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Sheriff Hemlock grins at that.
"Why yes that would certainty be fair unless an item in question belongs to a towns folk though I'd guess it's unlikely. I'm sure the town would already be goign out their way to have you heroes welcome in our humble town."
You travel in during this time exchanging other plesantries and as you approach, Father Zantus can be seen outside. He brightens upon seeing you.
"Ahh Sheriff. I see that you have enlisted the Heros to help. I found the stone door of the crypt slightly ajar as soon after the raid about evening much like. I feared for the worst and informed the sheriff who in turn informed you. Your aid is much appreciated."
The vault in question is a 20-footsquare stone structure that stands near the wall. Used to house the remains of previous caretakers, priests, and acolytes who served at the Cathedral, the stone door does indeed hang ajar. The ground around the place is churned up as well.
Many of the footprints are goblin prints, but some of them appear to have been left by a larger humanoid.
About six goblins and one Medium humanoid climbed the wall, then approached and entered the vault, judging by the tracks left behind.
Sheriff Hemlock steps back to allow you access.
"Feel free to investigate the area and take what actions is needed. I'll not interfere and will be here to ensure that what you do here is legal."

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Tor also hears something else. A sort of shuffling footsteps from within the crypt. As if something is dragging itself through the entire crypt.

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Sheriff Hemlock on hearing your request sheepishly passes Malkavik his baton, a rather well made club though Malkavik can use it two handed if he wished.
"Here I'm sorry but this is ermm my best baton. It's the symbol of my office here in Sandpoint."

Tor Deathsteel |

"Let me see that." Tor will say, then begin intoning rituals to Torag, while tracing his fingers along the length of the club, repeating the murmuring until a blazing rune stands out on it. "That should make it more balanced and swing a bit easier for ya." says Tor, handing the club back to Malkavik. Tor will draw his warhammer, and repeat the process there as well.
I spent a total of 6 rounds to make both weapons masterwork for the next hour, by adding the forgemaster's blessing rune 3 times to each weapon. I'm now out of uses of that for today..
Having completed his rituals, Tor will move to take point, unless someone else jumps to (I noticed that we're all 3/4ths bab classes (except Zwain) and I have the heaviest armor currently, so I'll play the role of tank for now.)

Zwain the Insane |
- Spells remaining:
- 0: daze (DC17), detect magic, acid splash
- 1: sleep (DC18), hypnotism x2 (DC18), mage armor
- active effects: none

Alright, I'm fully committed back in. Took me a bit to get over my irritation and not only being recruited and subsequently dropped by a DM, but then him trying to poach me for another game after he said he was too busy. Grrr ...
"Good question, Mal ... the intricacies of how to price salt are one of the finer things in life I like to discuss. Perhaps this evening over a tall ale," Zwain looks like he's truly looking forward to it.
"As for these undead, I think taste and preservation may be a bridge too far even for such an incredible merchant such as myself. Maybe we should just remove them from the buyer's market. Their lack of interest is likely affecting the overall demand signals."
Zwain grips his staff and casts mage armor.

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Talathel Windliss 1d20 + 4 ⇒ (8) + 4 = 12
Malkavik 1d20 + 4 ⇒ (13) + 4 = 17
Tor Deathsteel1d20 + 0 ⇒ (5) + 0 = 5
Zwain the Insane 1d20 + 1 ⇒ (20) + 1 = 21
Skeleton 1 1d20 + 2 ⇒ (18) + 2 = 20
Skeleton 2 1d20 + 2 ⇒ (7) + 2 = 9
I'm assuming the Koblold is gone as well.
Init Order Round 1
Zwain the Insane <---- We are Here.
Skeleton 1 AC 15 HP 23
Malkavik
Talathel Windliss
Skeleton 2 AC 15 HP 23
Tor Deathsteel
As the doors are pushed open two skeletons with grinning skulls look up as the light from outside streams in. Wielding rusty scimitars, they move with creaking joints and shuffling their feet they make ready for combat!!!!

