
Adu Hilnack |

Adu's lips tighten.Perhaps I was too swift to dismiss my Feeling of Impending Doom as paranoia. If this is the kind of fights Toulbe's getting in now...
Dusting herself off, she says, "Well. I am completely out of spells, so unfortunately I can't heal you anymore than I already have. That will have to do for now."
She looks at her cousin. "Once we're finished here and get back, I'll let Girtul know that I'm joining your group permanently. If today is a good example of the kind of scrapes you're getting into, you're going to need a healer." A bit sheepish, she mutters, "Although I clearly need to learn stronger healing spells."

Goggeck Ghack |

"We will persevere. However, even with your healing magic, we have injured. We should withdraw for now and rest."

GM_Armok |

Busy weekend but I'll get a write up for you later today after work. I assume you'll search the two newly cleared rooms before you call your adventuring day. Go ahead and roll perception if you wish.

Adu Hilnack |

Adu looks around curiously. I wonder what secrets might be hiding in these rooms. The people who lived here before must have had some interesting stories!
Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Goggeck Ghack |

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Toulbe Hilnack |

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Toulbe starts to wander through the new rooms that are cleared, though his mind is elsewhere for the moment as he tries to help his Cousin search.
Might as well aid another since she did so well on the search and I'm unlikely to beat her roll.

GM_Armok |

Adu looks around curiously. I wonder what secrets might be hiding in these rooms. The people who lived here before must have had some interesting stories!
I’m actually curious what conclusions have been drawn from your explorations so far.
Starting with the defeated skeletal champion, the party recovers an immaculate breastplate, forged in the Dwarven style. Examining it with Detect Magic reveals it emits a faint aura of abjuration.
Other armaments are a Masterwork Heavy Steel Shield and a Masterwork Dwarven Waraxe.
The champion’s helm holds a shining green gem. You have now collected them all.
Moving the pile of bones behind, the party searches the room they once guarded. Inside there is a low square altar of white marble inlaid with geometric patterns of gold. A wide copper basin sits atop the raised platform and beneath a stone arch. A continuous frieze runs across the upper reaches of the walls depicting stylized images of dwarves laboring in a variety of tasks, working the forges and anvils, carving stone, throwing ceramic pots, blowing glass, baking bread, brewing beer, sparring, all the things you’d expect from a Dwarven culture. However, Glor notices, all the figures depicted are literally chained to their tasks.
Also noticeable is a large crack in the northern wall, adjoining this room to the next.
Before moving along, Adu insists on examining the large basin. First, she notices the marble steps leading to the basin show signs of old and deep blood stains. Then, she realizes the basin itself contains coals and ash... and charred bones. With Toulbe’s help sifting through the ash, Adu finds a finger bone with a ring still on it. The electrum ring seems untouched by the flame. It too gives off a faint aura of abjuration.
Moving onto the spider room, it is now found to be clear of webs. A lingering smell of burnt protein strands offends your nostrils. So cleared, it is found to contain four heavy rectangular stone blocks, just large enough to lay a Dwarven body on.
Several broken clay jars lay fragmented about, their spilled contents now mere ash. Within a relatively intact jar, Goggeck discovers a long parchment scroll, containing a necromantic incantation.
3d6 ⇒ (6, 5, 1) = 12
As the party finishes searching the room and gathering back out in the hall to share their discoveries, several shouts of alarm can be heard coming from the rear entrance concourse.
Well, you were soooo close to leveling, I figured might as well roll for a random encounter. Get through this and you’ll earn your 3rd level! Take a turn to make preparations and we’ll roll initiative.

