
Skarsnikt |

Initiative 7+4=11 for Skarsnikt. As he's been chopping up nobles, Issiki probably rides on Kirrish.
"Defiler! Die time!" Skarsnikt hisses in disgust as the undead rise and bolts after the templar.
I tumble past the skeletons and sprint after the annoying git. Tumble check 14+6=20.

Radik Aurel |

iN CASE ANYONE WANTS TO HAVE A LOOK AGAIN:
MalaKi wrote:>>>>>map<<<<<
Where is everybody on the map?

G'mork |

Oh ho-ho, very nice with the tumble check!
Holdrus charges forward, but the skeletons close ranks, attempting to prevent him from moving forward (Strength check 1d20+3=20). Shenker darts forward and stabs one of the skeletons, but his blade passes into the open ribcage of the undead ineffectually. Taking advantage of Holdrus’ lead, Skarsnikt cartwheels through the trio and lands before the door taken by the Templar. Peering inside the humid room, the mantis man can see a stone tiled chamber dominated by a large pool in the shape of a sun, bas-relief rays extending to the walls around it. The templar wheels around from studying the runes of the door at your scuffling approach and again reaches for his holy symbol.
From the foyer, the "bluff" group can see the second half of the party passing the end of the hallway stretching out before them. They appear to be in quite a rush, and Issiki is riding one of the Kreen. Stepping outside briefly, Kha-Chik takes to the air, reporting that the nobles that can flee have done so, and there does not appear to be any response from the city guard, oddly enough. The strange shimmering you witnessed outside Tik’s place appears to be present here as well.

Zuko |

Skarsnikt |

Seeing the templar reaching for the source of his magical power, Skarsnikt decides to interrupt any further spellcasting. With a loud screech, he charges the human.
Charge and grapple the sucker. I was thinking of drowning him in the pool, but that can come on later turns. Touch attack 12+5=AC 17, grapple check 11+9=20. Also, as I have four arms, do I get any further bonuses on grappling?

Faindriac Fellstar |

Faindriac goes after Zuko, if there are still skellies standing after he is done, he does teh following. If the skellies are gone by his turn, he charges trying to catch up to the Templar.
Seeing the result of Zuko's holy flames on the skeletons, Faindriac arches an eyebrow. "Perhaps the application of a little more force,.."
The air in front of Faindriac shimmers once more, and bursts into fiery missiles, one for each remaining skeleton, which streak across the room, dodging friends and furniture to burst in a shower of sparks and cinders upon the undead menaces.
Energy missiles-fire ref save for 1/2 damage, one missile for each remaing skeleton, each missile does 3d6+3 dmg
Fiery missiles damage to skeletons: (3d6 3=14, 3d6 3=19, 3d6 3=15, 3d6 3=15)

G'mork |

will this allow me to make to attempt to turn the skeletons
I think that will work out nicely.
Charge and grapple the sucker. Also, as I have four arms, do I get any further bonuses on grappling?
He’s going to get to move before you do, but it seems sound, even if it requires a semi-circle charge (which I find perfectly reasonable, honestly). Seeing as scorpionfolk receive +4 for their arms (which is a little much, with all the other Kreen extras, I’m inclined to offer at least some bonus.
If the skellies are gone by his turn, he charges trying to catch up to the Templar.
They are retreating, but alive. Your bolts should whack them handily. I’ll put panache to it later tonight. ;)

Kirrish-Kreshk-Skiklik |

Sorry I was out.
Kirrish is going to follow Skarsnikt after the Templar. Bros before skele-hoes and all that. I'll take whatever attacks of opportunity come my way, if it happens before Zuko turns them.
"Suggestion: Little wet lander can get down, little wet lander want. This one get the techkklar with clutch-Kreen."

