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As posted previously, Devram buys 1 potion of CLW.
The swordsman follows Kaddock down the stairs.
-Posted with Wayfinder

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Descending the stairs, they eventually open out into a large chamber.
A perpetual thick gray fog covers the floor of this ancient stone room to a height of six inches. Four alcoves extend from a small circular center. The north and south alcoves are lined with ceremonial slabs on which rest skeletal bodies garbed in old finery, the west alcove contains a spiral staircase that winds down from the room, and the east alcove contains only a simply wooden door in the east wall.
Slouching in front of the door are two more mercenaries, who quickly stand to attention when they notice the party moving into the room.
"Oi! What are you lot doing down here? You shouldn't have gotten this far! Push off; this is private property, and you ain't invited. You've got to the count of three to push off, or we'll do it the hard way..."
Everyone give me Perception checks.
Map updated.

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Perception: 1d20 + 1 ⇒ (16) + 1 = 17
"Where's Celeena? Surrender her to us or die."
-Posted with Wayfinder

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Perception: 1d20 + 4 ⇒ (20) + 4 = 24
What kind of armor are these guys wearing?
Muriel draws her whip if these guys wear no armor, or her longsword if they do.

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As they start counting Vrock draws his Rapier
"I am not going first this time" he says with a light chuckle with a hint of appologies for rushing last time
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

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"I've got your back," he says to the warriors. "Ready when you are."
Delay. Move up as soon as Devram or Kaddok do and fight from the second rank.

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"Right then. One."
The mercenaries grip their swords tightly, and prepare to move forward to attack...
...but before they can do so, a chill wind howls through the crypt; the mist rises up, and tortured, screaming spirits appear and disappear within it, before funneling into the skeletons on the slabs... Skeletons, which, bright red flames lighting in their eyes, stand up from their ceremonial slabs, and move to attack the living!
Mercenaries: 1d20 + 5 ⇒ (7) + 5 = 12
Berosius: 1d20 + 2 ⇒ (15) + 2 = 17
Kaddok: 1d20 + 2 ⇒ (14) + 2 = 16
Devram: 1d20 + 2 ⇒ (20) + 2 = 22
Muriel: 1d20 + 2 ⇒ (2) + 2 = 4
Vrockwing: 1d20 + 4 ⇒ (6) + 4 = 10
Attacks Versus Kaddok:
Skeleton #1, Partial Charge: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton #2, Partial Charge: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Attacks Versus Devram:
Skeleton #3, Partial Charge: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Attacks Versus Vrockwing:
Skeleton #4, Partial Charge: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #5, Partial Charge: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Attacks Versus Berosius:
Skeleton #6, Partial Charge: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Undead claws prove to be preternaturally attracted to living flesh; two skeletons rip into Kaddok, staggering the big man, whilst Vrockwing suffers a similar fate, feathers flying everywhere. Meanwhile, Devram takes a glancing blow from a bony claw digging into the soft flesh of his shoulder, whilst Berosius is winded by a blow which cracks his sternum.
Surprise Round: Devram, Berosius, Kaddok, Skeletons, Mercenaries, Vrockwing, Muriel
Ummm... That was some good rolling on my part :-/
Vrockwing and Muriel to act in the surprise round, then Devram, Berosius, and Kaddok to lead us off in Round 1.

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Ok, so what did our perception checks do? Did we need to get a 25?
Muriel attacks the closest skeleton, fighting defensively!!
Attack: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Bleh...

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@Muriel: You Perception checks allowed you to act in the surprise round; hence, why Vrockwing and you can act.
However, due to some lobbying from one or more players, I will make a slight edit in order to satisfy: The skeletons are not specifically stated as starting prone (in fact, there is no flavor text for them at all), so I thought it was reasonable for them to partial charge. However, I will edit that to having them simply move-up, and threaten, in the surprise round. I will keep their rolls for their next turn, though.