Adu Hilnack |

Ooooh, these are interesting. Adu tries to identify the breastplate, ring, and scroll before moving forward any farther.
Spellcraft - Breastplate: 1d20 + 6 ⇒ (12) + 6 = 18
Spellcraft - Ring: 1d20 + 6 ⇒ (20) + 6 = 26
Spellcraft - Scroll: 1d20 + 6 ⇒ (11) + 6 = 17
Okay, those rolls were literally perfect.
Just as she's about to explain what she discovered, she hears the shouts coming from back the way they came. "Girtul? What's going on?"
Completely out of useful spells, she loads her crossbow. Then, thinking hard, she tentatively reaches forward and touches Hezekh on the shoulder. A slight wave of energy emanates from her. "I'm out of regular healing, but that should last for a minute or so at least."
Move action: Load crossbow.
Standard action: Cast Virtue to grant Hezekh one temporary hit point for one minute.

Glor Stonebeard |

Glor stedies himself for a moment and small stones and earth begin to hover and dance around him. Gather Power. It does nothing at this level really but its a cool effect, and he has no other buffs. lolHe then heads resolutely for the back door. Stay behind me then brother. And I will shield you.

Goggeck Ghack |

"I will remain in front.", Goggeck states, hefting his longhammer, and ensuring that he is positioned facing the rear entrance.

Toulbe Hilnack |

Toulbe looks around at the others and nods, it seemed everyone was getting ready for ranged combat. He dances about worriedly "Umm, I'll just be behind you guys then!" he says as he tries to get his nervousness back under control.

Boomer Bellowpiper |

Boomer drew an explosive. "Got one o' these left. Better make it count."
He headed toward the commotion at a sturdy jog, taking a swig off one of his many flasks as he ran.
Drinking a Targeted Bomb Admixture. I'm at full health with a decent AC, so I'll take point with Goggek.

Commander Helga Silverbrew |

The commander looks over the assembled loot as she silently contemplates what to do with it. Perhaps she'll assign a favored vanguard and suggest they recieve the bulk of protective items in exchange for using them? Perhaps some system of fictional currency to be earned in combat and spent in the bidding for items found? Urist always did have a better head for numbers. Perhaps if he would...
The screaming ruins her train of thought. Acting on instinct, she grasps her axes and rushes towards the source of the sound. Urist does his best to keep up with his stympy legs, if only to keep Helga from tearing herself free of their shared tether!
Helga is going to use the "buff time" to try and get there faster, self preservation be damned. And poor Urist doesn't have much choice in the matter, either.

GM_Armok |

Adu: 1d20 + 6 ⇒ (4) + 6 = 10
Boomer: 1d20 + 2 ⇒ (3) + 2 = 5
Glor: 1d20 + 3 ⇒ (11) + 3 = 14
Goggeck: 1d20 + 5 ⇒ (16) + 5 = 21
Hezekh: 1d20 + 3 ⇒ (10) + 3 = 13
Toulbe: 1d20 + 2 ⇒ (10) + 2 = 12
Urist: 1d20 + 1 ⇒ (2) + 1 = 3
Helga: 1d20 + 1 ⇒ (10) + 1 = 11
Skeletons: 1d20 + 6 ⇒ (14) + 6 = 20
???: 1d20 + 6 ⇒ (14) + 6 = 20
Caravan Guards: 1d20 + 1 ⇒ (19) + 1 = 20
Helga leads the charge up the stairs, with no one else far behind.
The familiar concourse is once again filled with skeletal undead. You may breathe a sigh of relief when you realize these are basic bones skeletons. However, standing in their midst is something not yet encountered in these forsaken halls. A human height creature with rotted flesh and glowing green eyes wears tattered priestly vestments. It scans the battlefield with an intelligence and turns to see the party round the corner.
Shouts coming from the rear entrance announce that the caravan guard is facing down the undead menace from the other side.
Round 1: Bold May Act!
Goggeck
Skeletons (Red, Yellow, Blue, Green, Orange, Purple)
???
Caravan Guards
Glor (3dmg)
Hezekh (13 dmg)
Toulbe (3dmg)
Helga
Adu (3dmg)
Boomer (5dmg)
Urist
Back on Slide 7 for this one. Goggeck is first to act!

