
GM XaveTheNerd |

Merritt drinks his mutagen while Zelphar prepares to interrupt spellcasting. Too bad none of the skeletons he can see are spellcasters.
The red skeleton dashes forward first, almost literally leaving its feet behind as it leaps. Before he knows it, Zelphar is staring at the sharp end of a rusty scimitar.
Attack: 1d20 ⇒ 14
Damage: 1d6 ⇒ 5
The scimitar slashes straight through the poor arcanist's chest, blood begins to gush from the wound.
The orange skeleton runs next, triggering Torrak's readied action. His first swing misses, but as Torrak notices an opening as the skeleton rushes him, he flings the ball at the end of his chain back with a quick jerk, absolutely demolishing the skeleton.
The final skeleton rushes towards Merritt, carelessly leaving an opening for Torrak to strike.
Ball and chain of death: 1d20 + 7 ⇒ (20) + 7 = 27
Torrak once again absolutely demolishes the skeleton, its skull rolling harmlessly to rest at Merritt's feet.
Initiative - the BOLD may act
-------------------
Torrak (-12)
???
Zelphar (-5)
Merritt
Skellies
Tseghet

Torrak Farcrusher |

"Gorum's Sword, how tha hell do ya fight a floating weapon made o' glowy light?" Torrak groans. Any disappointment he has is quickly chased away as two skeletons are quickly shattered to pieces. "HAHA! Now that is more like it!" he screams before jumping at the last skeleton, bringing the ball down over his head in a large vertical arc.
"Now quit admirin' my holy work and find that damn finger waggler!"
________
Dorn-Derger vs Red: 1d20 + 7 ⇒ (16) + 7 = 231d10 + 4 ⇒ (2) + 4 = 6

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”Haha! Torrak, you fight like the Inheritor herself guides your hand to smite evil and protect the innocent!” Tseghet cheers. Now onwards - let us reveal the liar and put an end to their miserable schemes forever!” He rushes towards the end of the curtain, morningstar held ready.
Standard action to begin Inspire Courage, move action to move.

GM XaveTheNerd |

POOF! As the dust clears, the final skeleton's bones lay a mere pile of bone meal on the ground.
Tseghet inspires everybody and moves forward.
As soon as the cleric finishes speaking, though, a whisper emanates from the back of the room. As soon as the whisper ends, the curtain in the back of the room violently flips upwards, and a skeleton dressed in blue and gold priests' garb quickly dashes from behind the area, reaching his bony fingers towards Tseghet.
Touch attack: 1d20 + 5 ⇒ (13) + 5 = 18
Seeing his spell not nearly as effective as he hoped, the creature laughs, "You should have run when you had the chance!" it utters.
Initiative - the BOLD may act
Active effects - Inspire Courage +1
-------------------
Torrak (-12)
???
Zelphar (-5)
Merritt
Tseghet

Torrak Farcrusher |

"LOOK! ANOTHER! AND IT'S AH FINGER WAGGLER!" Torrek cheers, the chain of his weapon spinning with renewed vigor. Shuffling his Dwarven legs as fast as he can to pick up speed, he slides near the throne, sending the ball into a wide but expedient arc.
________
Dorn-Derger (Inspire) vs Blue: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 261d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9

GM XaveTheNerd |

"Figher waggl--" Before he's even able to be offended, the skeleton is struck by a carefully aimed wide-arc. As its jaw magically reconnects, it looks to the dwarf in anger.
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-12)
??? (-9)
Zelphar (-5)
Merritt
Tseghet

GM XaveTheNerd |

Just realized I forgot that the spiritual weapon got to take a chop at Torrak.
EDIT: Torrak, you feel like your damage wasn't entirely effective.
Bastard Sword: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d10 + 1 ⇒ (6) + 1 = 7
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-19)
??? (-9, DR once)
Zelphar (-5)
Merritt
Tseghet

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"Your unholy magics will not save you from your judgement at the hands of Inheritor! To the Boneyard with you!" Tseghet swings his morningstar in imitation of Torrak as he steps around the remaining skeletal creature.
Morningstar, Inspire Courage, Flanking: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25
Bludgeoning, Piercing damage, IC: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

GM XaveTheNerd |

With a mighty thunk, Tseghet's morningstar collides with the creature, but the creature seems almost completely unphased by it.
"You're all pathetic lowlifes. You have no chance of defeating even me, yet you expect to continue your expedition. What waits further down the rabbit hole is much worse!"
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-19)
??? (-17, DRx2)
Zelphar (-5)
Merritt
Tseghet

