
![]() |

Anthys steps up to assist.
In the name of Iomedae, we greet you. Be warned, a fearsome beast roams the woods outside. We stand ready to assist you if need be.
Diplomacy-aid: 1d20 + 2 ⇒ (5) + 2 = 7
Nope.

![]() |

I'm back from travel. Regular posting will resume.
Vindlér stands near the entrance of the cavern and watches the gillman carefully. He doesn't seem to be aggressive. In fact, he doesn't seem to be moving at all. Somethin's off here. Wonder if that pedestal is more than it seems.
The dwarf raises a hand toward the pool and the pedestal in its center and his eyes grow dark. As his eyes seem to turn entirely black, flecks of golden light, like stars in the night sky, begin to appear in his eyes, and a look of serenity moves over him.
Cast Detect Magic on the pillar...pedestal...thing.

![]() |

"Hrm... some interesting magics worked on that city, and the gillman isn't exactly mundane either. Best be moving on, though. Doesn't seem like he's gonna be wakin' up just fer us." Vindlér shifts the pack on his shoulders and steps into the cavern, his shield and morningstar drawn and ready. As he walks into the opening, he keeps low and does his best to keep his shield between him and the centipedes crawling around the cave. He steadily moves toward the eastern tunnel.

![]() |

Anthys will follow Vindlér.
We should return to speak with him when he wakes up. Gillmen are rarely seen, and we should take this opportunity to learn more about them.
I think this is dragging because we are all pretending to not know what to do. Let's go see what the random number generator gives us.

GM Fez |

Such are the issues when dealing with a deaf man turned away from you... Onwards!
RNG!: 1d6 ⇒ 2
The cave’s damp air becomes increasingly stale as you continue down through this tunnel, the stench of decay growing increasingly evident. The passage turns to the east and opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. The body of a man lies facedown toward the back of the cavern. You hear the scrapes and clicks of bone on stone, and peering around the corner reveals four skeletons wandering slowly in circles.
I've always held the belief that Pathfinders, having been trained for 3 or more years, or being successful adventurers in their own rights, will know common things, such as breaking bones bluntly. So have fun with this. *Sidenote, I'll get map and things together later tonight with better access*.

![]() |

Vindlér peers through the darkness and spots the man lying on the stone floor. Though the man is quite far, he tries his best to sense if the man is alive or not.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Once he has assessed the man's condition, he readies himself to make his way down the hall, but silently signals to the others that those quicker on their feet should head in first, as he does not want to slow them down by blocking up the passage.

![]() |

Anthys draws his warhammer and prepares to move down the hall. He moves at the same speed as Vindlér due to his armor, and is prepared to go in front due to his superior AC. If Vindlér is stuck behind him, he can use Touch of Law on Anthys, whereas if Anthys is stuck in back there's nothing he can do.
I don't think there's much Qioté can do here, but what is his teamwork feat?

![]() |

Sounds like a solid plan to me! I'll switch our positions on the map to show the line up. Hope that's okay, Anthys.
Vindlér lines up behind Anthys and stands on tip toes to whisper in his ear. "When I say 'go,' go."

![]() |

Anthys moves up. AC will be 22 once Vindlér is adjacent.
Letting them come to us might be safer, but this way should get the combat resolved faster.

![]() |

Vindlér follows behind Anthys, his shield at the ready. "I'm right behind ya, my friend."
AC 20 while adjacent to Anthys.

![]() |

I am afraid this feat isn't going to help much here, given current position and lack of bludgeoning weapons.
Cavalry Formation (Bonus Teamwork) - You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge through a space containing an allied mount if that mount's rider has this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be unoccupied.