Zwain the Insane |
- Spells remaining:
- 0: daze (DC17), detect magic, acid splash
- 1: sleep (DC18), hypnotism x2 (DC18), mage armor
- active effects: none

"Ho, ho, ho ... no salt for you!"
Std: Zwain lets fly an acid splash at Skeleton 1.
Ranged Touch: 1d20 + 1 ⇒ (12) + 1 = 13
Acid Damage: 1d3 ⇒ 1

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Zwain incants a short phrase and a bolt of acid flies into a skeleton bubbling as it melts some bone, leaving behind an acrid smell.
As Tor grumbles about the problems of the surface world in general, the closest skeleton moves up and attempts to strike Tor!!! Rusty weapon raised to strike but clatters harmlessly off the dwarf's armor.
Attack 1d20 + 3 ⇒ (8) + 3 = 111d6 ⇒ 2
Init Order Round 1
Zwain the Insane
Skeleton 1 AC 15 HP 23
Malkavik <---- We are Here.
Talathel Windliss
Skeleton 2 AC 15 HP 23
Tor Deathsteel

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I missed Malkvik's post. My bad.
Init Order Round 1
Zwain the Insane
Skeleton 1 AC 15 HP 23
Malkavik
Talathel Windliss<---- We are Here.
Skeleton 2 AC 15 HP 23
Tor Deathsteel

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The other skeleton moves up and takes a mighty swing on the closest enemy it can reach (No access to map now sorry.)
skeleton 2 attacks 1d20 + 3 ⇒ (8) + 3 = 111d6 ⇒ 4
Init Order Round 1
Zwain the Insane
Skeleton 1 AC 15 HP 23
Malkavik
Talathel Windliss
Skeleton 2 AC 15 HP 23
Tor Deathsteel<---- We are Here.

Zwain the Insane |
- Spells remaining:
- 0: daze (DC17), detect magic, acid splash
- 1: sleep (DC18), hypnotism x2 (DC18), mage armor
- active effects: none

We should've brought the Sherrif with us!
Zwain fires another acid dart while making menacing threatening movements with his quarterstaff, "Ha, hee, hei, hey, spin, thrust, parry!"
Ranged Touch: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d3 ⇒ 1
Crit Confirm: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d3 ⇒ 2

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Init Order Round 2
Zwain the Insane
Skeleton 1 AC 15 HP 19/23
Malkavik
Talathel Windliss
Skeleton 2 AC 15 HP 23
Tor Deathsteel<---- We are Here.
As Tor begins a rousing song, his hammer rises and falls missing the skeleton by a few inches. An Acid bolt flies past him burning off bone chips as Zwain scores a more brutal scorch with his arcane magic.
Tor's foe does a rather clumsy slash, its bones creaking as it does so.
Slash 1d20 + 3 ⇒ (16) + 3 = 191d6 ⇒ 1
The blow though clumsy catches Tor in the Side.
Malkavik fares no better as somehow the skeleton dodges his blow and rises with its own.
This one stabs instead displaying a surprising agility despite its bones threatening to give way.
Slash 1d20 + 3 ⇒ (20) + 3 = 231d6 ⇒ 1
Confirming Crit 1d20 + 3 ⇒ (17) + 3 = 201d6 ⇒ 6
Its blades scores and twists deep into Malkavik's flesh.

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Init Order Round 3
Zwain the Insane<---- We are Here.
Skeleton 1 AC 15 HP 19/23
Malkavik
Talathel Windliss
Skeleton 2 AC 15 HP 23
Tor Deathsteel
Tor's gentle jib on Malkavik's luck backfires on him as his own hammer bounces off the crusty bones of the skeleton doing nothing to it.

Zwain the Insane |
- Spells remaining:
- 0: daze (DC17), detect magic, acid splash
- 1: sleep (DC18), hypnotism x2 (DC18), mage armor
- active effects: none

Continuing the slow onslaught, Zwain fires again.
Ranged Touch: 1d20 + 1 ⇒ (9) + 1 = 10
damage: 1d3 ⇒ 2

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Init Order Round 3
Zwain the Insane
Skeleton 1 AC 15 HP 19/23
Malkavik<---- We are Here.
Talathel Windliss
Skeleton 2 AC 15 HP 23
Tor Deathsteel
Zwain's incantation misses the skeleton though with all the chaos the melee is taking, it's not a surprised as his piece of magic flies into the dust.
The skeleton attempts to stab Tor once more, its blade finding its mark.
Attack 1d20 + 3 ⇒ (14) + 3 = 171d6 ⇒ 1

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Init Order Round 3
Zwain the Insane
Skeleton 1 AC 15 HP 19/23
Malkavik
Skeleton 2 AC 15 HP 23
Tor Deathsteel <---- We are Here.
Malkavik's best efforts only enable him to strike off the skeleton's blade as it parrys his blow before sending an unlikely swift riposte against him.
Attack 1d20 + 3 ⇒ (19) + 3 = 221d6 ⇒ 6
Confirm Crit 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 4

Zwain the Insane |
- Spells remaining:
- 0: daze (DC17), detect magic, acid splash
- 1: sleep (DC18), hypnotism x2 (DC18), mage armor
- active effects: none