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"Ahh, but that's where you're wrong. We will defeat you... and what we learn from that will make us even stronger; we can handle what's below... because of you!"
Merritt steps closer to the battle, and shouts a warning to Tseghet "Incoming!" He throws a bomb at the skeletal creature.
PvP damage request of Tseghet; if not, Merritt will retcon something.
Move: 20'
Standard: throw alchemist's fire
Ranged touch: 1d20 + 6 ⇒ (8) + 6 = 14
Damage, fire: 1d6 + 5 ⇒ (5) + 5 = 10 Splash: 6 damage
Miss Direction?: 1d8 ⇒ 8

Zelphar Xyroris |

Zelphar moves forward and conjures a glob of magical acid, directing it towards the foe.
acid splash (touch): 1d20 + 2 ⇒ (8) + 2 = 10
damage: 1d3 ⇒ 1

GM XaveTheNerd |

Merritt throws a bomb, splashing a burning liquid all over the creature as its robes ignite. As the flames begin to flicker through its hollow skull, it deftly avoids Zelphar's acid splash, but its movement forces some of the burning liquid onto Tseghet.
Tseghet reflex save: 1d20 + 2 ⇒ (6) + 2 = 8
In one final burst of force, the spiritual bastard sword makes one final swing against the Dwarf.
Spiritual Weapon: 1d20 + 6 ⇒ (11) + 6 = 17
It doesn't quite pierce the Dwarf's armor, but the impact does leave a small dent.
"LEAVE THIS PLACE! You're in farther over your heads than you realize."
The creature throws its cloak off, revealing a rotting garb and a blue glow contained within the skeleton. A quick look at the blue glow makes you surprisingly uneasy.
Torrak: 1d20 + 3 ⇒ (8) + 3 = 11
Zelphar: 1d20 + 3 ⇒ (2) + 3 = 5
Merritt: 1d20 + 2 ⇒ (9) + 2 = 11
Tseghet: 1d20 + 7 ⇒ (2) + 7 = 9
You're all shaken for __ rounds: 1d4 ⇒ 2
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-19, shaken 2)
??? (-27, DRx2)
Zelphar (-5, shaken 2)
Merritt (shaken 2)
Tseghet (-6, shaken 2)

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GM, if this is a fear effect, then Inspire Courage would grant a +1 to everyone’s saving throw.
”Torrak! Step closer to me once you have attacked, and the Inheritor shall grant you the strength to bring justice to this creature!” Tseghet says as he surveys the battlefield like a mighty general of Heaven’s armies. The right move at the right time can change the tide of battle - that’s what Ma always said.
Delaying until after Torrak acts

Torrak Farcrusher |

"Sod off, damn sword!" Torrak grunts as he swings for the skeleton again, the metal ball of his weapon almost whistling as he whips it around. This thing is getting in my head, it needs to die NOW!
"Some serious magic or whatever must be holding 'im together, tha other skeletons couldn't handle ah single one o' my blows!"
Not sure what the Half-Orc has in mind, the Dwarf steps closer to him after his blow. "I'm plenty strong! What is that Iomedae going to give me that Gorum can't, eh?"
________
Dorn-Derger (Inspire, Flank, Shaken) vs Blue: 1d20 + 7 + 1 + 2 - 2 ⇒ (14) + 7 + 1 + 2 - 2 = 221d10 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Just in case it makes a difference: Torrak has a +3 vs spells and sla's. Torrak could take a diagonal step too if you prefer, Tseghet.

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Nah, this is fine.
Tseghet tucks to the side, flicking his wand from the sheath under his buckler into his hand. Reaching over, he taps Torrak with it. ”Gorum laughs as either side falls - Iomedae cares for her own and strengthens them that they may continue to fight. You do wish to continue the fight, correct?”
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7

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What... is it about that blue light?!? Merritt, shaken from the unholy glow within the skeleton's ribs, decides that some better protection might be a better choice than splashing his allies with alchemical fire again. He retrieves and drinks an extract, and changes position.

