings.

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Clandelve catches up with the group and places the gems in his belt pouch.
"Careful, lads...appears we've grave danger a'ead."
Clandelve looks for any sign of what might have killed the adventurers.
perception: 1d20 + 7 ⇒ (7) + 7 = 14
Anyone else feel free to try that appraise check. It's untrained.

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Appraise: 1d20 + 1 ⇒ (1) + 1 = 2
Troubled by the silence Buri moves quickly to the sarcophagus room and his eyes scan it for danger while using his divine powers. Detect magic.
Perc: 1d20 + 7 ⇒ (19) + 7 = 26

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Glorin looks at the dead trio and shakes his head. "Only armor between the three of them was some skin that didn't help the animal it was taken from. Bah."
Perception: 1d20 + 6 ⇒ (6) + 6 = 12

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Cogstadt moves out across the room, things aren't usually silenced with no reason.
Appraise: 1d20 + 7 ⇒ (13) + 7 = 20
Cogstadt then takes a look at the gems, "Garnets, 100 gold or so, depending on the dealer."
Upon reaching the sarcophagus room, Cogstadt pushes ahead and starts searching for traps
Perception: 1d20 + 7 ⇒ (3) + 7 = 10(+1 more for traps or +2 more for stonework)
"Maybe something rose out that sarcophagus, or maybe 'tis a trap, move careful like."

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As you get closer to the sarcophagus to investigate it (and the room it's in - nothing in here is magical btw) the 3 corpses on the floor start to stir.
Two of them look like walking corpses only wearing a few soiled rags, with flesh rotting off their bones as they stumbles forward, arms outstretched.
The other one seems a bit A LOT more scary; The flesh of this walking corpse is rotting and putrid, its body skeletal in places and its eye sockets glowing with red light.
Init Buri: 1d20 + 4 ⇒ (20) + 4 = 24
Init Glorin: 1d20 + 2 ⇒ (2) + 2 = 4
Init Kalaron: 1d20 + 0 ⇒ (7) + 0 = 7
Init Heinrich: 1d20 + 1 ⇒ (2) + 1 = 3
Init Clandelve: 1d20 + 3 ⇒ (12) + 3 = 15
Init Cogstadt: 1d20 + 3 ⇒ (16) + 3 = 19
Init Z: 1d20 + 0 ⇒ (8) + 0 = 8
Init w: 1d20 + 1 ⇒ (7) + 1 = 8
init
Buri, Clandelve, Cogstadt
Undead
You guys
Right now they are still prone of the floor, starting to get up