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Kaddok swings his earthbreaker in a powerful overhand stroke, attacking the skeleton directly north of him. I'm hoping that if the mercenaries advance, the skeletons might get AoO's on them...
Attack (Earthbreaker (2H)): 1d20 + 7 ⇒ (8) + 7 = 15
Damage (Earthbreaker (2H), Power Attack): 2d6 + 6 + 3 ⇒ (6, 3) + 6 + 3 = 18
As a reminder, I'll be leaving on vacation here in about 12 hours or so, feel free to bot Kaddok as needed.

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Vrock will move threw Berosius square fighting defensively. Goal is to end at far west square next to skeleton.
to avoid aoo
Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26
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Ah, that makes sense. Thanks for the clarification. Also, I gotta go to work soon, so I am going to make my first round action now.
Muriel continues her defensive stance, striking at the closest skeleton.
Attack: 1d20 + 2 - 4 ⇒ (9) + 2 - 4 = 7
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

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The square you start in is threatened by all three.
Vrockwing manages to dodge out of the way of two of the skeletons, but the third takes a swing at him...
Claw: 1d20 + 2 ⇒ (11) + 2 = 13, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
...but its claw glances off his armour.
Berosius?

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Berosius reflects that this would be a great time to be able to channel his goddess's energies. Also, he considers for the first time the merits of carrying a backup bludgeoning weapon.
Instead, he turns and defends Vrockwing to the best of his ability, hoping to keep them both alive until the warriors can handle their own foes and come to their rescue.
Aid Another to add +2 to Vrockwing's AC.
Aid Another (DC 10): 1d20 + 4 ⇒ (19) + 4 = 23 <- Success

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Vrockwing tumbles away from the skeletons, moving behind Berosius.
Muriel swings with her longsword, but is unable to find purchase on dry bone...
Devram, too, makes a solid attempt at attacking one of the skeletons, but a blow which *would* have sliced the stomach of a living opponent does nothing to a foe lacking soft tissue.
Berosius turns to assit Vrockwing, attempting to shield him from blows.
Kaddok delivers a powerful swing, which the skeleton *barely* manages to dodge.
The Skeletons then attack in a flurry of claws; the ones that *would* have attacked Vrockwing, finding their target gone, stepping up and attacking Berosius instead.
Versus Kaddok:
Skeleton #1: 1d20 + 2 ⇒ (12) + 2 = 14, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #2: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Versus Devram:
Skeleton #3: 1d20 + 2 ⇒ (14) + 2 = 16, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Versus Berosius:
Skeleton #4: 1d20 + 2 ⇒ (13) + 2 = 15, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Skeleton #5: 1d20 + 2 ⇒ (11) + 2 = 13, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #6: 1d20 + 2 ⇒ (13) + 2 = 15, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
...however, despite the flurry of claws, almost none find purchase on living flesh; still, one delivers a vicious slash to Kaddok, whilst two others maul Berosius.
By my math (allowing for the fact that they *don't* have a +2 for charging on their first attacks any more, and none of the PCs are flat-footed), that is 5 damage to Kaddok, and 8 damage to Berosius.

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The two mercenaries snigger loudly, before advancing on Kaddok, blades held menacingly.
Merc #1: 1d20 + 3 ⇒ (5) + 3 = 8, for 1d6 + 3 ⇒ (3) + 3 = 6 damage.
Merc #2: 1d20 + 3 ⇒ (16) + 3 = 19, for 1d6 + 3 ⇒ (2) + 3 = 5 damage.
Kaddok manages to dodge the first, but that places him in the direct path of the second's swing, which delivers a deep cut to his side.
Round 1: Devram, Berosius, Kaddok, Skeletons, Mercenaries, Vrockwing, Muriel
Vrockwing and Muriel to finish Round 1. Everyone else to start Round 2.
Map to be updated when I get home from work; at present, the eastern-most skeleton in the bottom line has stepped into Vrockwing's vacated square, and the two mercenaries have moved up to the two squares east of Kaddok.

