
GM Mauve |

The skeleton is quick to react to Dominic's holy blast. It simply bends backwards as the blast shoots over it. Perhaps Dominic hears a chuckle or a laugh, but it might just be the creaking bones of the bloody skeleton.
?: 1d20 + 2 ⇒ (5) + 2 = 7
?: 1d4 + 2 ⇒ (3) + 2 = 5
?: 1d20 + 2 ⇒ (9) + 2 = 11
?: 1d4 + 2 ⇒ (2) + 2 = 4
The reddish skeleton hobbles up to Cevrik and his companion. *slash slash*. Blood splatters across Mr. Dumplington... but it's only the blood from the skeleton! It can't seem to get its footing, slipping a bit, causing it to miss both of it's attacks.
These skeletons are rolling terribly :)
=============
Round 1
Blue skeleton
Purple skeleton
Cevrik
Mr. Dumplington
Dominic
Red Skeleton
Maud
Willard
Carlin
Yellow skeleton
Maud, Willard, and Carlin are up!
DC 11 Knowledge (religion) to ID these bloody skeletons. Another DC 15 Knowledge (religion) check after the purple skeleton went down (described here)

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Kn.Religion: 1d20 + 5 ⇒ (20) + 5 = 25 Immunities & Resistances if available
Maud will call out "It's not actually destroyed yet, but won't be an issue for awhile. Positive Energy or Holy Water is best to end them for good."
She drops the heavy tower shield as she moves past Carlin to try and present a new target to the Blue skeleton attacking her.
Unarmed Strike attack: 1d20 + 3 ⇒ (18) + 3 = 21
Unarmed Strike damage: 1d6 + 3 ⇒ (5) + 3 = 8 Bludgeoning
Temple Sword damage: 1d8 + 4 ⇒ (8) + 4 = 12

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not sure if blue can get an AoO on me if i cast a spell if it survives Maud's attack...if he does i will 5 ft step back and cast a spell at yellow.
Carlin shoots a bolt of energy at the farthest zombie/
catch...it might hurt a bit...
touch: 1d20 + 2 ⇒ (3) + 2 = 51d6 + 1 ⇒ (1) + 1 = 2

GM Mauve |

Maud knows these are aptly called Bloody Skeletons. They do have typical undead traits as well as DR 5/bludgeoning. They also have some resistance to channeling (+4). Though they are weak (5 hp), they can regenerate (fast healing 1). The only way to destroy them is 1) destroyed by positive energy, 2) destroyed in an area of bless or hallow or 3) its remains sprinkled with a vial of holy water.
The monk quickly dispatches of the blue skeleton with her mighty fists. A rib shatters to the ground, but Maud knows that the skeleton will likely rise up again in an hour.
Carlin moves in and chants a spell which spell did you cast?. Unfortunately, the yellowish zombie dodges out of the way of the energy blast.
=============
Round 1
Blue skeleton
Purple skeleton
Cevrik
Mr. Dumplington
Dominic
Red Skeleton
Maud
Willard
Carlin
Yellow skeleton
Willard is up!

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Willard focuses for a moment, then conjures a ball of acid and flings it at the zombie furthest Yellow So we should hurry through here if we don't have holy water?
ranged touch: 1d20 + 1 ⇒ (14) + 1 = 15
Acid: 1d3 ⇒ 2

GM Mauve |

Not seeing disrupt undead on your character profile so was unsure!
Willard rotates his hands as if he was holding an imaginary ball. As he does, a small glob of acid forms and he tosses it in the direction of the yellowish skeleton. A few bones sizzle, but the creature still stands.
?: 1d20 + 2 ⇒ (18) + 2 = 20
?: 1d4 + 2 ⇒ (3) + 2 = 5
?: 1d20 + 2 ⇒ (1) + 2 = 3
?: 1d4 + 2 ⇒ (1) + 2 = 3
It seems to laugh as it steps up to slash at Maud, though it might just be creaky bones. One claw slashes the monk across the face as her blood and the skeleton's blood pool together. It attempts to swing again, but manages to twist its arm at an awkward angle instead, nearly scratching itself!
=============
Round 2
Blue skeleton
Purple skeleton
Cevrik
Mr. Dumplington
Dominic
Red Skeleton
Maud (-5 HP)
Willard
Carlin
Yellow skeleton (-1 HP)
Cevrik, Mr. Dumplington, and Dominic are up!