Toulbe Hilnack |

I know I'm not up in the tracker but I figured I might as well roll the Knowledge Religion
Knowledge Religion: 1d20 + 2 ⇒ (8) + 2 = 10
Handle Animal on his turn to call his Bison to him: 1d20 + 8 ⇒ (10) + 8 = 18
Toulbe didn't like the look of this one and he hadn't been able to really help out that much so far apart from providing a little support. But with them being so close to camp, he grinned devilishly. He put two fingers in his mouth and let out a loud whistle before he let out a shout "BISTRO, COME AND DO YOUR JOB!" he yelled loudly.

Goggeck Ghack |
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Knowledge Religion: 1d20 + 5 ⇒ (18) + 5 = 23
Goggeck roars out, in clear dwarven, at the rotted figure:
"Hueceva, slave of Orcus! Your diseased touch will not save you!"
He readies his longhammer, the steel now crackling with energy!
Judgement: SMITING: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction.
Hammer the Nail: Goggeck's military training gives him an edge over his enemies. As a Move Action, Goggeck can make a Profession (Soldier) check to study a single enemy combatant for weaknesses. The DC of this check is 18 + the creature's CR. Whatever amount he beats the DC by (minimum 1) he can add as an Insight Bonus to his next Attack Roll against that creature. Goggeck can use this ability a number times a day equal to his Wisdom Modifier.
Profession Soldier to give the undead monstrosity the stink-eye: 1d20 + 8 ⇒ (1) + 8 = 9
Longhammer, PA: 1d20 + 3 ⇒ (11) + 3 = 14
Damage, counts as magic: 2d6 + 5 ⇒ (4, 4) + 5 = 13

GM_Armok |
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Yay! Happy to see the home brewed abilities at play. Seeing it in action, Goggeck, I’m thinking the base DC should be 15, not 18. These are my first attempt at homebreweing abilities like this. They may need some tweaking.
Goggeck seems to have gotten the heucuva’s attention. With a point of its finger, it directs three of the mindless skeletons in the group’s direction. The first reaches Helga and swings its axe.
Battleaxe: 1d20 ⇒ 16
dmg: 1d8 ⇒ 3
It gets lucky and hits, chopping into her ectoplasmic form.
The second reaches Boomer and swings.
Battleaxe: 1d20 ⇒ 7
It’s swing is uncoordinated and it misses.
The third gets in formation behind the first.
The other three engage with the caravan guards.
Blue Battleaxe: 1d20 ⇒ 17
Dmg: 1d8 ⇒ 7
Red Battleaxe: 1d20 ⇒ 10
Yellow Battleaxe: 1d20 ⇒ 4
One hits, and nearly drops one of the guards.
The injured guard fights valiantly, like a real dwarf should, but his shot is blocked, and he faints to
The guards fight back!
Blue Waraxe: 1d20 + 2 ⇒ (12) + 2 = 14
Red Waraxe: 1d20 + 2 ⇒ (14) + 2 = 16
Dmg: 1d10 + 1 ⇒ (5) + 1 = 6
Yellow Waraxe: 1d20 + 2 ⇒ (3) + 2 = 5
The injured guard fights valiantly, like a real dwarf should, but his shot is blocked, and he faints to The ground. One of the other guards aims past shield and chain and lands his strike, but he rather alarmed the bones only chip under his blade.
All this time, the huecuva stands there silently, it’s lower jaw slacked, it’s eyes burning green.
Round 1: Bold May Act!
Goggeck
Skeletons (Red: 1dmg, Yellow, Blue, Green, Orange, Purple)
Huecuva
Caravan Guards (Blue: 7dmg, prone, unconscious)
Glor (3dmg)
Hezekh (13 dmg)
Toulbe (3dmg)
Helga (3dmg)
Adu (3dmg)
Boomer (5dmg)
Urist
Everyone else then back to Goggeck in Round 2. Bistro will show up next Round. Now the question is, did you guys keep your stuff parked in The Image of Droskar’s Chamber? Or did you move it all out with the caravan?

