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not tha it matters... but Horus forgot to confirm his crit and roll the extra damage lol
Darvan goes feral, and Sahba charges into the room. Skelly 4 shoots at Marcus.
Skelly4: 1d20 + 3 ⇒ (12) + 3 = 15 Precise and point blank shot.
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Combat Round 2
Sidney
Horus
Skelly 5
Skelly 3
Wayne
Logain
Marcus
Darvan
Skelly 4
Sidney fires another magic missile, obliterating Skelly6.
MM: 1d4 + 1 ⇒ (4) + 1 = 5
Horus moves up and obliterates another skeleton. Skelly 5 drops its bow and attacks the dinosaur with its claws.
Skelly5 Claw1: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Skelly5 Claw2: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Skelly 3 shoots at Wayne.
Skelly3: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d6 ⇒ 3
Wayne and Marcus advance.
Logain and Darvan are up!

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Sahba lashes out with her teeth and claws, crushing bare bones beneath them.
Full-round action: Full attack skeleton
Attack (Bite): 1d20 + 4 ⇒ (11) + 4 = 15
Damage (Bite): 1d6 + 2 ⇒ (2) + 2 = 4
Attack (Claw 1): 1d20 + 4 ⇒ (1) + 4 = 5
Damage (Claw 1): 1d4 + 2 ⇒ (3) + 2 = 5
Attack (Claw 2): 1d20 + 4 ⇒ (14) + 4 = 18
Damage (Claw 2): 1d4 + 2 ⇒ (4) + 2 = 6

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Sorry it took a while, roll20 doesn't work on mobiles and I didn't have time to check behind a pc.
Seeing that they are dispatching the skeletons quickly enough he wastes no time and goes to strike the last couple (if it is still alive).
charge attack lucerne hammer: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
dmg: 1d12 + 4 ⇒ (4) + 4 = 8

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Darvan, Sahba, and Logain all miss. Wayne will also miss on his turn.
Skelly 4 fires again at Marcus.
Skelly4: 1d20 + 3 ⇒ (20) + 3 = 23 Precise and point blank shot.
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Crit Confirm: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Sidney and Horus are up.

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Marcus takes a five foot adjustment to the left of the skeleton and takes a two handed swing.
Greatsword attack: 1d20 + 8 ⇒ (8) + 8 = 16
Greatsword damage: 2d6 + 6 ⇒ (6, 5) + 6 = 17

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Marcus pulls out his wand of cure light wounds and once again uses it on himself.
Wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5

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When you open the door, there are two skeletal figures standing there staring at you. the first, is a humanoid skeleton wearing a breastplate and wielding a sword and shield.
The second figure is what appears to be a rotting leopard. Chunks of fir cling here and there on otherwise bare bones.
[spoiler=Initiatives]
Marcus: 1d20 + 7 ⇒ (18) + 7 = 25
Wayne: 1d20 + 3 ⇒ (1) + 3 = 4
Darvan: 1d20 + 4 ⇒ (11) + 4 = 15
Logain: 1d20 + 2 ⇒ (6) + 2 = 8
Horus: 1d20 + 1 ⇒ (11) + 1 = 12
Sidney: 1d20 + 3 ⇒ (18) + 3 = 21
The Huntsman: 1d20 + 5 ⇒ (10) + 5 = 15
Ubashiki: 1d20 + 4 ⇒ (2) + 4 = 6
[spoiler]
Combat Round 1
Marcus
Sidney
Huntsman
Darvan
Horus
Logain
Ubashiki
Wayne
[ooc]Marcus and Sidney are up!

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Assuming Marcus and the others move inside and I have a clear charge line, otherwise go for the dog
Logain chases after his companions and charges the skeletal champion with his Lucerne hammer(reach).
attack: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
dmg: 1d12 + 4 ⇒ (11) + 4 = 15

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Clenching the holy symbol around his neck, Marcus whispers in a low voice, “Beskyt kombattant.” As the words of the spell quietly trail off, a protective aura forms around Marcus's body.
Standard action; Cast shield of faith.
After securing the defensive power of his spell, Marcus proclaims judgment over the upcoming battle.
Swift action pronounce judgment of sacred healing gaining fast heal (2)
While calling upon his god to observe the battle, Marcus moves twenty foot into the room.

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Marcus advances, creating a shield around him, and calling upon his patron deity. Sidney is not able to get close enough to spray fire at this time, so he casts [i]mage armor[i] on himself after moving into the room.
The huntsman advances on Marcus, and swings at him with his longsword...
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
... and missing the inquisitor.
Technically Darvan and Horus are up before Logain... So we will have to see what their actions are
Darvan, Horus, and Logain are up!

