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Scene 2: The Mauseleum


A Poignant Vista [DM Jerry] 
Tuesday August 2nd, 2011 8:25:53 AM

As Restlin touches the chit to the Ring it shines bright as the sun causing most to look away.

Then the voice. Yep, you expected the voice, dear readers.

"Youz broke the rulez! So you must fight your way in! Come! Your fatez avaits!"

You feel as if you're being turned inside out.

Nausea. Vertigo.

[Fort Save of 15 or sickened for 1-4 rounds. If you fail your roll, roll your # of rounds.]

The bright line ends and all is purple/ultraviolet and cold. Your vision begins to clear.

Before you lies a poignant vista. A room full of coffins with coffin sized alcoves in the walls three high.

Mist rises from the floor, clammy and moist. Fog floats in the distance. Organ music begins to play in the distance.



Beltrin (Keith) AC: 15/14/15 HP: 56/56 Spells  d20+6=23 ; d20+9=22 ;
Tuesday August 2nd, 2011 1:00:11 PM

Beltrin shakes his head to clear the wisps from it as he takes in the scene before him. Puzzling over the ring's last word, he exclaims "I don't know what rules he's talking about, but it doesn't surprise me that the Iron Adventurers broke them, we've done the same to every other rule!" He draws his sword and scans the room for anything threatening.

---------------------------------------------
Fortitude Save: 23
Perception: 22

Zane Stormfront AC 24 HP 50/50  d20+9=29 ; d20+11=30 ; d20+4=13 ; d20+4=21 ;
Tuesday August 2nd, 2011 3:36:15 PM

Zane recovers almost immediately after they were transported into or was it through the ring?
"I've been told rules are made to be broken, though I've also found that if you do go ahead and break the rules, it almost always comes back and bite you on the butt.
A room full of coffins, that is ominous to say the least."

Zane looks around to see if anyone or anything looks familiar or if he can spot a way out. As he's looking he racks his brain to see if anything reminds him of things he's learned of.

Perception 30
know hist 13
know Religion 21

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 1

Mage Armor 1 hour duration

Zeoll (HP35, AC14)  d20+4=7 ;
Tuesday August 2nd, 2011 3:45:55 PM


Ugh! Zeoll is overcome by something. [Fort save 7!] Maybe the smell from these coffins? Either way, he is sickened. With a heroic effort, he braces his tower shield and gets ready to use it.

Standard action: Ready the use of the tower shield for total cover if attacked, in the direction from which the attack comes.

Bosk AC: 22/12/19 HP 61 of 61 Spells  d20+9=11 ; d4=2 ; d20+8=20 ;
Tuesday August 2nd, 2011 4:01:54 PM

Bosk feels a wave of nausea wash over him as the group travels to some unknown location, the ancient dialect of some Aristocracy doing nothing to put the cleric at ease or help with his disorientation. Pushing his feelings aside, the Cleric wonders out loud about the voice, Figures we get in trouble for breaking rules we are never informed of. Alistair gave me the chit and Restlin took it from me without asking and used it. I call that stealing....Gargul's Eye.

You must fight your way in. Come. I don't suppose that means that whoever is in charge is going to give a minute to gain our bearings before we "fight our way in.
Despite the slight blurriness in his eyes he scans the room. Not very welcoming decor either.

Preparing for the worst Bosk moves to the front of the group and draws his weapons. Once in front he casts Shield of Faith on himself and prepares for the worst.

Actions
-------------
Fort Save = 11, Sickened for 2 rounds
Perception = 18 (20 - 2 for being sickened)

Move action: move to the front of the group, and draw Bastard Sword
Standard Action: Cast Shield of Faith on self.

Shield of Faith active for 6 minutes


Beltrin (Keith) AC: 19/14/19 HP: 56/56 Spells 
Tuesday August 2nd, 2011 4:58:41 PM

OOC: oops forgot to put in that I was casting a spell as well

Beltrin murmurs a few mystical words to call into effect magical protection before venturing further.

----------------
Standard action: cast Mage Armor on himself
Move action: draw greatsword

Active mods:
Mage Armor (duration 5 hours)


Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+6=25 ; d20+4=19 ; d20+11=29 ;
Tuesday August 2nd, 2011 6:54:26 PM

As they arrive in the room and the feeling of vertigo fades, Kyan spits to get the taste of stale vomit out of the back of his throat while his cat lets out a low, throaty growl.

Looking around to get his bearings and examine the room, he pulls an arrow from his quiver and puts it to the string.

Fortitude: 25
Fortitude (Azrael): 19
Perception: 29

Beriothian (Will)-- AC:22/16/16 HP:57/57  d20+3=15 ;
Tuesday August 2nd, 2011 9:14:29 PM

Beriothian's head spins for a second, something is off about this place...
That organ's pitch is slightly low, it sounds like they haven't compensated for the damp air. Oh well, the muse if fairly pretty none the less, wouldn't you agree?

Fort save = 15

ooc: I'll post more later tonight, but can you tell us how many coffins we see, if they are made of stone or wood, and whether a wall is behind us (or more coffins)?

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells)  d20+4=14 ; d4=2 ;
Tuesday August 2nd, 2011 11:42:39 PM

Restlin goes down on one knee as soon as he appears. "Good news, everybody! I'm getting the vomiting out of the way early this adventure!"

Restlin then proceeds to get the vomiting out of the way. He steadies himself on his cane and draws out his wand, taking care that his shaky hand doesn't point it at his companions.

"Where are we, anyway? This place looks like it's straight out of a children's fire-side ghost story..."

Restlin will mutter a few syllables before scanning the room (detect magic).

"Velcome to The Challangz of The Vring!" [DM Jerry] 
Tuesday August 2nd, 2011 11:59:27 PM

Beri notices that the pitch of the organ corrects itself moments after his comment.

Just as Bosk comments that "I don't suppose that means that whoever is in charge is going to give a minute..."

He is interrupted by the "Voice of the Ring" again.

"Velcome to The Challangz of The Vring!"

Immediately with a loud clang the closest 4 coffins open and fall to the floor with an echoed clang.

4 Fused-Sword Skeletal Champions rise up. [numbered 1-4] Some sort of black iron is melded to their bones giving their walk a scissor type sound. Their hands have been chopped off and two longswords are fused to their wrists! As they turn towards you standing in their coffins, black glowing intelligent eyes drink you in and they grin in anticipation.

[AC 21]

--------------
XP for Scene 1: 1430xp
Add to your sheets. If you level up, email me.
Note under the line if you are sickened and the # rounds left. [Ex: Sickened - 3 rnds left]
Sending a map via email. Did not place you on the map until you make your first moves.
You get the first move.


Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells)  d20+3=9 ;
Wednesday August 3rd, 2011 9:48:10 AM

Sickened: 2 rounds remaining

Restlin quickly positions himself behind his more heavily armored companions as he brings his wand to bear at the nearest undead.

He pauses briefly. "Note to future Restlin: test wands before heading into battle."

With that, he'll unload on the nearest skeleton with his wand of acid arrow...

***

Ranged touch - 9 (d20+5-2 from being sickened) - miss. 49 charges remaining



Zeoll (HP35, AC14)  d4=4 ;
Wednesday August 3rd, 2011 9:54:37 AM

OOC: Oh, I forgot to roll my rounds of sick: ugh, 4!

Zeoll moves so that he is ten feet from an undead monster (move rate 40) -- preferably one on an end, not in the middle. Then he readies the use of his tower shield for total cover. That means if he is hit with a non-spell attack, he uses his tower shield to block the attack completely, putting the shield between himself and his attacker. His AC in the direction of the attack is moot, since the tower shield provides total cover, and he cannot be hit. From other directions, his AC will be 16.

This is round one of being sick.

Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+11=22 ; d8+12=14 ; d8+8=10 ; d20+6=20 ;
Wednesday August 3rd, 2011 11:33:31 AM

The rangers hand move in a flash as the skeletal warriors rise up from their resting place and a second arrow is placed on his bow string. He pulls back the string, takes careful aim and lets both arrows fly into Skellie Champ 1 before a third arrow is drawn and fired to follow the first two, but it gets turned aside by aged bone.

