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Kn. Religion: 1d20 + 4 ⇒ (1) + 4 = 5
"Murderous skeletons!" Farris declares confidently upon spying their next foe, reeling back in disgust at the grotesque sight awaiting them in this decorated hall. "Pay the blood no heed and crush them all!"
Little does he know, he's totally forgetting that chapter of Undead Hunting 101...

Signboy77 |

Acrobatics: 3d20 ⇒ (9, 9, 1) = 19
Ref: 1d20 + 2 ⇒ (9) + 2 = 11
The skeletons press the attack. Though Ezren's grease spell causes two of them to slow a bit, they are able to stay upright. A third one closes in on Argus while a fourth tries to rush in, but is foiled by the slick floor and falls prone.
As they step up, they each take a swing with one of their claws at the Pathfinder in front of them.
Going from left to right.
Attack vs. Argus: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Attack vs. Vitor: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Attack vs. Rayne: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Ezren
Skeletons
Vitor, Jerrik, Argus, Rayne, Farris
Party Up!

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Unable to reach the front line (not that he really wants to) Jerrik will once more inspire his side to victory!
Inspire Courage, don't forget your +1 now!

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Farris holds his scimitar up high, letting a wave of holy energy searing hot like the sun burst out over the undead. "Begone!"
Channel: 1d6 ⇒ 2 DC 14 Will half.

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Grunting as the skeleton's claw rips through some of his skin, Argus balls up his fist.
Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
And slams it hard into the creature's ribcage, before pulling back and shaking the blood from his hand.
"Blasted things. What are they, never seen a skeleton that bleeds before?"

Signboy77 |

Vitor swings, but misses with his club, striking the stone floor hard. Rayne slashes through one, hitting some bones, but not doing as much damage as he had figured he would. Jerrik cheers everyone on and one of the skeletons explodes from the impact of Argus's fist. Farris calls on divine power,
Skeleton Will Saves: 3d20 ⇒ (4, 10, 6) = 20
and the skeleton that Rayne hit succumbs to the divine light. The skeleton in front of Vitor is also effected while the one in the back seems to have resisted the force somewhat.
Ezren up.

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Ezren up.
I totally missed this last week. Whoops.
Hmph, the wizard grumbles. Would've thought grease more effective on things without boots...
Ez will cast acid splash on the standing one.
ranged touch: 1d20 + 2 - 4 ⇒ (17) + 2 - 4 = 15
damage: 1d3 ⇒ 2

Signboy77 |

Yeah, Ezren - I meant to address that last week. From the description of grease, it really seems to be most effective when you cast it underneath enemies, rather than as a preventative measure. When it is cast underneath an enemy then a Reflex save is needed. However, to move through a previously greased area at half speed requires only a DC 10 Acrobatics check. So, two of the skeletons made (barely) that acrobatics check, but one failed and had to roll the reflex, which it then failed.
Ezren tags the the standing skeleton with some acid. The skeleton responds by trying to rip Vitor apart with its claws.
Claw Attack 1: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw Attack 2: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
The other skeleton stands up and closes in on Argus.
Party UP.

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Jerrik will let his inspiration linger on and try to fire a blunt arrow at one of the skeletons, despite the odds of success!
Bow: 1d20 + 4 + 1 - 4 - 4 ⇒ (19) + 4 + 1 - 4 - 4 = 16 for Arrow: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7

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Argus pops his knuckles as the skeleton makes its way toward him, then attempts to smash the thing just like the last.
Unarmed: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Signboy77 |

The final skeleton crumbles with the swift blow from Vitor's knife, after dodging Argus's punch. The skeletons lie in four bloody heaps in the room. In one of the piles of bones, you find a tarnished silver necklace valued at about 200 gp.
As the excitement dies down, the room proves to be empty save for a set of stairs that lead downward.
Alright, you've guys have cleared the top half. I'll have the lower map up later tonight. Feel free to heal up if you need to. Also, since Farris hit these skeletons with positive energy, they will not rise again (as bloody skeletons are wont to do).

Signboy77 |

The party steels itself and heads further into the bowels of crypt. At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.
Checking down the eastern corridor shows that water is dripping from various places in the ceiling and is puddling on the floor. Nothing is heard or seen coming from the south. As you approach the western corridor, the smell of rot grows stronger, but no sound is heard.

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Perception: 1d20 + 6 ⇒ (18) + 6 = 24 Hmmm, what? That wasn't my humming. I thought it was your stomach. Jerrik listens to the noise again and asks for silence, raising a finger and then pointing east. Hear that? Let's try that way. It stinks too much west.

Signboy77 |

As Jerrik peeks down the eastern exit, he notices that the tunnel branches off north and south.

