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I'm fine either way; Season's Greetings!

GM Jhaeman |

Okay folks, I'm back on duty. A reminder of where we left off is below.
An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear: the keystone of the arch is carved with a flame symbol with a stylized rune in the middle. A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby; a swarm of flies hangs lazily in the air above them.
Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar.

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"Better than attending to this mess," Uaine agrees, stepping around the animals. A few flies break away to follow her. "I guess we should expect the worst of whatever lies in here."

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After a moment's indulgence of morbid curiosity...
perfunctory Heal check on corpses: 1d20 + 2 ⇒ (13) + 2 = 15
...Ao readies his arms and armor, opens the door, and steps inside, fearing not the darkness.
It is the darkness that should fear him.
I will Detect Evil.

GM Jhaeman |

As the heavy doors swing open, the faint light from outside and from Surely's spell reveals a long chamber with risen platforms on either side. A faded painting of a heroic warrior is on the far wall, but of far more immediate interest is that the room appears to be the site of a gruesome battle, with two bodies piled in the center and a number of skeletons scattered around. An echoing wail can be heard somewhere in the distance, beyond this foul chamber. Ao has moment to realise that there is lurking evil in this chamber before the scattered skeletons lurch into unholy, rattling movement and stand, ready for battle!
The interior of the crypt is total darkness, but Surely has cast light on his ring which gives 20' of normal light and then 20' of dim light. If any of you folks have one of those fancy templates, please feel free to add it--otherwise, please do your best to remember if you don't have darkvision.
On your turn as a free action, you can try to identify these skeletons.

GM Jhaeman |

Initiative (Round 1)
Ao
Surely
Uaine
T'Shar
Skeletons
Steppinwolf
Bold should go!
Initiative (Surely): 1d20 + 0 ⇒ (18) + 0 = 18
Initiative (Uaine): 1d20 + 0 ⇒ (17) + 0 = 17
Initiative (Ao): 1d20 + 0 ⇒ (18) + 0 = 18
Initiative (Steppinwolf): 1d20 + 2 ⇒ (14) + 2 = 16
Initiative (T’Shar): 1d20 + 9 ⇒ (7) + 9 = 16
Skeletons: 1d20 + 6 ⇒ (10) + 6 = 16

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T'Shar does a small step ahead, then moves his arms in pure impulse - he doesn't seem to have any skill at it at all. Yet, after a lot of flames seem to be pulled towards him, the ifrit releases a flying blast of pure fire against the closest enemy he can see.
Against blue, currently not engaged in melee
Attack: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23 PBS
Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5 Fire
Move to gather, burning infusion - DC 13

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Knowledge (Religion): 1d20 + 6 ⇒ (1) + 6 = 7
To date, Ao's knowledge of the undead has been much more scholastic than practical; he has met them in battle only once before, and he'd failed to accomplish much in that fight beyond deflecting a strike or two. However, he remembers his weapon of choice from that fight, and throws a cautious swing with a heavy, spike-festooned gauntlet...
masterwork cestus, fighting defensively: 1d20 + 1 ⇒ (8) + 1 = 9
...too cautious, regrettably.

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Knowledge (religion): 1d20 + 5 ⇒ (7) + 5 = 12
Uaine swings an armored fist at a nearby skeleton. With her other hand, she draws a wand. "If you have time, or afterwards, Surely, this contains that same magic. If you could use it on me?"
Unarmed Strike vs. Green: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

GM Jhaeman |

T'Shar incinerates one of the skeletons completely! But while Surely casts defensive magic, Uaine's and Ao's attacks fail to connect. And in seconds, both find themselves facing multiple foes!
Red and Yellow are attacking Ao, while White, Black, and Yellow are attacking Uaine. Red is the only one that hits--Ao, you take 6 points of damage.
Red (w/higher ground) vs Ao: 1d20 + 1 ⇒ (20) + 1 = 21
Yellow vs Ao: 1d20 ⇒ 2
White vs Uaine: 1d20 ⇒ 11
Black (w/ flanking and higher ground) vs Uaine: 1d20 + 3 ⇒ (5) + 3 = 8
Yellow (w/ higher ground) vs Uaine): 1d20 + 1 ⇒ (3) + 1 = 4
Red damage: 1d6 ⇒ 6
Red confirmation: 1d20 + 1 ⇒ (1) + 1 = 2

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Steppinwolf has to rely on Surely's light to see the enemy so he stepped towards Red, next to Ao, and smacks at it with the flat of his greatsword.
gs: 1d20 + 5 ⇒ (1) + 5 = 6 dam: 2d6 + 6 ⇒ (2, 5) + 6 = 13 (less modifier)