"Azrael, stay back" He orders his lynx companion to keep his distance from the creatures for now.

OOC:
Attack 1(Manyshot, Deadly Aim): Hit AC 22
Arrow 1: 14 damage
Arrow 2: 10 damage

Attack 2(Deadly Aim): Hit AC 20, miss

Zane Stormfront AC 24 HP 50/50 
Wednesday August 3rd, 2011 12:40:54 PM

Zane seeing the undead rise out of the coffins casts another spell. It's a strange sight to see a monk casting spells, but the others are getting used to it. (cast shield. AC is now accurate as listed)
"I knew that warning wasn't good, I'll cover one side."

Zane will handle Skeleton #4 So he's on that side of the room.

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 1

Mage Armor 1 hour duration
Shield 10 rounds duration

Bosk AC: 25/15/22 (Shield of Faith active) HP 61 of 61 Spells  d20+5=11 ; d3=2 ; d20+5=23 ; d20+3=10 ; d8+3=11 ;
Wednesday August 3rd, 2011 1:19:58 PM

ooc: I had Bosk move into position last round, so I am expecting him to be between and just in front of Skeletons 1 and 2.

Bosk silently curses himself. Skeleton's, of course I draw the wrong weapon. I have slashing and piercing drawn, but not bludgeoning. Shifting his focus he yells out, Careful with their arms. I plan to bring one or two of them home and craft myself some new weapons. Deciding to take his chances with the weapons he has readied, Bosk attacks furiously at the skeleton #1, bringing his Bastard sword down in a large arc as he drives one of his armor spikes towards the creatures spine and swings his horn towards the creatures skull.

Actions
------------
Full Round Atk against skeleton 1 using two weapon fighting and 1 natural attack
Atk 1 w/ Bastard Sword hit ac 9 (miss)
Atk 2 w/ Armor Spikes Hit AC 21 for 9 dmg (Piercing)
Atk 3 Natural horn atk, Hit AC 6 (miss)

Last Round of being sickened. Penalty was added to atks and damage after rolling.
Shield of faith 5 min 54 sec.

Beltrin (Keith) AC: 17/12/17 HP: 68/56 Spells  d20+12=27 ; 2d6+12=16 ;
Wednesday August 3rd, 2011 3:22:06 PM

Seeing several of his companions still nauseous from their transport, and knowing that many of his spells will be useless against the undead beings, Beltrin allows his guarded facade to slip. He channels his anger at the pretentious ring into one mighty blow as he races towards the nearest skeleton.

----------------------------------
Free action: enter rage
Full round action: Charge Skeleton 4

Greatsword Attack (-1 PA, +2 charge): 27
Damage (slashing, +3 PA) : 16

Active Mods:
Enraged (Str 22/Con 18 (+12 HP), -2 AC, +2 Will save)
-2 AC (charging), AC 15 this round
Mage Armor (~5 hours left)

Rage used: 1/6 rounds

Beriothian (Will)-- AC:22/16/16 HP:57/57 
Wednesday August 3rd, 2011 7:46:57 PM

ooc: sooo.... what material are the coffins? Are the alcoves to our left and right empty or contain more coffins with possible monsters? Is the mist obscuring the view or providing us any cover? And can you tell us what's above us (stone ceiling, chandelier, sky)

Beriothian (Will)-- AC:22/16/16 HP:57/57  d20+12=31 ; d20+6=13 ;
Wednesday August 3rd, 2011 8:36:51 PM

Beriothian quickly reviews in his mind what he saw before the skeletons attacked. It appears that the only direction the monsters can come from are in front of them, having not have noted anything behind them. Despite the eerie atmosphere, nothing seemed to be serious enough to effect the ability to fight. The assumption Beri has to make is that the coffins are not flammable, there that there is no large chandelier or other large fixture that he can shoot down on top of the coffins to either slow or injure the occupants. The rogue briefly considers shooting a flaming arrow at the organ, but Beri decides instead to keep an eye on the organ to dertermine if it has a function and whether it is being played by an unseen being (ooc:is it too late to use a perception check, I was waiting on a response last night before rolling/acting).

Beriothian decides that since there is apparently no targets for his flaming arrows that he instead use his melee weapons. Standing behind Bosk, Beri pulls out his steelgrass rapiers and readies himself an attack to disarm anyone skeletons that happen to get within his reach (litterally!).

Bosk, when one of these guys falls maybe you can rip of one of these skellie's legs to blugeon with. wouldn't mind improvising a flail using their spine and skull.

CMB = 13
Perception = 31

Bosk AC: 25/15/22 (Shield of Faith active) HP 61 of 61 Spells 
Wednesday August 3rd, 2011 10:30:03 PM

ooc: I like the improvised flail idea, but I do have a bludgeoning weapon. I meant that I don't have one drawn. My sword is slashing and the armor spikes and my horns are piercing.

Round 1-Player Results [DM Jerry]  d4=4 [deciding where #1 moved] ; d4=3[ deciding where #3 moved] ;
Thursday August 4th, 2011 1:00:35 AM

Restlin's hands flash quickly as he uses Detects Magic. Both the organ and the right door light up with the effect of the spell revealing that they have a magical effect on or in them. He then fires his wand missing its target.

Zeoll, green of face in the weird lighting, moves into position 10' from #1 with his Tower Shield in position as he tries to recover from his sickened condition. He looks as if projectile vomiting might shortly be in his future.

Kyan, on one knee, fires 3 times hitting #1 with his multi-shot. The skeleton turns its head to look at him for an instant before returning its gaze toward Bosk.

Zane completes his preparatory spells and positions himself 10' in front of #4.

Bosk, is positioned just to the right and in front of #1. His mighty Bastard Sword misses with a swishing noise that seems to cut the mist, but miss the skeleton. As the attack motion continues, his Armor Spikes slam into the skeleton doing damage!

Beltrin charges #4 with carrying with him the rage of his heart and hits with his Greatsword doing damage.

Beri readies an attack to disarm the skeletons. While he waits, he observes several things. The alcoves in the right and left walls appear empty. The sound the landing of the coffin lids made as they hit the floor show that they are made of stone. The coffins appear to be made of the same material. The mist swirls, but unless someone wanted to go prone, it would not provide any cover. The ceiling is also made of stone, seemingly the construction material of choice around here.

[Perception check of 10 will reveal that the fused skeleton took only partial damage from piercing and slashing weapons.]
[Perception check of 15 will reveal that the skeletons have 5/bludgeoning.]

---------------
Touch AC 12.

[Note that I am not done posting. Please wait until you see the Monster's Initiative post that will follow this one.]



Round 1-Monster Results [DM Jerry]  d20+9=16 ; d20+9=18 ; d20+9=14 ; d20+9=25 ; d8+5=10 ; d20+9=26 ; d20+9=28 ; d20+9=27 ; d8+5=12 ; d8+5=13 ; d3=1 ; d8+5=13 ; d20+9=19 ; d20+9=20 ; d8+5=7 ; d8+5=12 ;
Thursday August 4th, 2011 1:25:41 AM

Skeleton #1, looks so beat up that you wonder how it is staying together. Parts of him scatter onto the floor as he swings his "sword-arms" once each slashing at Bosk. Both swings miss. [ d20+9=16 ; d20+9=1]

Skeleton #2 takes a 5' step out of its coffin to face Bosk's to his right and it too swings at Bosk twice. The left handed attack hits [ d20+9=14 ; d20+9=25] him slicing for 10hpd. [d8+5=10]

Skeleton #3 takes a 5' step out of its coffin to stand at Beltrin's left side. It swings at him with each "sword arm" hitting with both! [ d20+9=26 ; d20+9=28] And the second attack is a possible crit! And the crit is confirmed! [d20+9=27] The damage is 12hpd for the first attack [d8+5=12] and a total of 19 for the second attack that is a crit. [d8+5=13 ; d8+5=6]. The grand total of damage to Beltran is 31hpd. Ouch!