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Vrock will take tumble to flank and make a bite attack
Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
Attack: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Damage: 1d3 + 1d6 ⇒ (3) + (4) = 7
I don't know str on head and don't have access to computer
-Posted with Wayfinder

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Muriel, realizing the ineffectiveness of her weapon, steps back and begins to sing a song. The song tells the story of a group of mighty heroes who took on a horde of undead warriors.
Inspire Courage

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@Berosius: I was convinced that I should not have had the skeletons charge in the surprise round, so I just had them move up. I did say that I would keep the rolls. Since Vrockwing moved away, and you were the closest target, the two hits that would have gone to him went to you instead; they were a 17 and an 18 to hit, respectively, doing a total of 8 points of damage.
@Vrockwing: You do indeed take one out :-)

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"Kaddock, switch with me!" Devram shouts, knowing his blade will work better on the mercenaries.
Can I hold action to 5 foot step and swap places with Kaddock? Then attack a merc.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

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Vrock will move to another zombie flanking with Berosius.
Accrobatics: 1d20 + 8 ⇒ (13) + 8 = 21
Bite Attack: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Damage: 1d3 + 1d6 ⇒ (1) + (1) = 2

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Muriel continues to sing as she begins to cast a spell.
I am not entirely sure where the mercs actually are... but I am wanting to cast sleep on the 2 of them. Otherwise this fight might kill us. Also, it has not been reflected on the map, but in my last post I mentioned Muriel stepping back (5' step), so this will not provoke an AOO

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Kaddok hears Devram's request and quickly switches places with him. Then he retrieves a potion from his belt pouch and drinks it quickly.
Move action: Retrieve stored item (Potion of Cure Light Wounds)
Standard action: Drink potion
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

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End of Round 1:
Vrockwing tumbles around to a flanking position, in the process taking a nasty swipe from a skeleton...
Skeleton AoO: 1d20 + 2 ⇒ (10) + 2 = 12, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
...but manages to dodge out of the way, pecking the skeleton at the base of its spine, and causing it to collapse to the ground, motionless.
Muriel 5' steps back, and begins to sing a rousing song.
Round 2:
Berosius, feeling hemmed in, forgoes offense, and focuses completely on defense.
Devram and Kaddok swap places; Devram delivers a vicious thrust to one of the mercenaries, who winces in pain, and seems more than a little intimidated. Kaddok, meanwhile, swiftly draws a potion and attempts to down it...
@Kaddok: Drinking a potion is an action that provokes...
...drawing the attention of two skeletons...
Skeleton AoO: 1d20 + 2 ⇒ (5) + 2 = 7, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton AoO: 1d20 + 2 ⇒ (16) + 2 = 18, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
...and whilst he manages to twist out of the way of one of them, the other delivers a quick rake to his flank which drops the warrior, the potion rolling from his nerveless hand.
The skeletons then continue their assault, three of them targeting Devram...
Against Devram:
Skeleton #1: 1d20 + 2 ⇒ (5) + 2 = 7, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton #1: 1d20 + 2 ⇒ (10) + 2 = 12, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton #2: 1d20 + 2 ⇒ (19) + 2 = 21, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton #2: 1d20 + 2 ⇒ (6) + 2 = 8, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #3: 1d20 + 2 ⇒ (3) + 2 = 5, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #3: 1d20 + 2 ⇒ (8) + 2 = 10, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
...but although many claws rake at him, only one manages to find purchase.
The remaining two continue to target Berosius...
Against Berosius:
Skeleton #4: 1d20 + 2 ⇒ (8) + 2 = 10, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #4: 1d20 + 2 ⇒ (6) + 2 = 8, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #5: 1d20 + 2 ⇒ (9) + 2 = 11, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton #5: 1d20 + 2 ⇒ (16) + 2 = 18, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
...but the canny aasimar ducks and weaves, frantically avoiding all of their blows.
The two mercenaries curse at Devram, and attack him furiously...
Mercenary #1: 1d20 + 3 ⇒ (8) + 3 = 11, for 1d6 + 3 ⇒ (4) + 3 = 7 damage.
Mercenary #2: 1d20 + 3 ⇒ (13) + 3 = 16, for 1d6 + 3 ⇒ (2) + 3 = 5 damage.
...but the first's strength has been sapped by Devram's last blow, and the second's attack is turned aside (barely) by the fighter's armor.
Vrockwing again tumbles to a flanking position, this time easily avoiding his foe's swing, and pecks it at its left acetabulum, attempting to dislocate its hip, but whilst bone splinters, the undead beast does not fall.
Muriel, glancing worriedly at her imperiled friends, begins to cast a spell...
Okay. That is *definitely* a wall of text!
Also, in the interest of trying to help, here, I am applying the +1 to hit/damage from Muriel's bardsong to both Devram and Vrockwing's attacks.
Round 3: Devram, Berosius, Kaddok, Skeletons, Mercenaries, Vrockwing, Muriel
Map updated.