Adu Hilnack |

Skeletons. Why does it have to be more skeletons? What did these dwarves even do to create so many restless dead?
Adu's crossbow doesn't seem like it's going to be all that helpful here. She's out of her more powerful spells; having used them all trying to cure Hezekh's wounds. For lack of anything better to do, she touches Glor on the shoulder and bolsters him with a fragment of divine favor.
Move action: None.
Standard action: Cast Guidance on Glor. He gets a +1 competence bonus on one attack roll, saving throw, or skill check.
GM, Are you're counting Toulbe's positive energy channels from the previous fight? By my calculations, the only one hurt right now is Hezekh. Or am I misunderstand how his channeling works? I thought it affected everyone in a 30ft radius.

GM_Armok |

You are right, it was I that missed something. Everyone but Hezekh and now Helga are at full.

GM_Armok |

Goggeck further recalls, the huecuva is resistant to all weapons not magical or silver, and all undead within its vicinity are better able to resist positive energy.

Goggeck Ghack |

Is there a map? I'm not clear on how far Goggeck is from the skeletons.

Toulbe Hilnack |

No buffs from Toulbe this round. He used Handle Animal to call his Combat Trained Bison to the scene. A bit of fresh meat to the table would be a welcome addition, he figured. Next round though, he'll bring back the Inspire Courage.

Commander Helga Silverbrew |

Helga wastes no time. "We're pushing through! Smash every last one of them!"
slam, power attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage, bashing: 1d8 + 4 ⇒ (1) + 4 = 5
slam, power attack: 1d20 + 4 ⇒ (16) + 4 = 20
damage, bashing: 1d8 + 4 ⇒ (8) + 4 = 12
She's focusing orange. If it drops, she'll 5-foot step into its space.

Glor Stonebeard |

hard to look at the maps on an iPad but I think I have it figured out.
Glor targets an enemy not yet in combat White guy with spear and releases the stored earth energy at its boney form.
Earth Blast: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 231d6 + 5 ⇒ (3) + 5 = 8

Goggeck Ghack |

Are those dwarf guards just in front of us or enemies? And did Goggeck get his AOO off?

GM_Armok |

Hey y’all, camping trip was cut short due to inclement weather, but we saw bunnies, and bats, and ufos, and satellites, and a diamondback rattlesnake, and some bighorn sheep, and golden eagles, it was quite and adventure.
So, yes, we’re on Slide 7 again. The combat is divided into two fronts currently. You guys are coming up from the bottom of the map where there’s currently a bottleneck with three skeletons: Orange, Purple, and green. Red, Yellow, and Blue are facing off with the caravan guard (also red yellow and blue) at the back entrance, right side of the map. The huecuva is standing in the middle between these fronts.
no AoO for Goggeck.

Boomer Bellowpiper |

Boomer took a step back to get out of reach of the skeleton pawing at his shield and sailed his last bomb right into the Hecueva's face.
Ranged Touch, point blank: 1d20 + 4 + 1d6d6d1d6 + 7 + 1 ⇒ (4) + 4 + (5, 6, 3, 1, 4, 4, 5, 1, 3, 6, 3, 2, 5, 6, 5, 6, 5, 3, 6, 2, 4, 2, 1, 3) + 7 + 1 = 107 [ooc]no splash damage]

Boomer Bellowpiper |

Boomer took a step back to get out of reach of the skeleton pawing at his shield and sailed his last bomb right into the Hecueva's face.
Ranged Touch, point blank: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage, point blank, focused bomb: 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9 no splash damage

Goggeck Ghack |

Bolstered by magic, Goggeck swings to start clearing a path through the skeletons!
Longhammer, magic, guidance, PA: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Damage: 2d6 + 9 ⇒ (2, 1) + 9 = 12