Skeleton #4, damaged heavily by Beltrin, retaliates attacking back at him, swinging with each arm. Both attacks again hit! [d20+9=19 ; d20+9=20] One hits for 7hpd and the other for 12. A total of 19 more hpd. [d8+5=7 ; d8+5=12] A sliced and diced Beltrin stands strong, but blood is flying from him in all directions as he is flayed alive by the two Fused Skeletons before him.

Beltrin's allies may want to coil in shock, good readers, at the attacks that he withstands. Then they are quickly reminded that each wound he received could have been focused at others less able to absorb them! Not to mention that this is what being a barbarian is all about! All Hail Mighty Beltrin!

-----------------------
I'm sending your round 2 map via email attachment. If you don't get it, let me know.
It is now Round 2-Player Initiative. You are free to post.
[Sorry Beltrin! Stand strong brother!]



Beltrin (Keith) AC: 17/12/17 HP: 18/56 Spells  d20+12=29 ; d20+10=14 ;
Thursday August 4th, 2011 2:27:27 AM

Staggering under the rapid series of blows from the iron infused skeletons, Beltrin knows that he needs to escape their attacks soon. He shakes his head to clear the blood from his eyes and takes a swing at the skeleton that he had previously injured, but he slips in a pool of his own blood and the blow goes wide. But the attack was just a precursor to the daring series of jumps and rolls that he takes to get himself out of range of the deadly blades.

----------------------------------------------
Acrobatics: 29
Greatsword Attack: 14

Standard action: attack
Move action: tumble away from skeletons, move 15 feet east and 5 feet southeast (assuming that north is the top of the map). Hopefully they'll have to go through Zane's threat range to attack Beltrin now.

Active Mods:
Enraged (Str 22/Con 18 (+12 HP), -2 AC, +2 Will save)
Mage Armor (~5 hours left)

Rage used: 2/6 rounds

Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+11=19 ; d20+6=19 ;
Thursday August 4th, 2011 9:02:52 AM

Kyan again fires off some arrows at Skellie-Sword-hands 1, only one a time this time however, but both fail to hit.

Attack 1: Hit AC 19
Attack 2: Hit AC 19

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells)  d20+1=16 ; d20+3=17 ; 2d4=6 ;
Thursday August 4th, 2011 9:36:04 AM

Perception: 16

"Obviously blades aren't the weapon of choice here. Acid shouldn't have that issue, however..."

Still reeling from their arrival, Restlin takes shaky aim at skeleton #4 (the one previously damaged by Beltrin).

Ranged touch attack on skeleton #4 - 17 (hit) - Damage: 6 (does another 2d4 damage next round if it's still alive to receive it)

48 charges left on wand.


Bosk AC: 25/15/22 (Shield of Faith active) HP 61 of 61 Spells  d20+8=17 ; d20+5=24 ; d20+5=12 ; d20+5=6 ; d20+5=13 ; 2d8+3=11 ;
Thursday August 4th, 2011 10:41:06 AM

Bosk continues his onslaught of the first skeleton, hoping to take it down quickly and reduce the number of blades targeting him. This time the sword finds its mark and the blade rings as it bounces off the metal clad bones. He hesitates just long enough to see if the blow was enough to stop the creature before continuing his attack.

Actions
--------------
Perception = 17
Full Atk using two weapon fighting and 1 natural attack
Atk 1 w/ Bastard Sword Atk Skeleton #1 hit ac 24 (confirm crit, miss) for 11 dmg (slashing)
(If Skeleton 1 falls, take 5 ft step diagonal to just north of #2 and switch atks to #2)
Atk 2 w/ Armor Spikes Hit AC 6 (miss)
Atk 3 Natural horn Atk, Hit AC 13 (miss)


Zane Stormfront AC 24 HP 50/50  d20+4=6 ; d20+4=18 ; 2d6+4=8 ;
Thursday August 4th, 2011 4:38:14 PM

Zane, is in an attack stance, as he is observing he channels a bit of his magic into his limbs, they seem to glow a bit with that power as well. (free action trigger Arcane Strike) As the Skeleton attacks Beltrin, Zane unleashes a flurry at it. His kick misses, it stabbed out straight at the Skeleton but ends up passing between the hip and the rib cage. The open area that normally is filled in by a persons stomach. (rolled a 6) His follow up strike is an elbow which seems to connect. (rolled a 18, 8 damage (includes AS +1)
(Zane has a 10' reach)
Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Mage Armor 1 hour duration
Shield 98 rounds duration

Zeoll (HP35, AC16) 
Thursday August 4th, 2011 5:05:40 PM

Zeoll moves forward, trying to block any path to the injured Beltrin. "Trry fighting me, you rrattling pile of discarrded chicken bones!" he snarls.

Same action as last round -- move and then ready the use of the Tower Shield. If a skeleton DOES attack Zeoll, the liontaur's readied use of his tower shield for total cover should completely block the enemy blades.

This is the second round of being sickened. Of four.

Beriothian (Will)-- AC:22/16/16 HP:57/57  d20+15=29 ; d20+11=15 ; d20+11=13 ; 4d6+3=14 ; 4d6+3=12 ;
Thursday August 4th, 2011 10:30:26 PM

Beriothian jumps from his spot behind Bosk and tumbles behind the skeleton attacking him (2) on his right side (landing two spaces east). The rogues ability to injure these monstrosities with a rapier may not be great, but he can at least help out by flanking for Bosk. Beri raises his rapiers and takes aim at the skeletons joints. He knows the against these things will likely be small, but hopefully the precision of his sneak attack damage will do something against them.

ooc:I believe that since Bosk is a large creature if I'm below him that I wouldn't have to roll through the skeleton to get into flanking position.

Acrobatics=29

Attack1 = 15
damage = 14
attack2 = 13
damage =12

Round 2-Player Results [DM Jerry] 
Friday August 5th, 2011 12:30:47 AM

Beltran successfully disengages from #4 and moves to his right and back. A smart move. Perhaps a healer will get him quickly back into the action, good readers.

Kyan fires at #1, but misses by just the smallest amounts. The arrows clank in unison off of the 1st coffin of the second row. Accurate, obviously. Must have been the luck of the skeleton as they flew right through his ribcage!

Then, the mighty Restlin fires his Acid Wand at #4 and it teeters as the hissing sound of acid envelopes it in a small cloud. It falls unmoving!

Then continuing the rally, Bosk slashes at #1 and its head goes flying into an alcove to his left ricocheting around before resting facing Bosk as if continuing to watch him even in 2nd death. The rest of the body takes a step or two deciding if its still undead or not and then collapses as well!

Two down!

Zeoll using his tower shield for party defense while he recovers from his sickened state. Knowing he must help Beltrin, he moves across the room to the square NE of Zane making it very difficult for #3 to get to him should it want to. Good defensive move!

Beri then tumbles two squares east and one north to flank #2 across from Bosk. Then he attacks with his rapiers. Both miss, scraping the fused metal of #2's spine.

----------------
Several notes on the email today. Suggest ya read them. :)

[I am now moving to Round 2-Monster Results with my next post. Hold off on posting until you see the next post. Thanks.]

-------------


Round 2-Monster Results [DM Jerry]  d4=4 [decision roll] ; d20=5 [strategy roll] ; d20+9=27 ; d20+9=29 ; d20+9=10 ; d8+5=6 ; d8+5=7 ; d4=4 [decision roll]; d20+9=11 ; d20+9=27 ; d8+5=9 ;
Friday August 5th, 2011 12:42:46 AM

With #1 and 4 dead again, #2 and 3 take up the fight uninjured.

#2 looks back and forth between Bosk and Beri. It takes a 5' step back to prevent being flanked for the moment and decides to continue wailing on Bosk. Slashing with each "sword arm" it hits both times! [d20+9=27 ; d20+9=29] The second is a possible crit but it is NOT confirmed. [d20+9=10] The two hits do a total of 13 points of damage.[d8+5=6 ; d8+5=7] It seems the gods are looking out for Bosk!

#3 sees two figures between him and its prey, Beltrin. Frustrated, it goes for Zane. Taking a 5' step forward, it attacks him twice with all the strength a fused sword can give him! The right arm misses, but his trusty left scores a hit [d20+9=11 ; d20+9=27] for 9 points of damage.[d8+5=9]

#3 leers at Beltrin mocking him as a chicken! Then laughs out loud-the first sounds you've heard from the undead creatures.