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Still in his semi-feral state, Darvan tells Sahba to engage the skeletal warrior, then advances into the room himself.
Free action: Handle Sahba (perform trick)
Handle Animal (Link, DC 10): 1d20 + 4 + 4 ⇒ (7) + 4 + 4 = 15
Full-round action: Double move, as indicated on map

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Sahba dashes into the room and bites at the skeletal warrior.
Move action: As indicated on map
Standard action: Attack skeletal warrior
Attack (Bite): 1d20 + 4 ⇒ (9) + 4 = 13
Damage (Bite): 1d6 + 2 ⇒ (1) + 2 = 3

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already posted my action if it is a possible one. seems it's still viable.
Logain chases after his companions and charges the skeletal champion with his Lucerne hammer(reach).
attack: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
dmg: 1d12 + 4 ⇒ (11) + 4 = 15

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No one is able to strike a blow against the Huntsman.
the ubashiki charges and attacks 1d2 ⇒ 2 Sahba.
Bite: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
But its massive jaws are easily dodged by the lizard.
Wayne is up, then begin the next round.
Combat Round 2
Marcus
Sidney
Huntsman
Darvan
Horus
Logain
Ubashiki
Wayne

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Logain casts a spell on his hammer and lightning enhances the hammer's head. He moves around the back of the skeleton Huntsman and attacks the huntsman from behind with the lucerne hammer, which is cackling with lightning! cast shocking grasp and delivering the touch attack with his hammer
attack: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
dmg: 1d12 + 4 + 3d6 ⇒ (11) + 4 + (4, 2, 4) = 25

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Marcus moves up next to the four legged best and takes a close look at it, to see if he recognizes the thing. He then looks over at the other creature and does the same thing.
Knowledge religion: 1d20 + 5 ⇒ (4) + 5 = 9
Knowledge religion: 1d20 + 5 ⇒ (11) + 5 = 16
After examining both creatures, he takes a two handed swing at the one closest to him.
Attack (MW) Two-handed sword: 1d20 + 8 ⇒ (6) + 8 = 14
Damage (MW) Two-handed sword: 2d6 + 6 ⇒ (1, 2) + 6 = 9

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Wayne advances. Marcus pauses to see if he recognizes either creature (spoilers are above), then attacks the ubashiki, but misses. Sidney takes a 5 foot step back, and fires a magic missile at the huntsman.
MM: 1d4 + 1 ⇒ (1) + 1 = 2
The huntsman attacks Horus...
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
... striking a fairly weak blow.
Logain moves around behind the huntsman and attacks it with his hammer imbued with lightning, killing it out right!
Horus and Darvan are up!

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Darvan circles around the single remaining opponent, flanking with Sahba, and attempts to bite the thing.
Attack (Bite, Flanking): 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage (Bite): 1d6 + 4 ⇒ (6) + 4 = 10

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Sahba lashes out with teeth and claws, attempting to bring the not-dead-dog-thing down.
Attack (Bite, Flanking): 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15
Damage (Bite): 1d6 + 2 ⇒ (3) + 2 = 5
Attack (Claw 1, Flanking): 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage (Claw 1): 1d4 + 2 ⇒ (2) + 2 = 4
Attack (Claw 2, Flanking): 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage (Claw 2): 1d4 + 2 ⇒ (3) + 2 = 5

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This is an ubashiki leopard. It is undead and is vulnerable to fire. It is diseased and has some sort of uneak howl attack.

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Just before the huntsman dies, Sahba and Darvan kill the cat thing, and Horus swings at it again, just to be sure.
Out of combat
Other than that, there is nothing left to do in this room. Assuming you continue down the hallway...
Each corner of this room holds a stone obelisk carved with hieroglyphs. The obelisks surround a golden circle engraved in the center of the floor.
A cool breeze emanates from the southeast obelisk. The southwest obelisk seems to be normal stone. Heat radiates from the northwest obelisk, and the northeast obelisk is covered in a layer of moisture.

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know arcana: 1d20 + 8 ⇒ (3) + 8 = 11
"I fear we will find more undead here. Let me just recharge my last spell. It will be useful again." Logain says as he pulls out his pearl of power and uses it so he can re-use the spell later.
He then nods for Horus to open the door, scimitar at the ready.

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I don’t know about the rest of you, but I am getting low on resources. Seeing we are not on any time restraint maybe we could find a place to hold up for a bit. This will allow us to be prepared if we run into a difficult encounter.
Knowledge Arcana: 1d20 + 5 ⇒ (13) + 5 = 18 I'm not sure if this is successful or not. There is no DC for the knowledge Arcana, so I am going to assume it is and read the spoiler.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
These obelisks are each connected with a different element. They are used for summoning elementals. I recommend not playing with them.