GM Fez |

Two of the skeletons notice the group and move to attack Anthys, standing in front of the group. They swing their swords and claws in an attempt to get at all the meat.
Scimitar 1: 1d20 ⇒ 8
Claw 1: 1d20 - 3 ⇒ (14) - 3 = 11
Scimitar 2: 1d20 ⇒ 17
Claw 2: 1d20 - 3 ⇒ (12) - 3 = 9
Only one attack comes close, and even that is smacked aside with no issue.
Order
Skeletons
Alan, Qioté, Vindlér, Anthys

![]() |

Anthys will try to attack and drop one so there is more room.
Warhammer: 1d20 + 4 ⇒ (4) + 4 = 8
His attack misses, and it looks like he can't 5' step.
Vindlér, that Abadarian blessing if you would. (for his next attack)

![]() |

Vindlér lays a hand on Anthys's back and calls out to his god, "Keeper of the First Vault, guide this warrior's blade as he strikes down these abominations against the order of life and death." Used Touch of Law. Anthys may treat all attack rolls, skill checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11.
"Now get up there, lad. There's a gap to yer right, between the boneheads. If ya get through, we can move up and give ya some help." Vindlér draws his morningstar and gets ready to move up whenever a gap opens up.

![]() |

It looks to me like the square ahead to his right has a pillar or a pit or something occupying most of the square, and the one to the left is a hard corner so no 5' step. I think he needs to drop one and move into its space, or else Bull Rush or Overrun.

![]() |

Ah. Hadn't noticed that.

![]() |

Unfortunately, there is absolutely nothing helpful that Qioté can do.
He simply waits to see what happens.
Note to self: maybe a ranged weapon would be useful?

![]() |

Anthys will try to drop one and 5' step into its square. Using the blessing of Abadar:
Warhammer Attack: 11 + 4 = 15
damage: 1d8 + 3 ⇒ (6) + 3 = 9
Assuming that drops a skeleton, he moves 5' to the east.
Vindlér, I've got you covered! Move on in!

![]() |

"Well done, Anthys!" the dwarf shouts at his old friend Anthys. Vindlér steps forward and brings the heavy, spiked head of his morningstar down on the skeleton standing just south of him.
Morningstar: 1d20 + 2 ⇒ (7) + 2 = 9 Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Vindlér's attack goes wide and glances off of the cave wall. He mutters a curse at his own ineptitude, but calls back to the others to push the advance. "I'll cover ya. Just get up there ta help Anthys out."

![]() |

Qioté dismounts and looks fro some rocks to throw.

GM Fez |

The mindless being takes the opportunity afforded it and swings its scimitar at Alan.
AoO: 1d20 ⇒ 4
The swing takes a chunk out of the stone pillar nearby.
The other two skeletons notice all of the commotion and move closer. AoO from Alan on one or both if you so choose. They swing with their scimitars attacking a different individual with each swing.
Scimitar vs. Anthys: 1d20 ⇒ 16
Scimitar vs. Alan: 1d20 ⇒ 3
Scimitar vs. Vindlér: 1d20 ⇒ 16
Claw vs. Vindlér: 1d20 - 3 ⇒ (15) - 3 = 12
None of the attacks come close to hitting anyone.
Order
Skeletons
Alan, Qioté, Vindlér, Anthys

![]() |

Anthys swings his warhammer at the one to the north.
attack: 1d20 + 4 ⇒ (10) + 4 = 14
damage: 1d8 + 3 ⇒ (2) + 3 = 5
It ducks at the last second.

![]() |

Vindlér continues his assault on the skeleton to the south, determined to put the creature down for good.
Morningstar: 1d20 + 2 ⇒ (10) + 2 = 12 Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Despite his efforts, the skeleton raises its rusty scimitar and deflects the blow.