----------------
Email incoming with map.
[I'm done, it is now Round 3- Player Initiative.]

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 47  d20+5=7 ;
Friday August 5th, 2011 7:40:23 AM

Restlin cheers internally at his first confirmed kill as an Iron Adventurer. His nausea a thing of the past, he takes aim at #2...

Restlin is no longer sick.
He is, however, too hasty to hit anything (rolled a 2. Count yourself lucky, Bosk...)
Attack: 7


Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+11=17 ; d20+11=15 ; d20+6=16 ;
Friday August 5th, 2011 9:56:08 AM

Kyan fires another volley of arrows, though at Skel 2 this time and manages to miss with both when he spots the creature's resistance to group's attacks with sharpened steel.

Azrael growls beside Kyan, the fur on the back of his neck raised as he paces in a small circle, glaring at the undead creatures.
____
Perception: 17
Attack 1: Hit AC 15
Attack 2: Hit AC 16

Even if he's missing the target, he's getting good grouping with the arrows.



Zane Stormfront AC 24 HP 41/50  d20+4=7 ; d20+4=14 ;
Friday August 5th, 2011 2:15:43 PM

Zane focus' his attention on the undead that just opened a cut on his arm, he again unleashes a flurry of rapid attacks. His rapid attacks look impressive, but are ineffectual in actual effect.

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Mage Armor 1 hour duration
Shield 97 rounds duration

Zeoll (HP35, AC21) 
Friday August 5th, 2011 2:33:33 PM

Zeoll decides to try to lift his friend's spirits with a song. Inspire Courage gives a +1 to attacks, damage, and some saves. Zeoll uses his shield for its +5 AC bonus this round.

==========

Still sickened, round 3 of 4.

Bard Perform, round 1 of 16 today.

Beltrin (Keith) AC: 17/12/17 HP: 18/56 Spells  d20+11=24 ; d20+9=22 ; 2d6+13=22 ;
Friday August 5th, 2011 4:28:05 PM

By the time most wizards have reached this level of study, their discipline and keen thinking has taught them not to rise to the bait of a foe's taunts. But Beltrin is not most wizards, he was born with a short fuse and has learned to channel it; however, sometimes it still controls him. Deep in his rage, he sprints around the coffins and his companions, swinging his sword wildly at the laughing skeleton's head.... and connecting!

-----------------------------
OOC: Not the smartest move, but Beltrin has a temper.... I think that the laughing skellie sent him over the edge. Fingers crossed that he survives the next round..... meanwhile, I'll be reading the hero point rules for cheating death.

Move Action: move north and west around the coffins that skellie 3&4 came out of, ending between the two coffins next to skellie 3, hopefully flanking with Zane, he has 40 feet of movement to use, so he should be able to make it.
Standard Action: Greatsword attack (-1 PA, +1 IC, add another +2 if flanking with Zane): 1d20+11=24 for 2d6+13=22 damage (slashing)

Perception: 1d20+9=22 (to notice weapon effectiveness)

Active Mods:
Enraged (Str 22/Con 18 (+12 HP), -2 AC, +2 Will save)
Mage Armor (~5 hours left)

Rage used: 3/6 rounds


Bosk AC: 25/15/22 (Shield of Faith active) HP 61 of 61 Spells  d20+5=19 ; d20+5=23 ; d20+1=3 ; 2d8+3=11 ; d8+3=10 ;
Friday August 5th, 2011 9:59:24 PM

As the first skeleton drops Bosk lets out a bestial roar of delight that shakes the room. Bolstered by Zeoll's song and the flanking of his roguish companion, the Horned Cleric swings his sword back around towards the second zombie's head and drives the armor spike on his knee deep into the abomination's pelvis. The cracking of bones ringing in his ears is enough to make him feel satisfied despite missing with his horns.

Actions
-----------------------------
Full Attack against Skeleton #2
Atk 1 with Bastard Sword Hit AC 22 for 12 dmg (slashing)
Atk 2 with Armor Spike Hit AC 26 for 11 dmg (piercing)
Atk 3 with horn Hit AC 6 (miss)

Bosk AC: 25/15/22 (Shield of Faith active) HP 38 of 61 Spells 
Saturday August 6th, 2011 12:43:57 PM

Updating HP

Shield of Faith 58 rounds left (5 min 48 seconds)
Under the effects of Inspire Courage from Zeoll (+1 atk, dmg, saves)
Flanking bonus

Round 3-Player Results [DM Jerry] 
Saturday August 6th, 2011 6:49:58 PM

The room becomes full of the sounds of arrows streaming at high rates of speed at the evil Fused Skeletons.

Restlin, feeling much better now, fires arrows too fast to see at #2, but they bounce off his skull harmlessly.

Kyan, does the same and his arrows miss as well. Fused Skeleton #2 laughs and the sound of it echoes around the room and into the hearts of our heroes.

Zane swings back at #3 and his swings go over as the Fused Skeleton ducks under the blow. It joins #2 in its laughter and the organ music swells to the disturbing sound.

Then Zeoll aids our heroes by singing his song. The words aren't important. That they counteract the jeers of the skeletons do! His pitch is slightly off, though. As to whether the undead chorus caused it or the fact that Zeoll is still one swallow away from puking, we don't know.

Beltrin, the hero that he is, sprints back into combat stepping into the coffin to flank with Zane. He swings his Greatsword! The vile undead are learning to respect that blade as he connects! His blade slices through #3's head sending it like an pool ball into an alcove across the room from the skull deposited by Bosk. #3's body collapses, dead once again.

The skull in the corner pocket contest is 1-1.

Bosk then, encouraged by Zeoll's song, "wails" on #2 slicing and dicing him into oblivion. It falls. The skull does go flying, but misses the alcove.....by that much.

In an effort to cooperate, the dying skeleton spins as it collapses, its "sword-arm" piercing its own skull ear to ear. The momentum of this is just enough to roll the skull into the alcove.

Skull Pool Contest is now 2-1 in favor of Bosk

--------------

[I am now moving to Round 3-Monster Results with my next post. Hold off on posting until you see the next post. Thanks.]

Round 3 - Monster Results [DM Jerry] 
Saturday August 6th, 2011 6:58:26 PM

All four skeletons are finally dead. Our heroes breathe a sign of relief. However, the organ continue to rise in pitch, a portent of things to come!

Wham! The 2nd row of coffins "blow their lids." This time the lids travel at least 10' in the air before crashing to the ground, announcing in grand fashion the next wave of Skeletons.

Rising from the dead, four more skeletons stand before you. Our heroes instantly ascertain the type and function of these new foes. They notice that there are no swords attached to their hands. That's good.

But they do notice that they do indeed carry one sword in their left hands. And both the swords as well as the skeletons themselves are burning--on fire.

This can't bode well! Not at all!

Can our heroes defeat this second wave of Fiery Skeletons? Can they survive? Or are they doomed to die inside....

The Ring of Malaphaz!

------------------
Email incoming with map.
The four fiery skeletons are being labelled 5-8 on the map.
[I'm done, it is now Round 4- Player Initiative.]

Zeoll (HP35, AC21)  d20+9=12 ; d20+3=9 ; d8+2=4 ; d8+2=8 ; 4d4=9 ;
Saturday August 6th, 2011 10:17:44 PM


Zeoll is a bard, and knows a lot. He wonders what that organ is doing. What is the effect of the music? If he used his bard music to counter it rather than to inspire courage, what would happen? He tries to remember some fragment of lore that might help, although he is distracted by the rumbling roller coaster that is his alimentary canal.

Knowledge Checks: use 'em as you see fit, oh kindly DM: Know Arcana 12, Know Religion 9 ugh.

Zeoll maintains his inspire courage as a free action. Everyone gets +1 damage and attacks

Zeoll moves so that he is next to and behind Beltrin and casts a Cure Light Wounds spell on him, for 4 hp. Ugh. Zeoll uses a hero point and rerolls his cure: 8. Beltrin is cured for 8.

Zeoll is using his shield for AC this round, not cover.