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This... has TPK written all over it. Wish we'd rested!
Berosius sees Kaddok fall, but can't spare a moment to help the injured warrior. He breathes a prayer that Kaddok can hold onto life long enough to be saved.
He turns and stabs at the injured mercenary.
longspear and cover: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 101d8 + 4 ⇒ (6) + 4 = 10
Reminder to GM - Berosius has a large reach and combat reflexes.

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@Berosius: Noted. Don't despair just yet; the first game at first level, when you only have your starting gold, and do not yet have the prestige to purchase healing wands, is always dangerous, especially when playing a combat-heavy scenario such as this one. For example, if one member of the party had previously played a game, and had a Wand of CLW (bought with prestige), it would have trivialised out-of-combat healing, and meant that you still had channels to blow-up this encounter.
That said, I am just glad that you ended-up joining the party - Berosius' healing has, I think, meant a lot to the group :-)

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Devram swallows hard as he hears Kaddok hit the floor behind him, but he presses his attack at the mercenary.
Attack(bard): 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage(Bard): 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10

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damn these rolls lol
Vrock will make another bite at the skeleton flanking with Berosius
Attack: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
damage: 1d3 + 1d6 ⇒ (1) + (2) = 3

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Devram swings at the mercenary again, but the sight of Kaddok on the ground shakes him, and his blow goes wide.
Berosius, too, finds that his stab is easily parried by the mercenary.
Stabilise: 1d20 + 2 - 2 ⇒ (5) + 2 - 2 = 5 Vs DC 10.
Kaddok continues to bleed.
The skeletons continue their assault:
Versus Devram:
Skeleton #1: 1d20 + 2 ⇒ (14) + 2 = 16, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton #1: 1d20 + 2 ⇒ (17) + 2 = 19, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Skeleton #2: 1d20 + 2 ⇒ (19) + 2 = 21, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Skeleton #2: 1d20 + 2 ⇒ (13) + 2 = 15, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
...two skeletons, clawing wildly, between them manage to deliver wild slashes which take the warrior down.
The injured mercenary's mocking laughter is cut short, however, when the third skeleton that was targeting Devram steps up, and attacks him!
Skeleton #3: 1d20 + 2 ⇒ (19) + 2 = 21, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton #3: 1d20 + 2 ⇒ (6) + 2 = 8, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Although he dodges one blow, the second finds a weak spot at his shoulder and the claw goes into his side, causing him to fall to the ground.
His companion blanches.
"Fritz! No!"
The remaining skeletons continue their mindless assault on Berosius...
Skeleton #4: 1d20 + 2 ⇒ (13) + 2 = 15, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #4: 1d20 + 2 ⇒ (7) + 2 = 9, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #5: 1d20 + 2 ⇒ (20) + 2 = 22, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton #5: 1d20 + 2 ⇒ (2) + 2 = 4, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
...and whilst he manages to dodge most of them, the sheer number of claw attacks eventually drops him.
The remaining mercenary spits at the skeletons, and takes a swing at the one that downed his companion...
Mercenary #2: 1d20 + 3 ⇒ (18) + 3 = 21, for 1d6 + 3 ⇒ (4) + 3 = 7 piercing damage.
...but although his blow strikes true, it does little to inconvenience an unliving foe, and he 5' steps south, towards Vrockwing.
"Ummm... Perhaps we were a little hasty; how about a temporary truce, until we deal with these...?"
Round 3: Devram, Berosius, Kaddok, Skeletons, Mercenaries, Vrockwing, Muriel
Vrockwing and Muriel to finish Round 3. Everyone else needs to stabilise :-/