G'mork |

The halo of flames surrounding Zuko shift from ginger to viridian, and tongues of fire reach out hungrily for the undead across the room, leaving no heat in their wake. Each of the skeletons touched by the unnatural fingers of flame immediately release their grip on Holdrus and pull back, retreating towards the far end of the hall. Taking advantage of the space provided by their withdrawal, Faindrac launches a barrage of fiery missiles down upon the abominations, blowing them apart and leaving little behind except slivers of blackened bone.
In the normally tranquil pool room, the templar snarls and holds high his symbol of office. Opening his mouth far wider than should be possible, he screams the name of his patron, creating a shockwave of dissonance so loud blood trickles from your ears (Sound Burst (1d8=8)).
Need a DC16 Fort save from Skarsnikt to avoid being stunned for a round, which will also block off the entrance if he’s stuck in it.

Holdrus Rippor |

I can't figure out initiative so here is my next action anyway.
Holdrus rushes into the room where the templar headed and double moves across the room, blocking the exit doors. If Skar grapples the Templar Holdrus will attack the templar next round, but his main focus is to not allow escape.

G'mork |

I can't figure out initiative so here is my next action anyway.
Ka-Chik-Chik-Ka
HoldrusZuko
Shrenker
Aso
Radik
Skarsnikt
Kirrish-Kreshk-Skiklik
Faindrac
Issiki
MalaKi
Marada Bhelu'Ara
Having utter confidence in his friends, Aso, whistling, begins searching the desk.
You locate a small pile of notes written in an unusual, crawling script you do not recognize, and a small wooden coffer (locked).
save r9"~~mother~~"
No worries, you are out of range.
Zuko then draws his falchion and prepares to wade into combat with the templar and his remaining undead minions.
Undead are thoroughly cleansed, though the Templar is still around (though not long, I bet!)
Radik charges down the center of the hallway only to be battered to the floor as the set of double doors fly open explosively, hardened skin the only thing saving his nose from being pulped. Hot air blasts into the hallway followed by a cloud of steam as a quintet of striking women roll into the passage. They wear little in the way of clothing, but psychic armor shimmers in waves around their svelte curves, and each wields a steel dagger with uncanny skill. Three of the women brandish daggers of jet-black, and these they throw into the party mid-roll with abandon, while the remaining ladies close ranks to protect the now seemingly unarmed women.
Attack Rolls (1d20+6=26, 1d20+6=17, 1d20+6=18)
Dagger Damage (1d4+1=2, 1d4+1=4, 1d4+1=4)
The daggers spin so rapidly they appear as solid black discs arcing through the air, slamming into Faindrac (2 dmg), Holdrus (4 dmg), and Shenker (4 dmg). Though Holdrus and Shenker take nasty slashes to the arm and midsection, respectively, Faindrac suffers the brunt of the assault, as the final dagger pierces his cheek, cutting into his mouth and tongue (Cheek Pierced card on Crit Deck – 1d4 bleed and 50% spell failure chance for verbal).

Aso |

"WOOHOO! S..s..scrappins!"
Looks pretty crowded and I don't have a reach weapon. Is there front line room for me?

Faindriac Fellstar |

Faindriac doubles over, clutching his face.
'FAIN! Are you?!'
Save your concern Cair, I require only,...'
He raises his head, his damaged cheek bleeding, his eyes wide with fury and glowing with internal power.
'TARGETS!'
"Feel the fury of a TRUE master, Wannabe's of the Way!" He screams, spitting blood, his anger palpable force in the air. IN a heartbeat the air before him shimmers once again, and 5 pale white missiles form and race down the hallway, dodging friend and customer alike, each relentlessly targeting one of the dangerous females.
Same as before, one missile per female, up to 5, each 3d6+3 Dmg, Fort save vs DC:16 for 1/2 dmg. rolls for dmg are,...
Faindriac's damage with missiles: (3d6 3=17, 3d6 3=9, 3d6 3=13, 3d6 3=15, 3d6 3=10)

Kirrish-Kreshk-Skiklik |

MalaKi |

MalaKi stays in the entry room. He takes a position against the wall next to the corridor. He then readies an action to attack any opponent fleeing towards the front door. Taking an occasional peek down the hall, he does his best to remain out of sight.

Holdrus Rippor |

Holdrus moves to flank the Templar and swings with Scirocco. 1d20+8=20(22with flank), 1d6+4=10+sneak attack 2d6=6 =16 damage.
"Scirocco, any sign of your brethren?"