========== ========== ==========

Druid Spells (underlined = used):
lvl 0 - Guidance, Stabilize, Light, Det. Poison
lvl 1 - Obscuring Mist, Cure Light Wounds, Charm Animal, Elf Vision

Bard Spells:
0 of 6 lvl 1 spells cast
0 of 4 lvl 2 spells cast

Bard Inspire Courage round 2 of 16

Hero points 1 used of 6.

Sickened (-2 on rolls) round 4 of 4 (at last)

Goodberries from the two days before (rolling randomly): 9

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 46  d20+6=24 ; 2d4=4 ; d20+13=14 ; d20+13=24 ;
Sunday August 7th, 2011 8:23:02 AM

Restlin's mind races as more skeletons join the fray. "First fused swords, now fire. That last row of coffin's skeletons may project pure negative energy for all we know. Surely there's some way to keep them locked inside..."

He turns to the new line of skeletons and sends a glob of acid at #7 before continuing his ponder.

"They respond to the organ, but for all I know it's just background music for this ring's little game."

He studies the organ through his detect magic spell further...

***

Attack#7: 24 (hit) - Damage: 4 (5? I'm not sure if Zeoll's song increases damage from my wand. Your call Mr. DM.) It also suffers 2d4 next round.

Knowledge Arcana - General knowledge roll for all things magic organ related: 14 (nat 1)
Spellcraft for studying it w/ detect magic: 24


Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+3=9 ; d20+12=13 ; d20+7=26 ; d8+13=18 ;
Sunday August 7th, 2011 10:08:15 AM

Kyan eyes the fiery skeletons as the rise from their coffins and makes a note of the remaining, unopened coffins. One can only wonder what sort of fiendish undead will be in those.

Drawing another arrow with the intention of pincushioning one of the undead, becomes becomes distracted by his thoughts and twangs the bowstring into his arm instead of firing the arrow (nat 1!)

However, he recovers quickly and readies another arrow to send it speeding off towards Burning Undead Man 1

~~~~

Knowledge (Religion) for info on the fiery skels: 9!

Attack 1: Natural 1! Miss
Attack 2: Hit AC 26, 18 damage

Round 4 - Monster Edit [DM Jerry] 
Sunday August 7th, 2011 3:00:13 PM

AC 19 for Fiery Skeletons
AC 12 for touch attacks remains

Zane Stormfront AC 24 HP 41/50  d20+5=21 ; d20+5=12 ; d20+6=16 ; d20+6=25 ; 2d6+5=13 ; 2d6+5=10 ;
Sunday August 7th, 2011 5:58:56 PM

Zane takes a 5' step straight ahead, he holds his attacks until the burning skeletons move into range, taking AoO then taking his flurry of attacks. (rolled flurry first)As he waits he again focus' some of his magical energy into his body, preparing for the assault to come. (activate AS (standard action every round, want me to keep posting it or assume he does it from now on?))

rolled 2 AoO's because if 7 + 8 move up, he has reach on them

AoO #1 15, a miss
AoO #2 24, a hit, Damage 13
Flurry strikes
#1 21 a hit, Damage 10
#2 12, a miss

Zane Stormfront AC 24 HP 41/50 d20+4=7 ; d20+4=14 ;
Friday August 5th, 2011 2:15:43 PM
Zane focus' his attention on the undead that just opened a cut on his arm, he again unleashes a flurry of rapid attacks. His rapid attacks look impressive, but are ineffectual in actual effect.

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Mage Armor 1 hour duration
Shield 97 rounds duration

Bosk AC: 25/15/22 (Shield of Faith active) HP 38 of 61 Spells 
Monday August 8th, 2011 9:58:39 AM

ooc: Zane, you can only take one AoO unless you have Combat Reflexes. Although it is a possible Monk Trait, you chose Dodge and Deflect Arrows. Please let me know if I over looked some other way you obtained the feat.

Zane Stormfront AC 24 HP 41/50 
Monday August 8th, 2011 10:22:32 AM

I knew that... just been a rough weekend... haven't slept well in a few days... sorry

Bosk AC: 25/15/22 (Shield of Faith active) HP 38 of 61 Spells  d4+1=5 ; d4+1=4 ;
Monday August 8th, 2011 12:24:50 PM

Bosk watches as the flaming skeletons arise and pauses a second to see how the others react to the new threat, and almost breaths a sigh of relief as no one else moves forward to engage them. As visions of his fur catching fire flash through his mind he reasons to himself, There is no dishonor in hanging back if no one else is charging forward.

Quickly he pulls a magic stone (Lottery Item) from his pocket and throws it at skeleton #6. As he throws it, he watches for the magic to take effect, turning it into two magic missiles flying at the skeleton.

Actions
-------------
Draw stone form pocket and throw stone.
Atk 1 hits for 5 dmg
Atk 2 hits for 4 dmg


Zeoll (HP35, AC21) 
Monday August 8th, 2011 12:35:55 PM


Zeoll nudges Beltrin. "Hey old frriend! I just healed you (+8 hp). Wake up!"

Beri (posted by James / Bosk)  d20+12=15 ; d8+2=6 ;
Monday August 8th, 2011 10:38:26 PM

ooc: Will is unable to post, so I am posting for him.

As the music progresses it sends a shiver up the rogue's spine and continues to grate on the rogue's nerves until he can no longer take it. As the skulls fall and the music raises, Beri draws his bow and a cold-iron flaming arrow and shoots it at the organ. He mutters something about his terrible luck under his breath as the arrow seems to curve slightly in the air. Fortunately for him the organ is a large and unmoving target, and even if it doesn't kill the skeletons, watching it burn will at least bring a smirk to his face.

Actions
--------------
Atk Organ, Hit AC 15 for 6dmg (Hopefully setting the organ on fire also)

Beltrin (Keith) AC: 18/14/18 HP: 14/56 Spells  d20+10=11 ;
Tuesday August 9th, 2011 1:07:10 AM

"Thanks Z, but who are you calling old?" Beltrin remarks as the taur's healing magic flows through him.

The satisfaction Beltrin feels at felling his laughing foe quickly dissipates as the next wave of attackers arises. He decides the best option is to impede his attackers and buy his comrades some time (and hopefully save them some wounds). He speaks a loud magical incantation, hoping to bind the skeletons in magical molasses.

----------------------------------

Knowledge (Religion) to ascertain anything about these new skeletons: 11 (natural 1)

Free action: drop rage (fatigued for 6 rounds)
Standard action: cast slow, targeting the 4 flaming skeletons, DC 18 Will save or the targets are slowed
Move action: Move 20 feet south and 5 feet east to put Zane between him and the skeletons

Active Mods:
Fatigued (Str 16/Dex 14) round 1/6
Mage Armor (~5 hours left)

Rage used: 3/6 rounds


Round 4 - Player Results [DM Jerry]  d20+3=11 ; d10=7 ; d3=3 ; d3=3 ;
Tuesday August 9th, 2011 4:27:23 AM

Zeoll, moves to support Beltrin and heals him. While doing this he strives to understand the purpose of the organ. However, as of now, the answer eludes him. Is the organ buffing the skeletons or is it just music to accompany the fight?

Restlin fires acid from his wand at #7. Zeoll's song inspires his use of the acid wand to do extra damage! Restlin, also studying the organ, realizes that the magic is not buffing the skeletons in combat. It is music accompaniment magic only, at least for now. That, good readers, is good news!

Kyan fires his bow, finally hitting #5 skeleton with it. Huzzah, arrows can hurt skeletons! The skeleton ignores a portion of the blow however.

Zane holds readying an attack to coordinate with his Attack of Opportunity. He wants to take a 5' step, but realizes that you can't take the move part of your turn and hold the action part. Both move and action have to happen together. So he remains where he is to stick to his strategy and waits for the Fiery Skeletons to close.

Bosk, holding his position as well, tosses a magic stone at #6. It turns into two magic missiles slamming into the skeleton's torso.

Beri, tired of the organ and its possible effects on the combat, fires a flaming arrow at it. Wham! An explosion! The organ was trapped! It continues to play, but now makes a sound like a banshee in its damaged state.

Beltrin drops his rage, instantly feeling the usual fatigue that follows. He sucks it up, however, and cast Slow on all four of the Fiery Skeletons! All FOUR of the Fiery Skeletons fail their saves and slow to half speed. What a move! He does not discern any information about the Fiery Skeletons' abilities.

--------------------
Hero Point for Beltrin at end of combat.
Fiery Skeletons' are now AC18.
[I am now moving to Round 4-Monster Results with my next post. Hold off on posting until you see the next post. Thanks.]

Round 4 - Monster Results [DM Jerry]  d6=4 ; d6=3 ; d6=2 ; d6=1 ; d6=3 ;
Tuesday August 9th, 2011 4:50:23 AM

Slowed, the monsters begin to move forward.

#5, deciding to attack the smaller Beri, slowly moves to him, but cannot attack.

#6, also moves forward to Beri, just barely reaches him.

#7 moves forward to stand before Zeoll.

Zane gets his wish with #8 as it chooses to avoid Zeoll's daunting tower shield and move forward towards him. However, its slowed state halts it within his reach, but before he's gets that wonderful Attack of Opportunity he craves.
Knowing he doesn't want to lose an opportunity, Zane now moves forward 5' and attacks #8. He hits! #8's bones clatter and clash, but it stubbornly continues to stand before him.

And finally, the fiery skeletons now reveal an ability! All PCs adjacent to a skeleton take damage from their fiery aura.

Bosk takes 4hpd from #5
Beri takes 3hpd from #5 and 2hpd from #6 for a total of 5hpd.
Zeoll takes 1hpd from #7.
Zane takes 3hpd from #8.

-----------------------
Email incoming with map.
[I'm done, it is now Round 5- Player Initiative.]



Bosk AC: 25/15/22 (Shield of Faith active) HP 38 of 61 Spells  d20+8=12 ; d20+8=23 ; 2d8+3=15 ;
Tuesday August 9th, 2011 8:54:01 AM

Gee, that organ sounds a lot better now. Bosk grins at Beri. As the skeleton approaches him Bosk swings his trusted bastard sword at the skeleton, aiming directly between the creature's skull and neck.

Actions
------------------
AoO Hit AC 12 (Miss, Rerolled Using Greendale's Luck Charm)
AoO against #5 Hit ac 23 for 15 dmg slashing.

Bosk AC: 25/15/22 (Shield of Faith active) HP 38 of 61 Spells 
Tuesday August 9th, 2011 8:56:17 AM

Make that 16dmg. I forgot Zeoll's song.

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 46  2d4=5 ;
Tuesday August 9th, 2011 9:00:55 AM

Restlin sees his companions burned by the mere aura of the skeletons, and decides they need to die sooner rather than later..

"FRIENDS!" he begins, "allow me to lend you a hand..."

Restlin casts haste on everyone except himself (6 targets max - 1 extra attack per round, +1 AC, attack, and reflex save - 6 rounds total).

**

Skeleton #7 takes 5 damage from the acid arrow.
Haste: 6 rounds remain




Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+11=12 ; d20+7=24 ; d8+13=14 ;
Tuesday August 9th, 2011 9:07:10 AM

The ranger grins in satisfaction as one of his arrows finally thunk solidly into one of the skeletons and hurriedly draws another to fire again. He is, perhaps, a bit too enthusiastic in his efforts to vanquish this breed of his hated foe however and manages to fumble the arrow on the string once again.

He lets loose a string of curses under his breath, berating himself like a sergeant to a new recruit as he readies another arrow. He pauses a moment to take better aim as he pulls the string back and and lets loose towards Fiery Skel #5