GM XaveTheNerd |

Just in case it makes a difference: Torrak has a +3 vs spells and sla's. Torrak could take a diagonal step too if you prefer, Tseghet.
3 more on TOP of the +2? I thought it was a replacement. Still JUST short of the mark with the Inspire Courage and that bonus. I'll keep that in mind
Torrak's ball and chain slam into the creature with a satisfying crack as a rib or two falls to the ground underneath the skeleton. It wasn't entirely effective, though.
Tseghet quickly heals the severely injured Dwarf, and Merritt begins to change tactics.
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-12, shaken 1)
??? (-42, DRx3)
Zelphar (-5, shaken 2)
Merritt (shaken 1)
Tseghet (-6, shaken 1)

GM XaveTheNerd |

Zelphar's attack misses the creature.
The priestly skeleton finally places its second hand on the bastard sword it's been dragging on the floor and flicks it violently at Torrak. "You obnoxious bearded imp, you'll pay for those ribs in blood!"
Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-19, shaken 1)
??? (-42, DRx3)
Zelphar (-5, shaken 1)
Merritt (shaken 1)
Tseghet (-6, shaken 1)

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Tseghet quickly taps the dwarf's cut before moving back into his previous position. "Now, Torrak! The General of Heaven's armies lends you her might to strike down evil!"
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cast from wand again, then step back into flanking with Torrak.

Torrak Farcrusher |

"Dwarves don't need no God to keep them fightin'!" Torrak shouts in response as he steps back from the skeleton and swings his weapon at their foe's legs. The irony of his defiance to divine help in light of the healing he received is clearly lost on him.
________
Dorn-Derger (Inspire, Flank, Shaken) vs Blue: 1d20 + 7 + 1 + 2 - 2 ⇒ (6) + 7 + 1 + 2 - 2 = 141d10 + 4 + 1 ⇒ (2) + 4 + 1 = 7 Ugh.
If it was an sla or spell that Torrak was saving against, yes, he would get an additional +3 vs it from his Hardy racial ability and trait Glory of Old. Otherwise it would be his normal will save modifier.

GM XaveTheNerd |
1 person marked this as a favorite. |

Tseghet quickly heals Torrak as he swings low. The skeleton quickly jumps out of the way. Maybe you should have taken that divine help, lol!
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Torrak (-13, shaken 1)
??? (-42, DRx3)
Zelphar (-5, shaken 1)
Merritt (shaken 1)
Tseghet (-6, shaken 1)

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Merritt, still somewhat shaken from the sight inside the creature's ribs, pulls out a bomb and tosses it into the fray, hoping Tseghet can withstand the residual blast.
Standard: attack blue
Ranged touch, bomb, mantis mutagen, shaken: 1d20 + 6 + 2 - 2 ⇒ (7) + 6 + 2 - 2 = 13
Damage, fire: 1d6 + 5 ⇒ (3) + 5 = 8 Splash 6
Miss direction?: 1d8 ⇒ 3

GM XaveTheNerd |

Merritt's bomb once again soaks the skeleton in fire, but it remains vigilantly standing as a glob of acid flies by its head. Another miss?
Tseghet ref: 1d20 + 2 ⇒ (6) + 2 = 8
"You continue to heal, you green savage! You seem eager to be the first to die!" It screams, realizing no damage has gotten through to the dwarf due to the healer.
Attack Tseghet: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d10 + 3 ⇒ (6) + 3 = 9
Will save: 1d20 + 7 ⇒ (8) + 7 = 15 Meets it beats it. No automatic, free action Death Knell. yay.
You watch an unholy energy channel through the sword and into Tseghet, but it appears completely ineffective.
The skeleton then takes a step towards Merritt. "You're next, alchemist!"
Initiative - the BOLD may act!
Active effects:
-----------------------------------------------
Torrak (-13)
??? (-50, DRx3)
Zelphar (-5)
Merritt
Tseghet (-21, Unconscious, Not stable)

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Merritt quickly begins moving away, taking care to avoid any strikes from the skeletal being. "Yeah, come get me, ya bony fool!"
Move: 20'
Standard: ready action to throw bomb if skeletal dude moves away from Tseghet such that Tseghet can't be harmed by the bomb's splash
Ranged touch, bomb, mantis mutagen: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Damage, fire: 1d6 + 5 ⇒ (2) + 5 = 7
Miss direction?: 1d8 ⇒ 1

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Oof. Maybe we should have called it at one party damage... #NextTime
In the meantime, Tseghet's only just barely unconscious. As long as he doesn't get hit by anything else, he'll be fine for a while. But no more Inspire Courage unfortunately.
Stabilize vs DC 11: 1d20 + 2 ⇒ (7) + 2 = 9
-2 hp currently, 12 more to go before death.

