
brvheart |

There is something strange about the arcane lock. It does not appear to be on this side.

Baltor |

”Uh, should I still hold? Or am I clear to bash it now Sorek?” the dwarf asked anxiously, but not wanting to disregard the leader’s initial directive.

Sorek |

Sorek barks out a laugh at the leader comment
go ahead bash the hell outa him, just stay on this side of the door
5ft move to make room for Baltor
move action re-empower his fists and then launches two quick strikes at the skeleton
Discipline: Broken Blade (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
DESCRIPTION
The disciple of the Broken Blade learns to maximize openings in his opponent's defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.
B,Magic,Good 17-20/x2
attack#1: 1d20 + 13 ⇒ (1) + 13 = 14
damage#1: 1d6 + 7 ⇒ (1) + 7 = 8
good damage vs evil: 1d6 ⇒ 2
attack#2: 1d20 + 13 ⇒ (14) + 13 = 27
damage#2: 1d6 + 7 ⇒ (6) + 7 = 13
good damage vs evil: 1d6 ⇒ 2

Baltor |

”Right then!”
”I’ll teach you to swim over here you boney bastard!”
Heavy Shield Bash: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Heavy Shield Bash: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12
”Heh, surprisingly agile.”

Baltor |

”Oh come on! Die again already!”
Cestus Strike: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 2d6 + 5 ⇒ (1, 1) + 5 = 7

Sorek |

Sorek has a swift action remaining.. And will use it so we can move forward
Discipline: Riven Hourglass (Boost); Level: 1
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: Instant
DESCRIPTION
You make an incredibly swift strike which sacrifices some accuracy for speed. Make a melee attack with a –2 penalty on the attack roll. If it hits, it deals weapon damage as normal.
B,Magic,Good 17-20/x2
attack#1: 1d20 + 11 ⇒ (1) + 11 = 12
damage#1: 1d6 + 7 ⇒ (1) + 7 = 8
good damage vs evil: 1d6 ⇒ 4
well that's not gonna work

Baltor |

”This damn skeleton is zigzagging. Somebody hit this thing! How about some elfy magic or something!”

brvheart |

The skeleton takes 2 attacks on Sorek
short sword: 1d20 + 10 ⇒ (2) + 10 = 12 damage: 1d6 ⇒ 1 plus damage: 1d3 ⇒ 1 STR
short sword: 1d20 + 10 ⇒ (6) + 10 = 16 damage: 1d6 ⇒ 1 plus damage: 1d3 ⇒ 3 STR

Sorek |

5' step up and cast Lesser Restoration on Sorek.
[dice=str]1d4
No need for a restoration. Sorek hasn't been hit by the skeleton.

brvheart |

well it will attack Sorek once again
short sword: 1d20 + 10 ⇒ (9) + 10 = 19 damage: 1d6 ⇒ 4 plus damage: 1d3 ⇒ 3 STR
short sword: 1d20 + 10 ⇒ (18) + 10 = 28 damage: 1d6 ⇒ 1 plus damage: 1d3 ⇒ 3 STR

Sorek |

One of the skeletons blades strikes home 1hp and 3str dam
Determined to end this Sorek strikes cracking its ribs and skull
B,Magic,Good 17-20/x2
attack#1: 1d20 + 11 ⇒ (17) + 11 = 28
damage#1: 1d6 + 7 ⇒ (5) + 7 = 12
good damage vs evil: 1d6 ⇒ 3
attack#2: 1d20 + 11 ⇒ (16) + 11 = 27
damage#2: 1d6 + 7 ⇒ (4) + 7 = 11
good damage vs evil: 1d6 ⇒ 4
attack#3: 1d20 + 6 ⇒ (9) + 6 = 15
damage#2: 1d6 + 7 ⇒ (2) + 7 = 9
good damage vs evil: 1d6 ⇒ 1
That should end it! Father save the restoration...Sorek is at 10 str and should be fine
Sorek looks around to check in with everyone. was harder than I expected. What should we do about this magic door?
Can Sorek disable the magic door? disable: 1d20 + 18 ⇒ (6) + 18 = 24

Sorek |

The door opens.
xp=320 each
Does that mean the door trap is disabled?