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Sorry, that was a DC 15 check. I am going under the assumption tha t the obelisk was touched.
As soon as Horus touched the obelisk to open the panel, a medium-sized creature that looks like a living, mobile bonfire; with tongues of flame reaching out in search of thongs to burn appears in the center of the chamber.
This is a medium fire elemental. It has elemental traits and is immune to fire, and vulnerable to cold. Its attacks can cause people to catch on fire.
Marcus: 1d20 + 7 ⇒ (11) + 7 = 18
Wayne: 1d20 + 3 ⇒ (18) + 3 = 21
Darvan: 1d20 + 4 ⇒ (3) + 4 = 7
Logain: 1d20 + 2 ⇒ (13) + 2 = 15
Horus: 1d20 + 1 ⇒ (9) + 1 = 10
Sidney: 1d20 + 3 ⇒ (14) + 3 = 17
Elemental: 1d20 + 7 ⇒ (15) + 7 = 22
COMBAT ROUND 1
Elemental
Wayne
Marcus
Sidney
Logain
Horus
Darvan
The elemental slams its flaming body toward Horus!
Slam: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Burn: 1d6 ⇒ 3 DC 14 reflex save, or catch fire.
The Party is up!

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knowledge Planes: 1d20 + 5 ⇒ (1) + 5 = 6
Marcus moves up and engages the fire creature.
Attack (MW) Greatsword: 1d20 + 8 ⇒ (18) + 8 = 26
Damage (MW) Greatsword: 2d6 + 6 ⇒ (1, 5) + 6 = 12

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A little taken aback by the sudden appearance of a mobile bonfire, Horus still nonetheless manages to dodge out of the way when it attempts to attack him.
His immediate response is to attempt to return the favour!
MW Cold Iron Nodachi: 1d20 + 6 ⇒ (5) + 6 = 11, for 1d10 + 9 ⇒ (8) + 9 = 17 damage.
...having about as much success at it hitting it, as it it did trying to hit him.

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Seeing the living flames, Darvan curses his choice of a wooden cudgel and drops it to the ground. He quickly draws his scimitar, steps forward and swings at the creature.
Free action: Drop club
Move action: Draw scimitar
Not an action: 5' step, as indicated
Standard action: Attack elemental
Attack (Scimitar): 1d20 + 6 ⇒ (18) + 6 = 24
Damage (Scimitar): 1d6 + 4 ⇒ (4) + 4 = 8

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Sidney charges and jabs with his glaive while flanking.
attack mwork glaive/damage: 1d20 + 6 + 2 + 2 ⇒ (9) + 6 + 2 + 2 = 191d10 + 6 ⇒ (5) + 6 = 11

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know planes: 1d20 + 7 ⇒ (13) + 7 = 20
Logain calls out what the creature is and everything the group needs to know to defeat it.
Logain enhances his black scimitar with cold energy. He also casts his spell of frostbite, moves closer to the creature and delivers the attack.
attack also entangled for 1 round and fatigued: 1d20 + 6 ⇒ (13) + 6 = 19
dmg first normal, then the cold enhancement then frostbite which is cold nonlethal: 1d6 + 4 + 1d6 + 1d6 + 3 ⇒ (6) + 4 + (1) + (5) + 3 = 19
free intim from enforcer feat: 1d20 + 11 ⇒ (12) + 11 = 23

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With a shocked expression on its fiery face, the elemental poofs out of existence, leaving nothing behind but smoke.
In the secret panel that Horus opened is a gem that looks a lot like the now dead elemental. You are able to withdraw the gem without touching the obelisk a second time.
Forgot the description of the corridor...
This long, low corridor is decorated with hieroglyphs and carvings depicting kings, gods, and sphinxes in orderly geometric rows.
The ancient Osiriani hieroglyphs on the hallway’s southern walls proclaim more of Pharaoh Sekh-pa-Mefer III’s deeds and accomplishments in life. Midway down the hall, the carvings depict his death, funeral, and interment in his pyramid. As the corridor continues to the north,
the scenes show the dead pharaoh rising as a deity, and continuing his rule over his subjects as a god-king.
Sidney: 1d20 + 5 ⇒ (11) + 5 = 16
Darvan: 1d20 + 7 ⇒ (6) + 7 = 13
Horus: 1d20 + 4 ⇒ (8) + 4 = 12
Marcus: 1d20 + 8 ⇒ (5) + 8 = 13
Wayne: 1d20 + 7 ⇒ (1) + 7 = 8
Logain: 1d20 + 6 ⇒ (2) + 6 = 8
Nothing seems out of the ordinary as you continue down the corridor. When you reach the end, there is a closed door to the west, and a large room to the east.
Two woven reed boats sit end-to-end in this chamber, covered in a thick layer of dust. Carvings on the walls depict naval expeditions and boats bearing tribute for the pharaoh.

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Horus shrugs, and pockets the gem (Although if anyone wants to identify it, feel free :-)).
Hopefully, it will be useful later...
After moving down the corridor, he stares thoughtfully at the door, and then back into the room with the boats.
"I think the boats head back out to the entrance area, but there is no telling how far back the area behind the door goes; shall we check out the boats, first?"