GM XaveTheNerd |

Aoo: 1d20 + 7 ⇒ (10) + 7 = 17
BOOM!
and then....
THUD
The creature falls to the ground, ribs, arms, and legs scattering across the room.
Out of initiative!
Now what?

Torrak Farcrusher |

Torrak smashes the skull under his boot and spits on the general area of the "corpse." "Damn skeletons."
The Dwarf makes his way over to Tseghet and nudges him with his steel boot. "Anyone o' you nerds know how to use ah wand or have ah potion? We've got ah little time before tha dirt nap becomes ah little more permanent," he points out.
________
If no healing is immediately available, Torrak will attempt to administer first aid.

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Merritt steps up and kneels down by Tseghet, grabbing the wand from where it landed when the half-orc fell. He activates the wand, sending healing energy into Tseghet's body.
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3 should be enough?
cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4 just in case
"There you go friend; the Inheritor apparently watches over you even when you fall. Go figure."

GM XaveTheNerd |

Tseghet rises from the ground, thankfully not killed immediately by this thing's free action Death Knell (rude!).
Treasure: On the table lie four longswords, a masterwork
dagger, a buckler, a belt of mighty constitution +2, a potion of cure
moderate wounds, a flask of acid, and four small leather belt
pouches. One of the pouches contains 16 gp; another contains
25 gp and 12 sp. The third holds 77 gp and 8 sp, and the fourth
contains a small emerald worth 50 gp and a pair of six-sided
bone dice that have been weighted to always roll sixes.

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"...praise the Inheritor..." are the first words past Tseghet's lips as Merritt revives him. As he rises to his feet, he holds out a hand to the tiefling. "Iomedae must have sent you, and I would gladly call one so selfless a friend," he declares loudly. "Though perhaps it's only repayment for these burns..." He busies himself with healing the rest of his wounds.
Cure Light Wounds: 3d8 + 3 ⇒ (4, 6, 5) + 3 = 18

GM XaveTheNerd |

Torrak is still down quite a bit. Any more healing or are we moving on to the next door?

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Tseghet turns to Torrak next. "And the skill you showed with your... uh... morningstar there was almost as inspiring a sight as Iomedae commanding the archons to strike down the forces of the Abyss. Truly, the Inheritor has blessed you with strength of arm!" His mix of praise and proselytizing is accompanied by numerous taps of the wand as the overly-enthusiastic half-orc gets to work healing his companion's wounds.
Cure Light Wounds: 2d8 + 2 ⇒ (7, 3) + 2 = 12

Torrak Farcrusher |

Torrak's face drops briefly before rising back up, red with rage. "AH MORNINGSTAR?! I"LL HAVE YOU KNOW THAT THIS IS A TRADITIONAL DWARVEN WEAPON. A DORN-DERGER, YEAH?" he shouts at the Half-Orc, now coming back down from his anger-induced high.
He scowls at the floor for a moment before continuing. "You deserve better than that. I'm sorry. It's a touchy subject, especially from an Orc. It's nothing personal. You'll get over it."
Another moment passes as he continues to process what Tseghet actually said to him. "Thanks, it's all in the legs." Feeling sufficiently embarrassed and awkward, he stomps over to the hallway, ready for the next door.
________
Torrak could also chug the cure mod potion! Standard take 20 perception and all that before opening!

GM XaveTheNerd |

Yay! More webs.
This large room has a wide hole in the center of its floor. A heavy, welded steel ladder descends straight down from the lip of this shaft. The extend and depth of the space below are concealed behind the many crisscrossing, whitish-gray spider webs filling the pit.
Again, webs require a DC 13 Reflex save (per square) or you become entangled. If you fail a save after becoming entangled, you are grappled. The webs have 10 hit points and DR 5/slashing. Fire deals damage to things in the square, but all fire damage lights the web on fire.
What do?

Torrak Farcrusher |

Torrak looks expectantly at Merritt with raised eyebrows. If the Tiefling doesn't look eager to take the fiery reigns, he will begin lighting his torch and burning webs away.