Sorek |

OK guys... Do you want to go into this next room? The door is magicked so it'll probably slam shut behind us
I'm good with going in... Just wanted feedback from the group as it could be a rappan death trap

Sorek |

just looked at map....there is a door to the west we can go through
checking the west door
perception for first door we come across: 1d20 + 14 ⇒ (9) + 14 = 23
perception for first door we come across: 1d20 + 14 ⇒ (1) + 14 = 15
Detect for Magic and Evil, TRAPSPOTTING
after examining the door, Sorek will notify the group if any strong Evil or Magic is detected so we can properly prepare,
and if traps/locks detected (for multiple attempts if necessary)
disable device: 1d20 + 18 ⇒ (20) + 18 = 38
disable device: 1d20 + 18 ⇒ (5) + 18 = 23
disable device: 1d20 + 18 ⇒ (5) + 18 = 23
disable device: 1d20 + 18 ⇒ (11) + 18 = 29
disable device: 1d20 + 18 ⇒ (16) + 18 = 34

brvheart |

The passage to this room reeks of rotting corpses. The large room
beyond appears to have a smaller chamber set within it. The walls are
lined with recesses containing smashed caskets. Bloody debris and rat
corpses litter the room. In the flickering torchlight, the characters can see
hunched human forms. This room is the lair of 12 ghouls.

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@Sorek You sure you don't want the lesser resto? I marked it unused on my spell list for now until you're ready to be cured.
Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Lomyldyr Dweo-Mercraeft |

Init: 1d20 + 13 ⇒ (13) + 13 = 26
Lomyldyr summons a flaming sphere and places it on the nearest ghoul.
damage: 3d6 + 3 ⇒ (5, 6, 4) + 3 = 18; DC 20 Reflex

Sorek |

@Sorek You sure you don't want the lesser resto? I marked it unused on my spell list for now until you're ready to be cured.
save it in case Lars or Baltor get hit with str drain... Str isn't important for Sorek but it is for them

brvheart |

init Lars: 1d20 + 2 ⇒ (6) + 2 = 8
init Baltor: 1d20 + 2 ⇒ (1) + 2 = 3

brvheart |

Initiative Order Round One
Lom
ghouls
Sorek
Lars
Father Stom
Baltor

Baltor |

”Hey! Looks like you guys have been having a party and here we are to breathe a little life into it.”. The dwarf readies his axe and shield.

brvheart |

Lomyldyr summons a flaming sphere and places it on the nearest ghoul.
DC 20 Reflex
reflex: 1d20 + 2 ⇒ (10) + 2 = 12

brvheart |

The ghouls move forward and 4 attack Sorek:
bite: 1d20 + 3 ⇒ (15) + 3 = 18 damage: 1d6 + 1 ⇒ (6) + 1 = 7 plus disease and paralysis)
bite: 1d20 + 3 ⇒ (4) + 3 = 7 damage: 1d6 + 1 ⇒ (1) + 1 = 2 plus disease and paralysis)
bite: 1d20 + 3 ⇒ (5) + 3 = 8 damage: 1d6 + 1 ⇒ (6) + 1 = 7 plus disease and paralysis)
bite: 1d20 + 3 ⇒ (9) + 3 = 12 damage: 1d6 + 1 ⇒ (3) + 1 = 4 plus disease and paralysis)

brvheart |

Not a problem Sorek:) I am glad I saw it quickly. Done it myself a few times.

Baltor |

”Hackin an slashin!”
1d20 + 12 ⇒ (9) + 12 = 21
1d10 + 6 ⇒ (4) + 6 = 10
1d20 + 7 ⇒ (11) + 7 = 18
1d10 + 6 ⇒ (8) + 6 = 14