~~~~~~~~~~

Attack 1: Another 1...
Attack 2: Hit AC 24! 14 damage

Bosk AC: 25/15/22 (Shield of Faith active) HP 38 of 61 Spells  d20+7=23 ; d3=2 ; d20+7=11 ; d20+7=24 ; d20+7=26 ; d20+7=27 ; 2d8+3=8 ; 2d8+3=6 ; d8+3=8 ; d8+3=4 ; 2d8+3=9 ; d20+7=18 ; d20+1=14 ;
Tuesday August 9th, 2011 10:06:46 AM

As Restlin begins to chant Bosk feels the familiar waive of power wash over him. Instantly his arms feel lighter and the weight of his sword seems to disappear. Whatever these skeletons are, they were sure not to last long. Suddenly the taur is a blur of steal and fur, his sword audibly cracking bones and echoing off the chamber. It appears both of the minotaurs are faster than their bulk would first imply.

Actions
Full Round attack starting with Skeleton 6 and moving to Skeleton 5 if it falls.
(Full Round attack + 3 additional attacks for Haste bonus added for IC and haste)

Atk 1 with Bastard Sword Hit AC 23 for 10 dmg Slashing
Atk 2 with armor spikes Hit AC 11 (miss)
Atk 3 with horn Hit AC 20 for 10 dmg Piercing
Haste Atk 1 with Bastard Sword Hit AC 26 (Confirm Crit 27) for (8+11) = 19dmg Slashing
Haste Atk 2 with Armor Spike Hit AC 18 for 6 dmg Piercing
Haste Atk 3 with horn Hit AC 16 (miss)


Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+13=20 ; d8+13=15 ;
Tuesday August 9th, 2011 11:39:57 AM