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Merritt joins Torrak at the doorway, alchemist's fire in hand. He tosses it at the first square of webs.
Ranged touch: 1d20 + 5 ⇒ (10) + 5 = 15
Damage, fire: 1d6 + 4 ⇒ (5) + 4 = 9 5 splash damage
Miss direction?: 1d8 ⇒ 8

GM XaveTheNerd |

The party waits (I assume) as the first area of webs burns. The room stays oddly quiet as the webs quickly burn away in the area.
Which door are ya headed to?

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The smoke clears as the webs burn away in Merritt's alchemist's fire, but not nearly enough was burned away to satisfy the tiefling. He turns to Torrak. "Let's use torches. My fire is quicker at this end, but also way more expensive, and it takes time to brew."
Once torches are lit, Merritt will start clearing webbing from the NE corner, working west first, then south, until the room is empty of webs.

GM XaveTheNerd |

As Merritt begins to clean away the webbing:
Stealth: 1d20 + 10 ⇒ (8) + 10 = 18
Stealth: 1d20 + 10 ⇒ (4) + 10 = 14
Torrak: 1d20 + 3 ⇒ (13) + 3 = 16
Merritt: 1d20 + 7 ⇒ (12) + 7 = 19
Tseghet: 1d20 + 7 ⇒ (9) + 7 = 16
Zelphar: 1d20 - 1 ⇒ (12) - 1 = 11
Everyone but Zelphar is immediately aware of a spider quickly scurrying to the alchemist.
Torrak: 1d20 + 4 ⇒ (10) + 4 = 14
Merritt: 1d20 + 5 ⇒ (7) + 5 = 12
Tseghet: 1d20 + 0 ⇒ (7) + 0 = 7
Zelphar: 1d20 + 3 ⇒ (7) + 3 = 10
Spider: 1d20 + 6 ⇒ (17) + 6 = 23
The red spider quickly scurries its way over to Tseghet and Zelphar while the blue spider takes a five foot step and a surprise bite at Merritt.
Bite: 1d20 + 4 ⇒ (16) + 4 = 20
Fort save Merritt: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Merritt resists the poison of the strange spider's bite.
Initiative - the BOLD may act!
Active effects: Surprise Round
-----------------------------------------------
Spiders
Torrak
Merritt (-3)
Zelphar
Tseghet

Torrak Farcrusher |

"AH HA!" Torrak shouts as he drops his torch, grabs the chains of his Dorn-Derger, and steps into the corner of the room.

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"Fear not, companions!" Tseghet proclaims as he raises his sword high. "The Inheritor does not tolerate those who seek to deceive others, and neither do we!"
Standard action to begin Inspire Courage. Make it count, folks - two rounds is all we got!

GM XaveTheNerd |

Due to the nature of this situation, I'll give Merritt another day before botting.

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Sorry for my absence yesterday! Was at a trade show for work, and between the show and travel, had almost no screen time.
Merritt takes a step back and flings a bomb at the spider that just bit him. "Not today, arachnid!"
5' step
Standard: attack red
Bomb, ranged touch, IC: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage, fire, IC: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7 splash 6
Miss direction?: 1d8 ⇒ 3
Ummm, hole? I don't see that described anywhere?

GM XaveTheNerd |

Ummm, hole? I don't see that described anywhere?
The way down to the next floor is, umm, here.
This large room has a wide hole in the center of its floor. A heavy, welded steel ladder descends straight down from the lip of this shaft. The extend and depth of the space below are concealed behind the many crisscrossing, whitish-gray spider webs filling the pit.
The map wasn't terribly apparent about it, so I emphasized its location with a shape.
Torrak moves into the corner of the room, ready to squish the foolish spider. Tseghet praises Iomedae, bolstering his allies. Merritt chucks a bomb at the spider near him, soaking it and the nearby webbing in fire.
Web damage: 1d6 ⇒ 2
It's not quite enough to burn away the webs, though.
who attack 1: 1d2 ⇒ 2 Merritt
who attack 2: 1d2 ⇒ 2 Zelphar
The spiders each lash out with a quick bite:
bite on Merritt: 1d20 + 4 ⇒ (8) + 4 = 12
bite on Zelphar: 1d20 + 4 ⇒ (13) + 4 = 17
Damage Zelphar: 1d6 + 1 ⇒ (3) + 1 = 4
fort save against poison: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative - the BOLD may act!
Active effects: Inspire Courage +1
-----------------------------------------------
Spiders (-7 to north)
Torrak
Merritt (-3)
Zelphar (-4)
Tseghet