GM_Armok |

Adu give Glor a guiding touch, and he fires an earthen blast at the huecuva which hits. The undead evil cleric seems resistant to the damage somehow.
Hezekh hits a skeleton, but finds the bolts merely chips an arm bone.
Toulbe whistles for Bistro, and the bison comes trotting to the fray. I’m gonna guess you want him coming from the caravan camp.
Helga smashes through a skeleton and moves forward to clear the way.
Boomer’s bomb blasts the huecuva, yet it still stands.
Goggeck’s hammer misses, leaving two skeletons currently hampering progress.
As the guard falls, his skeletal foe raises its axe high and brings it down for a final blow.
CdG: 2d8 ⇒ (2, 6) = 8
Guard Fort: 1d20 + 3 ⇒ (12) + 3 = 15
The guard perishes, and the skeleton steps over its body.
Red battleaxe: 1d20 ⇒ 2
Yellow battleaxe: 1d20 ⇒ 9
The guards fight back.
Red waraxe: 1d20 + 2 ⇒ (12) + 2 = 14
Yellow waraxe: 1d20 + 2 ⇒ (14) + 2 = 16
dmg: 1d10 + 1 ⇒ (1) + 1 = 2
One hits, but does not have the strength to damage it. The other guard moves over to make way for the large bison to charge in.
Meanwhile, Helga draws the ire of the other two skeletons.
Green Waraxe: 1d20 ⇒ 14
Purple Waraxe: 1d20 ⇒ 20
crit confirm: 1d20 ⇒ 12
dmg: 1d8 ⇒ 7
Now, the huecuva moves in to finish the Commander off.
Claw: 1d20 + 4 ⇒ (3) + 4 = 7
It’s swipe misses.
Round 2: Bold May Act!
Goggeck
Skeletons (Red: 1dmg, Yellow, Blue, Green: 3dmg, Purple)
Huecuva (7dmg)
Caravan Guards (Blue: Dead; Red; Yellow)
Glor
Hezekh (13 dmg)
Toulbe
Bistro
Helga (10dmg)
Adu
Boomer
Urist
Again, everyone and then Goggeck in Round 3.

Adu Hilnack |
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Adu stares in horrified disbelief. That...that was Gerlach! I was just riding with him this morning! And now he's...
But she can't forget about the combat closer by. The Commander has also taken a large hit, and is currently surrounded by two skeletons and the huecuva.
"I'm sorry," she whispers. "I can't...I'm all out of spells."
Blinking away tears, (whether from frustration, fear, or grief even she isn't sure), she once again touches Glor on the shoulder. "This is all I can do. I'm sorry."
Standard action: Cast Guidance on Glor.
Move action: None
Hope you don't mind me naming an NPC. I figure Adu would know all these guards and have had at least one or two conversations with them, given her personality. Also, I forgot to answer your earlier question about equipment. In addition to Adu's weapons and armor she would keep her flint, obsession log, spell component pouch, and waterskin on her at all times. Everything else is with the caravan.

Toulbe Hilnack |

Toulbe whistled again as he took a look at the opening. "Charge straight forwards Bistro!" he said as he gave a whoop of encouragement.
Move action to direct animal, standard action to bring up inspire courage
Charging Gore attack: 1d20 + 10 + 1 + 2 ⇒ (14) + 10 + 1 + 2 = 27
Damage if hit: 2d6 + 12 ⇒ (1, 2) + 12 = 15

Goggeck Ghack |

Undeterred, Goggeck continues to swing at the skeletal foe.
Longhammer, magic, PA vs green skeleton: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 2d6 + 9 ⇒ (3, 3) + 9 = 15

Boomer Bellowpiper |

Boomer looked frustrated that the undead filth still stood. With a scowl he took a knee and pulled a small cask out of his pack and a handkerchief from his pocket.
Standard action, retrieve object. Move action, prep Thunderbottle Express.