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T'Shar repeats his action, now with a big smile on his face - happy to be burning stuff! This time, he targets the enemy by his South.
Attack: 1d20 + 3 + 1 - 4 ⇒ (14) + 3 + 1 - 4 = 14 Touch, PBS, no Precise Shot
Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Vs. White; five-foot-step ahead, move to gather power, standard to attack - DC 13 Burning infusion

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Rather than just try to punch one skeleton, Uaine sends forth another burst of light. The corpses won't like it.
This might hit all of them, barring possible cover.
Channel Positive Energy, DC 10 Will Halves: 1d6 ⇒ 4

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Sureley steps up behind Uaine, grasping the wand from his hand, and activates it.
5 ft. step, move to grab the held wand, standard to activate for Mage Armor on Uaine.
"I'll come to heal you in one second Ao!" Surely shouts as he watches the others.

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Ao gives Surely a brief nod of acknowledgement, then turns his head back to his foe in the same full-body motion as his next swing of his cestus...
masterwork cestus, fighting defensively vs Red Rotten Hood: 1d20 + 1 ⇒ (20) + 1 = 21
Hey, that's a threat!: 1d20 + 1 ⇒ (2) + 1 = 3 Darn.
bludgeoning damage: 1d4 + 2 ⇒ (1) + 2 = 3
...clocking his foe square in the forehead (which, regrettably, would've been much more effective against something that was alive)!

GM Jhaeman |

T'Shar's flaming blast incinerates another of the skeletons, and then Uaine releases a burst of light that weakens all of the walking dead and destroys one outright. Surely and Ao show impressive teamwork, and another skeleton is destroyed by the latter's cestus.
T'Shar hit and destroyed White. Uaine's channel destroyed Yellow, though the others saved for half damage. Ao is able to destroy the weakened Red. Only Green and Black are left. Whoever has it, please don't forget to mark off the mage armor wand charge.
Will save (Black): 1d20 + 2 ⇒ (17) + 2 = 19
Will save (Green): 1d20 + 2 ⇒ (14) + 2 = 16
Will Save (Red): 1d20 + 2 ⇒ (18) + 2 = 20
Will save (Yellow): 1d20 + 2 ⇒ (3) + 2 = 5

GM Jhaeman |

Despite the destruction of their undead kin, the remaining skeletons continue flailing out at Uaine with broken, rusty blades. But the weapons can't pierce the magical armor that now surrounds her!
Attack #1 (w/ higher ground): 1d20 + 1 ⇒ (9) + 1 = 10
Attack # 2 (w/ higher ground): 1d20 + 1 ⇒ (14) + 1 = 15
Everyone, please don't forget to update your taglines with any buffs (and their duration) you have active. I'll try to give you regular updates of how long your explorations are taking in case they need to be renewed.

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Ao noisily bounds over to smash the final remaining skeleton...
masterwork cestus vs Green Eyeless Monster: 1d20 + 5 ⇒ (5) + 5 = 10
bludgeoning damage: 1d4 + 2 ⇒ (2) + 2 = 4
...only to (I assume) badly misjudge his timing and distance.

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Uaine steps into a precarious position, hoping her allies can take down a skeleton before it becomes a problem.
Unarmed Strike vs. Black: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

GM Jhaeman |

One of the skeletons turns its attention to Steppinwolf, but the fierce warrior ducks just in time, losing only a few curly locks. The other vile undead stabs Uaine in the back, but her magical protection deflects most of the impact.
Black attacks Steppinwolf, Green attacks Uaine. Uaine, you are hit for one point of damage.
Black vs Steppinwolf w/higher ground: 1d20 + 1 ⇒ (13) + 1 = 14
Green vs Uaine w/ flanking: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d6 ⇒ 1

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Surely draws out a moningstar and steps up to swing at a skeleton:
Morningstar: 1d20 ⇒ 1
B and P damage: 1d8 ⇒ 5
At Green or the other one if green is smashed before my turn

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masterwork cestus vs Green Eyeless Monster: 1d20 + 5 ⇒ (18) + 5 = 23
bludgeoning damage: 1d4 + 2 ⇒ (3) + 2 = 5
With a well-angled uppercut from his cestus, Ao crushes one of the remaining skeletons' skulls against the wall!

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Uaine throws two more punches at a skeleton, ignoring the small scratch she took from the other one.
Flurry vs. Black: 1d20 ⇒ 2
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Flurry vs. Black: 1d20 ⇒ 14
Damage: 1d6 + 2 ⇒ (6) + 2 = 8