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Muriel continues her song as her spell finishes DC 15 Will save.
Mixed into her song is a command, "Vrockwing, get to the stairs. We can funnel them so they can only get to us one at a time!"
If the mercenary stays awake she tells him the same
Muriel then moves to the stairs, leaving room for the Merc and Vrockwing.

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Vrockwing tumbles over to Kaddok, avoiding grasping claws, and picks up the fallen warrior's healing potion.
Muriel completes her spell...
Will: 1d20 + 1 ⇒ (17) + 1 = 18.
...but whilst the mercenary yawns, he does not fall asleep.
He stares at her with hate-filled eyes.
"Damn you, witch! If I survive this, I will make sure that you pay!"
Muriel then moves to the stairs.
Devram, stabilise: 1d20 + 0 - 1 ⇒ (12) + 0 - 1 = 11 Versus DC 10.
Devram stops leaking blood.
Berosius continues to breathe shallowly, but stops bleeding.
Kaddok, stabilise: 1d20 + 2 - 3 ⇒ (8) + 2 - 3 = 7 Versus DC 10.
Kaddok continues to pump-out his life's blood.
The skeletons continue their assault, clustering around the mercenary and Vrockwing.
Against Vrockwing:
Skeleton #1: 1d20 + 2 ⇒ (10) + 2 = 12, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton #1: 1d20 + 2 ⇒ (6) + 2 = 8, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #2: 1d20 + 2 ⇒ (20) + 2 = 22, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Skeleton #2: 1d20 + 2 ⇒ (12) + 2 = 14, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Against the Mercenary:
Skeleton #3: 1d20 + 2 ⇒ (14) + 2 = 16, for 1d4 + 2 ⇒ (4) + 2 = 6 damage.
Skeleton #3: 1d20 + 2 ⇒ (6) + 2 = 8, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton #4: 1d20 + 2 ⇒ (18) + 2 = 20, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton #4: 1d20 + 2 ⇒ (10) + 2 = 12, for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Skeleton #5: 1d20 + 2 ⇒ (9) + 2 = 11, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Skeleton #5: 1d20 + 2 ⇒ (8) + 2 = 10, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Luckily, only one manages to hit the wily Tengu, whilst the mercenary takes a single solid hit.
For his part, the mercenary swings defensively at the damaged skeleton in front of him...
Mercenary: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5, for 1d6 + 3 ⇒ (5) + 3 = 8.
...and then retreats towards the stairwell...
Skeleton, AoO: 1d20 + 2 ⇒ (10) + 2 = 12, for 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton, AoO: 1d20 + 2 ⇒ (6) + 2 = 8, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Skeleton, AoO: 1d20 + 2 ⇒ (3) + 2 = 5, for 1d4 + 2 ⇒ (1) + 2 = 3 damage.
...easily fending off their claws.
Round 4: Devram, Berosius, Kaddok, Skeletons, Mercenaries, Vrockwing, Muriel
Vrockwing and Muriel are up.
Map updated.