Glor Stonebeard |

please move Glor if necessary. I cannot move the icons from my IPad.
Unhappy that his attack was resisted, this time Glor targets a skeleton near the front engaged with his party.
Earth Blast: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 251d6 + 5 ⇒ (6) + 5 = 11

GM_Armok |

Glor annihilates the nearest skeleton, giving Helga some breathing room and Hezekh a clearer shot of the huecuva. The undead seems only half as succeptible to such a well placed bolt, but the damage is starting to add up.
The sound of a battle trained bison charging through an animated skeleton and plowing it into dust is enough to inspire everyone, especially after witnessing Gerlach’s heroic sacrifice.
Adu magically guides Glor’s next attack while Boomer resorts to the ol’ family cookbook.
Goggeck swings passed Helga, his smiting hammer finally puts the huecuva to rest as he crushes its skull inward.
The end of this battle nears. Only one skeleton stands in the way, while two more face down the guards joined by Bistro.
Inspired Courage!
Round 2: Bold May Act!
Goggeck
Skeletons (Yellow; Blue; Purple)
Huecuva (destroyed)
Caravan Guards (Blue: Dead; Red; Yellow)
Glor
Hezekh (13 dmg)
Toulbe
Bistro
Helga (10dmg)
Adu
Boomer
Urist
Helga and Urist are up! Glor, where was it you wanted to move?

Commander Helga Silverbrew |

The commander lets out a battlecry as she lays into her next enemy.
Slam, power attack: 1d20 + 4 ⇒ (18) + 4 = 22
damage, bashing: 1d8 + 4 ⇒ (6) + 4 = 10
Slam, power attack: 1d20 + 4 ⇒ (17) + 4 = 21
damage, bashing: 1d8 + 4 ⇒ (7) + 4 = 11

GM_Armok |

Helga axe-bashes her way through another skeleton, clearing the way to rescue the caravan guard. Helga if you wish to take a move instead of a second attack, you may.
The fight round the corner continues.
Blue Battleaxe: 1d20 ⇒ 2
Yellow Battleaxe: 1d20 ⇒ 13
Red Waraxe: 1d20 + 2 ⇒ (9) + 2 = 11
Yellow Waraxe: 1d20 + 2 ⇒ (19) + 2 = 21
Dmg: 1d10 + 1 ⇒ (5) + 1 = 6
After a round of exchanged misses and blocked shots, one of the guardsdwarves manages to do more than just chip bone and cracks a radius.
Inspired Courage!
Round 3: Bold May Act!
Goggeck
Skeletons (Yellow: 1 dmg; Blue)
Caravan Guards (Blue: Heroically Sacrificed; Red; Yellow)
Glor
Hezekh (13 dmg)
Toulbe
Bistro
Helga (10dmg)
Adu
Boomer
Urist
Everyone is up! Goggeck acts in Round 4.

Goggeck Ghack |

With the nearby undying smashed to rest, Goggeck charges into the fray ahead, hammer already moving in a lethal arc!
Charges into combat against yellow foe!
Guided, PA CHARGE!: 1d20 + 4 + 1 + 2 ⇒ (20) + 4 + 1 + 2 = 27
Critical?: 1d20 + 4 + 1 + 2 ⇒ (13) + 4 + 1 + 2 = 20
Damage: 6d6 + 27 + 3 ⇒ (1, 2, 3, 3, 5, 5) + 27 + 3 = 49

Adu Hilnack |

Adu moves forward, touching the Commander this time as she continues to offer what little help she can.
Move action: Move next to Helga.
Standard action: Cast Guidance.
If the Commander chooses to move and is therefore out of reach, she'll still move but cast Guidance on Boomer instead.

Boomer Bellowpiper |
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Boomer stuffed a rag into his cask, lit it off of his cigar, and tossed it, looking pained at the waste of good liquor.
Thunderbottle Express, ranged touch, point blank: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage, point blank, focused blast: 1d6 + 3 + 1 + 3 ⇒ (2) + 3 + 1 + 3 = 9