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Cevrik, again, bravely tries to defend his bear dog while letting the fearsome beast do all the real work.
Aid Another to Boost Dumplings' AC: 1d20 + 1 ⇒ (6) + 1 = 7
Ride Check: 1d20 + 9 ⇒ (3) + 9 = 12

Mr. Dumplington |

And as the Halfling tries to be helpful, the bear dog unleashes his fury onto the undead foe.
Bite: 1d20 + 6 ⇒ (16) + 6 = 221d6 + 5 ⇒ (1) + 5 = 6
Claw 1: 1d20 + 6 ⇒ (10) + 6 = 161d4 + 5 ⇒ (4) + 5 = 9
Claw 2: 1d20 + 6 ⇒ (3) + 6 = 91d4 + 5 ⇒ (4) + 5 = 9

GM Mauve |

Mr. Dumplington indeed bites down hard on the skeleton. Blood gushes from his mouth as he gets a taste of iron. The dog/bear pummels the skeleton until it's barely noticeable - just a pile of bones!
Dominic focuses as he lobs a ray of pure energy at the last remaining skeleton. However, his aim isn't perfect and just chips away at the nearby pillar.
=============
Round 2
Blue skeleton
Purple skeleton
Cevrik
Mr. Dumplington
Dominic
Red Skeleton
Maud (-5 HP)
Willard
Carlin
Yellow skeleton (-1 HP)
Maud, Willard, and Carlin are back up!

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Let's try this again... Carlin says as she tries to hit the skeleton with a ray of energy.
touch: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 101d6 + 1 ⇒ (6) + 1 = 7
I knew I should have stopped and got more supplies...holy water was on my list!..So stupid... the aasimar says angrily

GM Mauve |

And Carlin destroys the last skeleton! It shatters to the floor, blood everywhere. Then she hears a *clink* as a ring falls of its finger and rolls towards the sorcerer. Picking it up, the silvered ring looks to be worth about 200 gp.
The ring is of a style that is about 200 years old.
Without holy water or holy spells, these skeletons will be back - but not any time soon. The Pathfinders can ignore them for now (or perhaps they want to do something with the bones?). Either way, a set of stairs descends down into the darkness.

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these things will be back...any holy water? If they can regenerate? maybe we can do something with their bones? Lock them in one of the closets or...hay...maybe we can throw some of the bones down the pool...where we found they keys. Toss the heads, legs and arms down there...they won't hurt anyone after that, surely? Carlin says excitedly.
Ohh..shiny! she squeals as she sees the ring. She puts it on and checks it out on her finger.
appraise, untrained: 1d20 + 2 ⇒ (8) + 2 = 10

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Disrupt Undead does positive energy damage. Does that work?
Dominic grimaces at the bloody bones and shoots his glowing ray at each set of them multiple times to hopefully kill them. "Or we just go bury them outside in a couple dozen places."

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I think they'd claw their way out of the ground, but what if we dropped them in that spiked pit around the arrow trap? Willard asks, Or the pools?

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Watching the sorceress go quickly from destroying a skeleton to fawning over a ring to rage destroying dead bones, Cevrik simply smiles goofily and mutters, "She's incredible!"

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The blood in her eyes distracts her for a moment, and by the time she wipes it from her eyes, all her foes are down and Carlin is finishing them off with a cantrip!
"Excellent job everyone! Oof, that skeleton got in a lucky shot. Carlin, can you read this scroll on me real quick before we move forward?"
She produces a scroll of Cure Light Wounds.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Maud feels back to her old self.