![]() |

Qioté hears Anthys' mental suggestions, and uses his lance to try to aid Vindlér.
Attack Aid, cover: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13

![]() |

Yay combat reflexes! Turning off power attack this round.
AoO on Skeleton to the east: 1d20 + 4 ⇒ (20) + 4 = 24
crit confirm: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 2d10 + 12 ⇒ (5, 3) + 12 = 20
AoO on Skeleton to the west: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d10 + 6 ⇒ (10) + 6 = 16
Assuming that crushes the skeleton to the east, Alan steps 5 feet to the northeast and targets the pesky skeleton to the north.
Horsechopper: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d10 + 6 ⇒ (9) + 6 = 15

GM Fez |

The skeletons continue mindlessly attacking their chosen opponents.
Scimitar vs Anthys: 1d20 ⇒ 1
Claw vs Anthys: 1d20 - 3 ⇒ (2) - 3 = -1
Scimitar vs Vindlér: 1d20 ⇒ 14
Claw vs Vindlér: 1d20 - 3 ⇒ (2) - 3 = -1
If they were sentient you'd expect them to be throwing themselves in frustration at you. Instead they simply flail about wildly.
If this were a homegame these numbers would make Bad Things(TM) happen to the skeletons.
Order
Skeletons
Alan, Qioté, Vindlér, Anthys

![]() |

Anthys will take another swing at the one to the north.
Warhammer: 1d20 + 4 ⇒ (5) + 4 = 9
Not as used to the balance on this thing...
Again his swing goes wide, so he moves to help Vindlér with a flank. They can take their AOOs, but I believe he is still adjacent to Vindlér for 22 AC when those attacks happen.
Qioté's aid from last round should apply to Vindlér's next attack as well.

GM Fez |

Yes, because the AoOs happen from leaving the threatened square, which is next to Vindlér.
The skeletons sense opportunity...
AoO 1: 1d20 ⇒ 15
AoO 2: 1d20 ⇒ 11
While their swings are more controlled than usual they still cannot break through the combination of Vindlér's and Anthys' guard.
Order
Skeletons
Alan, Qioté, Vindlér, Anthys

![]() |

Quioté will continue his aid, following behind Vindlér to do so.
Attack Aid: 1d20 + 5 - 4 ⇒ (8) + 5 - 4 = 9 Might help if he can get out of the cover situation

![]() |

Vindlér tries to allow Qioté's lance into position to help in assaulting the skeleton to the south, but the wall of the cave harries the halfling's attacks. The dwarf sees his old war buddy, Anthys move into a strategic position behind the skeleton, however, and takes his chance to strike.
Morningstar, Flank: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Somehow, his attack fails YET AGAIN, and the dwarf curses loudly. "Abadar's SCALES these blasted caves keep getting in the way. Here, Qioté, you try your luck." Vindlér shifts to his left and gets into position next to the other remaining skeleton.
I give up on this one! 5ft away. I'll try the next one. See if the dice will give me anything above a 10 for once in this combat. Ugh!

![]() |

Well, Touch of Law on Anthys or Alan will guarantee a hit, I think. A series of bad rolls can be annoying and that ability is specifically meant to take randomness out of the equation.

![]() |

Yeah that's true. I'll just have to actually play the support role for a bit. :D

GM Fez |

We'll drop Alan into delay until he comes back. And remember you still have Janira's gear *cough*holywater*cough*
The skeletons continue their relentless assault.
Scimitar Vindlér: 1d20 ⇒ 10
Claw Vindlér: 1d20 - 3 ⇒ (3) - 3 = 0
Scimitar Anthys: 1d20 ⇒ 1
Claw Anthys: 1d20 - 3 ⇒ (20) - 3 = 17
Claw Confirmation: 1d20 - 3 ⇒ (20) - 3 = 17
Damage: 2d4 + 2 ⇒ (4, 1) + 2 = 7
Somehow the skeleton fighting Anthys manages to get its claws on him, hitting him in the critical juncture between the scales of his scale mail.
Order
Skeletons
Qioté, Vindlér, Anthys
Delay
Alan

![]() |

Wow, consecutive 20s. Okay. That's what they need, after all.
Anthys grits his teeth and strikes back.
Warhammer with flanking: 1d20 + 6 ⇒ (8) + 6 = 14
And again just barely misses.