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I hope we're doing all this healing before we rest. :-)
Kara changes her memorized spells and seems ready to proceed.
Shall we try the room at central left of the map first?

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Kara listens at the door, then steps back to allow a front-liner to open the door.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20

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If someone would stay a step ahead of me, I could try to look for any traps again, but I don't want to stick my neck so far out as being in front. I can't try to disarm a trap or lock if something stabs me through the heart.

ScorchedOne |

Kara hears nothing, the door is opened by someone. The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears.

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"Statues near a bridge. Between them and the opposite doors, that sort of setup seems like a prime opportunity for a trap. Please allow me time to search carefully."
Take 20 Perception for 27 to find traps.

ScorchedOne |

Rizzok easily finds the traps, there is indeed a pressure plate on the bridge. Presuming that he attempts to disarm it, he tries to do so.
Dice were rolled, and are now omitted.
You stand before what you think is a disarmed trap. There are statues and a door on the other side. Lem-bot wishes whoever made him had chosen a better spell selection. He also sort of wishes he was a Kyra bot instead.

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Kara, would you mind hitting myself with that healing wand you offered? You might also want to offer it to the first person across the bridge.
Also did Kara use her wand of mage armor on Rizzok?

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Great. The idea is to use charges of infernal healing proactively. That way if the trap does go off and it drops someone they would already be healing. Though I suspect that the paladin won't want it.

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Would having a charge of the infernal healing wand be a good thing for a paladin? lol

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Yes, anyone who wanted either or both buffs got as many as they wanted. Thanks for botting me.
Kara brings up the rear, nervous about walking on such a bridge.

ScorchedOne |

Cue dramatic music.
The wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on which is set a large stone sarcophagus.
A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious.
A dry, mirthless laugh can be heard from the dark recesses of the tomb. “So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate.” With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in both hands. A cold blue flame burns in its empty eye sockets.
Talondreal: 1d20 + 2 ⇒ (13) + 2 = 15
Dragall: 1d20 + 1 ⇒ (6) + 1 = 7
Lem-Bot: 1d20 + 2 ⇒ (9) + 2 = 11
Rizzok: 1d20 + 4 ⇒ (2) + 4 = 6
Skelly: 1d20 + 6 ⇒ (4) + 6 = 10
Kara, Talondreal, and Lem-Bot will go before Mr. Skelly. After that we'll just have full rounds of hero.
Brave, foolish Lem walks into the room and cracks a joke. "Wait, again? You mean you lost before and you expect this to go different. HA!" Inspired!

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Kara moves closer and appears to scream at Mr. Skelly, but no sound is heard by anyone except him.
Sonic damage, Evoker: 1d6 + 1 ⇒ (5) + 1 = 6 Fort DC14 half
If he's not immune to Daze, that Fort save also applies to that.

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I have to have the movement though, getting up there by myself I would be a sitting duck. :). Let me take another look at the map,

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"Whait!" Dragall cast protection from evil on each of his friends.
Dragall casts protection 5 times. He is out of 1st level spells.
Now he follows Talondreal.

ScorchedOne |

Dragall, we're already in combat rounds. You could not have cast this. You in fact opened the door to cause combat.
The skeleton advances. As he does so, a number of other skeletons enter from the wings, advancing also. The lead skeleton, who looks far more formidable than the other 4, tries to disarm Talondreal.
CMB: 1d20 + 9 ⇒ (20) + 9 = 29
Talondreal's sword is knocked to the ground. "See how foolish your efforts are!"
Team up. Lem maintains bardsong and readies a potion should anyone need it.

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Kara attempts to Disrupt the lead skeleton.
Disrupt Undead, vs Touch: 1d20 + 2 ⇒ (20) + 2 = 22 Damage: 1d6 ⇒ 5
Crit Confirm if appropriate: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d6 ⇒ 5
Hands off my paladin, you gutless, brainless pile of bones!

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Sorry, I skipped your post.
Dragall cast protection from evil on himself.
Knowlage religion: 1d20 + 4 ⇒ (1) + 4 = 5
And them moves closer to the enemy.

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For the moment, the net effect of his disarm was to delay his attack. He could simply have attacked you on his turn. The real issue where disarm comes into play is when you are threatened by multiple enemies.

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So if picking up the weapon is a move action, could he use his lay on hands and then try to pick it up? Action economy in thisfight is going to be important.

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1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 touch attack to channel positive energy at the baddy with his paladin ability
1d6 + 1 ⇒ (3) + 1 = 4
Then he will try to grab his sword and then go total defense.

ScorchedOne |

Talondreal, you mean that you try to lay on hands the baddie, which succeeds, but then you can't take a total defense action because both are standard actions. Lay on hands is only swift when you use it on yourself.
The large skeleton swings on Talondreal, once when he goes to pick up his sword, and then again on his own turn.
Attack: 1d20 + 9 ⇒ (19) + 9 = 28 Crit Threat
Attack: 1d20 + 9 ⇒ (1) + 9 = 10 Not confirmed
Attack: 1d20 + 9 ⇒ (19) + 9 = 28 Another crit threat...
Attack: 1d20 + 9 ⇒ (14) + 9 = 23 Confirmed
Damage Total: 3d8 + 15 ⇒ (8, 4, 7) + 15 = 34
Skeletons advance and seeing as Talondreal is down, they go after the next target. Three round on Dragall, one walks past him toward Kara. And Dragall will get an AoO on that one.
Claws: 1d20 + 2 ⇒ (6) + 2 = 8
Claws: 1d20 + 2 ⇒ (3) + 2 = 5
Claws: 1d20 + 2 ⇒ (14) + 2 = 16
Claws: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d4 + 2 ⇒ (4) + 2 = 6 Dragall
Claws: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 2 ⇒ (2) + 2 = 4 Kara, if Dragall's AoO doesn't down the baddie.
Main Skeleton -14, Talondreal -34 (at -13HP out of 14 con), Dragall -6, Kara potentially -4
Team up.