His foul mouthed tirad coming out in fast forward, the ranger moves in a blur as he nocks another arrow and fires it at either Burning Skel 5, 6, or 7 (target in that order, depending on who's still kicking)

~~~~~~~~~~~

Posted the same time as Restlin and missed the haste!

Haste Attack 1: Hit AC 20, 15 damage (piercing)



Zeoll (HP34 of 35, AC22/17)  d20+18=25 ;
Tuesday August 9th, 2011 11:54:13 AM


Zeoll continues to sing and inspire courage (free action, third round, +1 to attacks and damage). He sure is glad to shake off the effects of the sickened sensation he had felt. He is annoyed at the fire damage.

Zeoll decides that his best action is to help fend these enemies off while others attack. He readies the use of his shield for total cover in case he is attacked by a physical attack. Before the readied action is triggered, his AC is 22 (with +1 from haste); after the readied action is triggered his AC drops to 17, but of course the tower shield should stop the first physical attack and any subsequent ones from the same direction.

He has a moment to catch his breath (unused move action this round) and he is no longer sick, so Zeoll takes a moment to personalize the song he is singing to Inspire Courage:
Hey therre skellies! Think you'rre hot?
Herre's some news! In fact, you'rre not!
We'rre alive, and that means quick!
Also that we'rre fast and slick!
You'rre so slow, it's like you'rre dead!
Might as well go back to bed!

Maybe the taunting song will provoke a skelly attack on Zeoll. Perform 25.

========== ========== ==========

Inspire Courage round 3 of 16

Hero points 1 used of 6

Goodberries: 0 used of 9

Zane Stormfront AC 24 HP 38/50  d20+6=12 ; d20+6=11 ; d20+6=20 ; 2d6+5=10 ; d20+6=16 ; 2d6+5=11 ;
Tuesday August 9th, 2011 12:38:41 PM

Zane really unhappy at being scorched by the flaming skeleton decides to unleash another flurry (Zane has a 10' reach and will try to keep the skeleton at arms reach if possible) He once again focus' some of his arcane energy into his limbs and then attacks. With Zane's flurry of attacks he connects only once.
If the neighboring Skeleton gets into his reach range, Zane will throw a strike at him as well.

Att #1 12
Att #2 11
Att #3 20 Dam 10
AoO 16 Dam 11 (if AoO is taken)

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Mage Armor 1 hour duration
Shield 96 rounds duration

Haste 6 rounds

Beltrin (Keith) AC: 19/14/19 HP: 14/56 Spells  d20+7=15 ; d4+2=6 ;
Tuesday August 9th, 2011 7:24:56 PM

Beltrin smiles as he recognizes the spell that Restlin casts We must be moving 10 times the speed of them now! He sidesteps to the right to get a clear line of site at the fiery skeleton attacking Zane and mimes a punch at the foul being's head, using his magical abilities to project the force through space towards the undead.

-------------------------
OOC: LOL at Zeoll's song, that was great!

Move action: Move 20 feet east
Standard action: use telekinetic fist ability to attack skellie #8, ranged touch attack hit touch AC 15 for 6 bludgeoning damage

Active Mods:
Fatigued (Str 16/Dex 14) round 2/6
Mage Armor (~5 hours left)
Haste (+1 attack, +1 AC, +1 Reflex, etc.)
IC (+1 attack, +1 weapon damage)

Spell durations:
Slow round 2/5

Rage used: 3/6 rounds
TK fist used: 1/8

Beri (posted by James Bosk)  d20+13=20 ; d20+13=21 ; d8+3=11 ; d8+3=6 ; d8+3=9 ;
Tuesday August 9th, 2011 10:20:08 PM

Beri watches as the skeletons around him begin to be pummeled into submission. Quickly he takes a 5ft step back and draws two arrows from his quiver and shoot them at any undead still standing. If they are already dead (again), he will hold his action and fire them at any new enemies the may appear. I hope you don't think I'm going to let you guys have all the fun. After he has move back he turns to Bosk and says, Bet you an ale I can shoot one of these things in the eye socket.

actions (Hold action to new enemies appear if the current skeletons are down)
-----------------
Attack any enemy still standing
Hit AC 20 for 11 dmg
Hit AC 21 for 6 dmg


Round 5 - Player Results [DM Jerry]  d6=4 d6=2 d6=6 d6=2 d6=2 d6=2
Wednesday August 10th, 2011 11:05:23 PM

Bosk, not enjoying the new wailing coming from the organ, puts that anger into his Attack of Opportunity as #5 closes with him. He behead #5 and pocketing the head into an alcove way across the room. The body, spins around several times and explodes in a maelstrom of fire! Both Bosk and Beri are adjacent to it. Bosk takes 4hpd. Beri takes 2hpd. [Reflex save of 16 for half damage]

An imaginary scorekeeper yells out the tally: Bosk 3, Beltrin 1.

Restlin casts Haste on all but himself. A very selfless act. HIs acid from last round continues to "eat" at #7.

Kyan aims to strike with his deadly arrows again at #5. However, he sees it die before the mighty Bosk, so he shifts his target to the next done down the line: #6. One of them hits the Fiery Skeleton in a major way! It weebles. It wobbles, and remains standing.

Bosk, being large, can still reach #6 and so he launches at it with his regular set of attacks! He hits with both his bastard sword and his horn. The creature is dead, but he hacks at it with his haste attack and again, a skeleton skull flies into a corner pocket alcove. It explodes dealing Fiery Death again to Beri as Bosk is not adjacent to it. [6hpd to Beri.]

Bosk 4, Beltrin 1.

Kyan, spots #5 collapsing and #6's skull flying across the room. So he aims at #7, piercing its eye socket. It falls dead. A moment later, the body explodes with fire! Both Zeoll and Zane are adjacent to it. Zeoll takes 2hpd and Zane takes 2hpd as well. [save for half]

Three down, one to go.

Zeoll, sings an amazing song. The organ, simply can't compare and thus collapses, or was it just coincidence?

Zane now steps 5' step back before taking care of the last one, with an amazing shot that bounces the skull into the falling #7 slamming #7 one way and #8 the other on their way to different alcoves!

Oh, #8 also explodes with fire! Zeoll takes 2hpd. [save for half]

Bosk 4, Zane 2, Beltrin 1.

However, Beltrin is not done yet. Seeing that the skellies are all dead and dying, he slides to the right and projects his force at #7 and alters its course stealing the "pocketing" of the skull from Zane!

Bosk 4, Beltrin 2, Zane 1.

Beri thinks about trying to knock one of the flying heads into a alcove and join in the contest, but holds.

-------------
Hero point to Restlin after combat is concluded.
Hero point to Zeoll after combat for his song.
[I am now moving to Round 5-Monster Results with my next post. Hold off on posting until you see the next post. Thanks.]


Round 5 - Monster Results [DM Jerry] 
Wednesday August 10th, 2011 11:30:15 PM

All is quiet for a long moment. The organ is silent. No skeletons. Quiet.

Then with an explosion, the lids of the 3rd row of coffins erupt flying so fast and hard that they hit the ceiling before bouncing to the floor.

Four more skeletons rise and face you. And these, have a bluish hue with matching blue eyes? And they wear blue robes? What type could they be good reader? Bardish skeletons that play the blues? Sad skeletons who died committing suicide for their lovers? Only time will tell, good readers.
-----------------
Email incoming with map and comments.
[I'm done, it is now Round 6- Player Initiative.]

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 45  d20+13=17 ; d20+6=14 ; 2d4=4 ;
Thursday August 11th, 2011 12:02:46 AM

Instinctively, Restlin detects magic on the new glowing skeletons. His mind races back to the months spent his mistress spent drilling him mercilessly on the finer points of fighting arcane casters and countering their spells.

However, there are just too many opponents, and he can't watch them all. He tries to bring up anything he can about what these new beasties could be (knowledge arcana, 17).

"Gentlemen, that spell won't last forever. I suggest you make with the smashing quickly!" With that said, he takes aim at #10 with his wand: Hit touch AC 14 for 4 damage - 2d4 next round as well.

***

Haste: 5 rounds remaining

Beriothian (Will)-- AC:22/16/16 HP:57/57  d20+11=22 ; d20+11=17 ; d20+5=7 ; d20+11=16 ; d8+2=8 ;
Thursday August 11th, 2011 12:34:39 AM

Beriothian darts to the side as the first skeleton explodes before him, narrowing evading the flames. Beri stands up and smiles at Bosk, only to see a flaming skull heading straight towards him. As the head flies closer, the rogue just cocks his head to the side and lets the skull fly straight over his shoulder.

Just as the rogue starts to catch his breath several blue skeletons emerge from the coffins. Perhapse it's from having flaming skulls launched at him, but Beri struggles to come up with a time he had even heard of a blue skeleton. Perhapse a cold iron arrow will be effective against these creatures. Beri slips an arrow into his bow and lets it fly toward the skeleton in front of him, then crouches behind the coffin, hoping it will offer some cover should these glowing skeletons have magic.

ooc: I am assuming the flying skull had the same reflex save as the previous fiery death attack. Also, Evasion allowed me to avoid full damage by making the reflex saves instead of half.

Reflex save 1=22
Reflex save 2=17
knowledge (arcane)= 7
attack (bow) = 16
damage = 8

Zane Stormfront AC 24 HP 38/50  d20+8=9 ; d20+5=14 ; d20+5=18 ; 2d6+5=12 ; 2d6+5=15 ;
Thursday August 11th, 2011 2:09:50 AM

Zane, not 1 to let a good spell go to waste, moves up until the skeleton on the end is just in range, and the skeleton next to the end is just out of range, hoping that it will decide to step into his range, allowing him to attack it also. As is usual, Zane channels a bit of power into his attacks.
Zane's attack on the skeleton on the end misses.....
With his mind currently dedicated to martial prowess, he draws a blank on anything he might have heard about blue glowing skeletons. (nat 1 know Arcane)

Att #1 16 (forgot to add haste and bard song to roll) Dam 12
AoO 20 (forgot to add haste and bard song to roll) Dam 15

Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+3=21 ; d20+13=22 ; d20+7=23 ; d20+13=20 ; d8+13=16 ; d8+13=18 ; d8+13=14 ; d8+9=10 ;
Thursday August 11th, 2011 8:55:39 AM

"Blue ones?! This Malaphaz has too much time on his hands" Kyan growls before setting to work on the newest foes to pop out of their wooden coffins.

Emboldened by the sudden fiery redeaths of the skeletons before, he once again tries his trick of shooting two arrows with one pull to send them flying towards Blue Skel #9. With his hands moving in practiced motions aided by Restlin's magic speed, two more arrows follow the first two.