We are going to lose this war of attrition given out total hps and abysmal dice rolling. Any buffs you guys might have? Recommend opening up. Maybe draw them out to gain a flank bonus
"You shouldn't be out of your grave, it's not time for breakfast, yet!"
Ranged Touch: 1d20 + 1 ⇒ (13) + 1 = 14
Damage: 1d3 ⇒ 2
If there's one thing a 1st-level enchanter is near useless against, it's undead

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Init Order Round 4
Zwain the Insane
Skeleton 1 AC 15 HP 17/23
Malkavik
Skeleton 2 AC 15 HP 23
Tor Deathsteel <---- We are Here.
Zwain's spell chip off a bit more of the skeleteon. As Tor intones for the blessings of Torag.
The skeleton swings its rusty weapon once more!
Swing! 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 6
While Malkavik drinks up a potion, his wounds healing as he finishes it.
The other mimics its companion by swinging as well.
Swing! II 1d20 + 3 ⇒ (18) + 3 = 211d6 ⇒ 2

Zwain the Insane |
- Spells remaining:
- 0: daze (DC17), detect magic, acid splash
- 1: sleep (DC18), hypnotism x2 (DC18), mage armor
- active effects: none

We need nightdeath's dice
Zwain takes a few steps back, hollering over his shoulder at the priest that met us here, "Oi! Friar, a couple of your older parishioners are looking to confess some sins. Mind coming over here to hear their prayers."
He keeps firing acid.
Ranged Touch: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d3 ⇒ 1

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lol. Try not to scream
At Zwain's words as he lobs off yet another spell, Father Zantus walks closer to all of you, his every step excruciating slow.
"Yes my son to wh- Oh that. Stand back please."
Presenting his arm with what seems to be a rather well defined birthmark on his hand,
"Oh blessed Divine Light, grant us thy healing!!"
Channel 2d6 ⇒ (1, 2) = 3
Will Save 1 1d20 + 2 ⇒ (15) + 2 = 17
Will Save 2 1d20 + 2 ⇒ (19) + 2 = 21
A bright nimbus flows out from the devout priest but the skeletons still remain Standing.
Init Order Round 4
Zwain the Insane (Round 5)
Father Zantus (Round 5)
Skeleton 1 AC 15 HP 17/23
Malkavik
Skeleton 2 AC 15 HP 23
Tor Deathsteel <---- We are Here. Take 2 actions the next time you post.

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Init Order Round 5
Zwain the Insane (Round 5)
Father Zantus (Round 5)
Skeleton 1 AC 15 HP 17/23
Malkavik <---- We are Here.
Skeleton 2 AC 15 HP 23
Tor Deathsteel
Both skeletons attempt to hit thier respective opponents once more!!
Skeleteon 1 Swing At Malkavik, if moved it swings at Tor. 1d20 + 3 ⇒ (2) + 3 = 51d6 ⇒ 1
Skeleton 2 Swing At Tor 1d20 + 3 ⇒ (5) + 3 = 81d6 ⇒ 1

Zwain the Insane |
- Spells remaining:
- 0: daze (DC17), detect magic, acid splash
- 1: sleep (DC18), hypnotism x2 (DC18), mage armor
- active effects: none

"Father, I think you need to speak louder ... they're not getting the message! Don't be shy!" Zwain will take a couple more steps backwards and continue his acid barrage.
Ranged Touch: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d3 ⇒ 1

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Mal throws two bombs at skeleton 2, taking 5 foot steps back if in melee.Are we still using the map?
Bomb 1: 1d20 + 7 ⇒ (8) + 7 = 151d6 + 4 ⇒ (2) + 4 = 6
Bomb 2: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 4 ⇒ (5) + 4 = 9
Bombs don't critical. Those beside skeleton 2 make a reflex save DC 13 to take 2 splash damage instead of 4. Ranged touch attack.

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Init Order Round 5
Zwain the Insane
Father Zantus
Skeleton 1 AC 15 HP 6/23
Malkavik
Skeleton 2 AC 15 HP 11/23
Tor Deathsteel <---- We are Here.
Those are really bad rolls.
Father Zantus looks irritated at the advancing skeletons and as Mal and Zwain both fling their own attacks add his own.
"Down!!!"
Channel 2d6 ⇒ (6, 3) = 9
Will Save 1 1d20 + 2 ⇒ (1) + 2 = 3
Will Save 2 1d20 + 2 ⇒ (12) + 2 = 14
This time the Light does something as cracks begin to show in the skeletons' bodies.