Signboy77 |

Perception: 1d20 + 5 ⇒ (5) + 5 = 10
The water pooling in this corridor gets deeper and the corridor seems to be sloping downwards. As Rayne gets to the door, he hears the distinct sound of croaking coming from the room beyond. At the door, the water is two feet deep, making it difficult to maneuver in.
The door is swollen, and difficult to open.
STR Check: 1d20 + 2 ⇒ (4) + 2 = 6
STR Check: 1d20 + 2 ⇒ (5) + 2 = 7
STR Check: 1d20 + 2 ⇒ (2) + 2 = 4
STR Check: 1d20 + 2 ⇒ (4) + 2 = 6
STR Check: 1d20 + 2 ⇒ (5) + 2 = 7
STR Check: 1d20 + 2 ⇒ (17) + 2 = 19
After quite a few good shoves, Rayne is finally able to get the door open. The room is filled with water, a bit deeper than the outside corridor. The chamber is in an advanced state of decay, with a gaping hole in the ceiling admitting a constant trickle of water. The three stone sarcophagi in this room are almost completely covered in a thick carpet of moss and fungus.
All squares in the room are considered difficult terrain.
In the corner, a giant frog-like creature croaks loudly at your presence. Two others pop up from under the water and also croak hungrily at the party.
Argus: 1d20 + 4 ⇒ (20) + 4 = 24
Ezren: 1d20 + 2 ⇒ (5) + 2 = 7
Farris: 1d20 + 1 ⇒ (13) + 1 = 14
Jerrik: 1d20 + 3 ⇒ (8) + 3 = 11
Rayne: 1d20 + 4 ⇒ (11) + 4 = 15
Vitor: 1d20 + 3 ⇒ (13) + 3 = 16
Frogs: 1d20 + 1 ⇒ (10) + 1 = 11
Argus, Vitor, Rayne, Farris and Jerrik
Frogs
Ezren
Everyone but Ezren is up.

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sorry for the late response, hope i didn't miss anything.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Glancing around the room, Argus stops as he hears the strange gurgling noise. He's about to say something as Jerrik asks for quiet.
Upon seeing into the room, Argus moves in, drawing out his crossbow to take position near Farris before letting a bolt fly at the frogman. Targeting the one right in line with Farris
Ranged Attack: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d8 ⇒ 2
"What in the realms are these things?

Signboy77 |

Everyone does there best to scramble into the flooded room. Argus, Rayne and Vitor are all able to hit one of the giant frogs with their arrows. The frogs croak loudly and attack the party.
#1 shoots it's tongue at Farris, hoping to grapple him.
Tongue Grapple: 1d20 + 7 ⇒ (14) + 7 = 21
With Farris grabbed by the tongue, the frog attempts to pull him closer.
Drag vs. CMD: 1d20 + 3 ⇒ (10) + 3 = 13
The frog pulls Farris five feet closer to it.
#2 swims up and tries to bite Vitor.
Bite: 1d20 + 3 ⇒ (5) + 3 = 8
...but misses.
#3 tries to grapple Vitor with its tongue.
Tongue Grapple: 1d20 + 7 ⇒ (3) + 7 = 10
But it also misses.
Party Up! Farris is grappled.
#1: 7
#2: 0
#3: 0

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"Ergh! Unhand me, frog!" Farris shouts, struggling with the long, pink and sticky binding now wrapped around his midsection. He slashes at the tongue with his scimitar, hoping to teach the frog a lesson!
Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

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Rayne fires two shots at the frog that is molesting Farris.
No Means No: 1d20 + 7 ⇒ (9) + 7 = 16
1d8 + 4 ⇒ (6) + 4 = 10
No Means No: 1d20 + 7 ⇒ (14) + 7 = 21
1d8 + 4 ⇒ (5) + 4 = 9

Signboy77 |

Mini-Update
Farris fights and swings at the frog's tongue, but isn't able to hit it. However, Rayne offers him some help by sinking an arrow in Farris's grappler and killing it before firing another arrow at the frog trying to get to Vitor. However, while he is busy shooting the arrow, the frog in front of Vitor tries to take a bite out of the slayer.
AoO Bite: 1d20 + 3 ⇒ (13) + 3 = 16
But the bite misses.
#1: dead
#2: 9
#3: 0
Ezren, Argus, Vitor, Jerrik are up!

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No Means No
This literally made me LOL! :-D
Ezren moves up and, upon seeing the frog plague, shakes his head. Stupid overgrown familiars. Always knew those things were worthless...
Ez files an acid splash at #3.
ranged touch w/cover: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4
damage: 1d3 ⇒ 1
But shaking his head made him dizzy, and the attack misses.

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Jerrik will cease the Kermit references and fire an arrow at the uninjured frog! Inspiring Courage thingy lingers for two more rounds.
Bow: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20 for Arrow: 1d6 + 2 ⇒ (6) + 2 = 8

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Argus reloads his crossbow, and aims at the the frog in the back. #3
Ranged: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Crit Confirm?: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 doh
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Signboy77 |

Sorry I didn't update last night.
Ezren tries to toss some acid at one of the frogs, but it simply dissolves into the water. Jerrik, Vitor and Argus are able to put down the remaining two frogs with ruthless efficiency. (Seriously, nice rolls!)
As the bloated, pale corpses of the frogs float in the waist-deep water, a fourth body is spotted floating in the far corner of the room. It's a human.
Searching the corpse, though unpleasant, yields a couple of noteworthy items. The first is a coinpurse with 24 gp worth of coins in it. It seems to be identical to the one found on the corpse beside the Grey Lake that you found on your journey to the crypt.
On the corpse's left hand is a ring of gold, set with a single aquamarine stone.
Nothing else of note is in the room. There is a door in the southeast corner of the room.
How would you like to proceed?

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Heal: 1d20 + 1 ⇒ (7) + 1 = 8
Yep. That one's dead, all right.
T10 Spellcraft for 18.
Huh. Looks like this is useful in deep waters. Ezren hands the ring to Farris. You might need this, son, with that tin can you wear.

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Stating the obvious is a fine skill that you possess. Jerrik muses. Well, might as well see what dangers lurk beyond the door.
Jerrik will take 10 for a 16 on Perception on the door and, if deemed safe, will allow Rayne to proceed as per our normal SDOP.

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"Hmm, poor soul. Wonder how long he's been down here."
Argus muses as he resets his crossbow and hangs it off his back before moving to the door to move in behind Rayne after he starts moving in.