GM Mauve |

Feel free to do what you want with the bones. With Carlin's Disrupt Undead, they are unlikely to come back. There's only one way left now! Down the stairs to the lower floor.
There is only one way left! Down. The darkness creeps up and licks at their feet. Light has trouble penetrating it. But pushing through, the stairway lights up. The stairs are grimy. Years of wear and tear has eroded them. Yet, the Pathfinders head on downstairs.
At the bottom is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.
The floor bears an inscription spiraling out from the pillar written in Common. "To the south you might take your ease, to rest and reflect on Kassen's deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood."
There is a faint echoing gurgle coming from the east.

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Studying the inscription, Willard asks his companions, Do you think the gate means the gate to exit this place? Which way do you think we should go? While it smells to the west, I think I'm ready to attempt whatever needs doing in there. And where do we think our damsel in distress will be found?
Perception: 1d20 + 1 ⇒ (9) + 1 = 10

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"Downstairs?" Cevrik says, suddenly coming out of his fascination with the sorceress, "Downstairs is where the damsel in distress is! Let's go, my brave friends!" And he moves forward, then pauses to inspect the stairs for traps.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

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perception: 1d20 + 8 ⇒ (2) + 8 = 10
The stench is so bad Maud forgets to use her other senses.
"The South is obviously a safe sanctuary area, who knows what we'd find to the East or West?"

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Dominic winces at the smell and holds his nose. "Perhaps we should see this sanctuary first. It could be corrupted with undead now. Even if it's not, it would be nice to know if it really is a safe place for us."

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Cevrik opens his mouth to object and insist that they immediately go towards the foul stench as that is most likely where the damsel in distress may be, but then stops himself and waits to hear what Carlin has to say as a proper knight always seeks to do the bidding of his lady.

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Willard nods, Alright, sanctuary first. We can leave our packs to not weigh us down maybe? Something has definitely turned bad down here...oh that smell is terrible...

GM Mauve |

The Pathfinders decide to head south towards the sanctuary. The short passageway takes a bend before ending in a small chamber dominated on the far side by a silver fountain quietly burbling perfectly clear water. An inscription above the fountain reads "Kassen's legacy lives on with his people. Drink and be refreshed."
The water looks pure and untarnished.

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Willard reaches down and takes a drink of the water, Huh, don't mind if I do. Then places his heavy backpack near the well. Wait do you all want to see something odd? he withdraws a small bar of soap, splashes water on it, and washes his hands away from the water. The soap giggles and coos as the Ulfen washes his hands, and then replaces it in his pack.
This bar of soap was changed when we entered the First World, now it does that every time. Thought it might bring some smiles before we deal with whatever that horrible smell is.. I'm ready, everyone else?

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"Well this is a handy place for us to rest if needed. Sanctuary indeed." Dominic pulls out his (infernal) healing wand again and taps himself as they look around the room to heal up the bruises from the arrow trap.
Then he pulls out a potion (Mage Armor). "If we're ready to set off again, it might be time to use this."
That should be all my NL damage gone.

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Fair point...give some of us a chance to catch our breath, so to speak. I think we need a nice hot cup of tea to boost our morale... Carlin say as she gets out a pot to boil some water. I can take whatever watch...being able to see in the dark comes handy sometimes...

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Do we *need* to rest right now? Because I still have my Mage Armor up, so I would rather not if we don't *need* to.

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i'm good with pushing on...i had mage armour cast a while back...early december pot...it's got a 2 hour duration...but no bid deal if i have to cast it again...if you want to use my wand to use a casting Maud, you're welcome to it..it's only gold

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yeah...save your potions...
Carlin pokes Maud and Dominic with her wand.
Bless you, my children... she chuckles as she casts the spells.
Now...we may as well go towards the stench...the quicker we deal with it, the better...

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"Well said, m'lady," Cevrik says, bowing from atop the bear dog. "Let us rid this place of the stench of undead tyranny and free the fair damsel!" and he strikes a heroic pose...as Dumpling yawns.