~~~~~~~~~

Knowledge(Religion for info on blue glowing undead): 21

Attack 1, arrow 1: Hit AC 22, damage 16
arrow 2: Hit AC 22, damage 10
Attack 2: Hit AC 23, damage 18
Haste Attack: Hit AC 20, damage 14



Bosk AC: 25/15/22 (Shield of Faith active) HP 46 of 61 Spells  d20+5=24 ; 2d6=10 ;
Thursday August 11th, 2011 10:59:49 AM

Bosk watches as the newest batch of skeletons arise and instantly has a bad feeling about the robes they wear. Quickly he moves towards the center of the room (North 25 and East 25) and lays a hand upon his holy symbol, channeling a wave of positive energy at the skeletons. He cracks a smile, excited to use this ability against the undead for the first time, but also somewhat ashamed at how easy it is for the undead to overcome some of the damage.

Actions
----------------
Reflex Save = 25 (1/2 dmg taken)
Move N 25 and E 25
Channel Energy, Hit skeletons 9-12 (and what I assume is 17) for 10 dmg (Will Save 11 for half) [i]No modifiers for Inspire Courage or Haste were added)


Zeoll (HP31 of 35, AC22/17)  d20+7=10 ; d20+7=27 ; d20+5=8 ;
Thursday August 11th, 2011 2:38:55 PM

Two Reflex saves to dodge fire damage: first fails, second succeeds. Zeoll takes an extra 3 hp damage.

Zeoll tries to figure out what these skellies are up to: Know Religion check: 8 nope!

Zeoll uses his Pearl of Power to recall his cure light wounds spell. He figures someone will be needing it soon.

He keeps up his singing, so everyone still gains +1 to attacks and damage.

========== ========== ==========

Inspire Courage round 4 of 16

Hero points 1 used of 6 (plus one awarded yesterday in e-mail)

Goodberries: 0 used of 9

Pearl of Power: used today

Beltrin (Keith) AC: 19/14/19 HP: 14/56 Spells  d20+10=30 ;
Thursday August 11th, 2011 8:35:03 PM

Beltrin curses himself as a sluggard as the two minotaurs move up towards the new skeletons, putting themselves in harm's way for the pretty sparkling dust he had planned to use on these new, blue skeletons. He settles on helping out his companions. He moves up behind Zane and casts a spell to lend new strength to his already quickened arms.

-----------------------
Move Actions: Move up behind Zane so that skellie #12 is on the opposite side of him
Standard action: cast Bull's Strength on Zane (+4 enhancement bonus to strength)

Knowledge (religion) to determine anything about these shiny blue creatures: 30 (!)

Round 6 - Player Results [DM Jerry]  d20+3=16 ; d20+3=16 ; d3=1 ;
Friday August 12th, 2011 1:04:01 AM

Restlin detects magic on the new Blue Skeletons, but nothing shows as magical. His Knowledge Arcana doesn't help either except to tell him that this is not the result of any normal necromantic type work that he's ever heard of.

With that, Restlin fires his Acid Wand. His touch attack hits, but the acid strike does no damage! In fact, if he didn't know better, he'd think that he just made the creature healthier!

Beri dodges the exploding Fiery Skeletons expertly, taking no damage with his Evasion ability. He then fires at the Blue Skeletons with a Cold Iron Arrow and misses.

Zane moves forward to attack #12. He has one foot in a coffin and one foot out. He misses.

Kyan, now seemingly a master at hitting skeletons with arrows, hits 4 times! He drops #9 with his first 3 shots and so sends the last one at #10 damaging it!

Bosk advances to the center of the room and Channels Energy at them. #10 and 11 saves, but #12 fails taking full damage. All three turn to look at Bosk with both fear and loathing.

Zeoll continues his very inspiring words in song and uses his Pearl of Power to recall a CLW for future use.

Beltrin moves forward to stand behind Zane and casts Bull Strength upon his friend.
------------
AC 19 for Blue Skeletons
Kyan, hero point after combat is concluded for 4 hits in a round.
[I am now moving to Round 6-Monster Results with my next post. Hold off on posting until you see the next post. Thanks.]

Round 6 - Monster Results [DM Jerry]  d4=4 ; d20+7=21 ; d8+3=9 ; d20+7=18 ; d8+3=6 ; d20+7=24 ; d8+3=8 ;
Friday August 12th, 2011 1:19:15 AM

All three of the Blue Skeletons [10, 11, 12] move to Bosk like candles to a flame. Their blue eyes whirl and spin in their hatred for the cleric.

Zane will get an AaO at #12.
Bosk will get an AaO at #12 as well.

All three then attack with a slam attack. #10 slams Bosk hitting AC21 for 9 hpd if it hits.

#11 slams as well with a large bony fist hitting AC18 and doing 6hpd if it hits.

#12 slams the hated cleric hitting AC24 and doing 8 painful hpd if it hits.

Then the Blue Skeletons are revealed in all their horror! They use acid!

For each attack that hits his touch attack AC, Bosk must save for his armor. Fort Save DC14, using Bosk's save, or lose one point of AC until the armor is repaired.
--------------
Email incoming with map and comments.
[I'm done, it is now Round 7- Player Initiative.]


Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 45  d20+8=9 ; 2d4=6 ; d20+8=12 ;
Friday August 12th, 2011 7:20:38 AM

"Huh...that's odd," Restlin mutters as his acid has the opposite affect that it's supposed to. "Are they immune to magic? Immune to acid? Perhaps they're immune to wands. That would be interesting...I wonder if that's even possible."

Then, he notices the acid eating away at Bosk's armor.

"Ah...they're acidic themselves. Mystery solved!" Restlin then shows he is no one-trick pony. He holds his cane in his left hand, and with one smooth motion unsheathes the sword inside and sends it flying at #10 with no real attempt to aim. It flies directly towards Bosk. Restlin gasps and mentally nudges the blade away from him, but is unable to compensate enough to actually hit a skeleton. The blade flies back and is retrieved by a very frustrated Restlin.

***

Hand of the Apprentice - Nat 1 (9), hero point burned - new roll = 12 (still misses, but no danger to hit anyone else)

Haste - 4 rounds remain
HotA uses: 1/4
Acid wand's 2nd round - 6 (I figure I need to make the roll, even if not good will come of it)

Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+13=32 ; d20+7=21 ; d20+13=25 ; d8+13=14 ; d8+9=12 ; d8+13=16 ; d8+13=15 ;
Friday August 12th, 2011 8:55:54 AM

Kyan winces for his companion's sake as the skeletons reveal their acidic nature and offers thanks in absence to the old caravan guard that first showed him how to fire a bow before calling out, "Bosk! You need to get yourself a bow!"

And the ranger adds more punch to his suggestion by demonstrating, sending with another doubleshot towards skel #10 and then two seperate arrows to #12.

~~~~~~~~

Attack 1 (Manyshot to #10): Hit AC 32, arrow 1 damage 14, arrow two damage 12
Attack 2 (to #12): Hit AC 21, 16 damage
Haste Attack (to #12): Hit AC 25, 15 damage



Bosk AC: 25/15/22 (Shield of Faith active) HP 46 of 61 Spells  d20+9=10 ; d20+9=21 ; 2d8+3=9 ; d20+9=27 ; d20+9=23 ; d20+9=22 ; d20+9=22 ; d20+9=29 ; d20+9=16 ; d20+3=8 ; d8+3=5 ; 2d8+3=11 ;
Friday August 12th, 2011 9:28:54 AM

As the skeleton's blue eyes focus upon the cleric he lets go of his holy symbol and bares his teeth, the hackles standing up on the back of his neck. The group is used to seeing the cleric on the front line and taking the brunt of the hits, often times his stubborn pride and refusal to die the only thing keeping his moving...but this was something different. As with the witches of the Sargrass and the zombies in the catacombs, Bosk had a special hatred for the undead and those who went against the will of Gargul.

As the first skeleton approaches Bosk swings his sword wildly at it and bellows like a bull before it charges the matador, almost daring them to approach. Instantly he is attacked from all sides, bones and fists slamming into him and droplets of acid flying through the air from the impact. Vaguely he hears the voices of his companions behind him shouting warning. The Cleric bellows in response and takes a 5ft step back, not out of fear, but of pride. He is completely unscathed by the onslaught! The manfri's armor stood up magnificently and between his utter contempt for the creatures and the magical incantations enveloping him he stood like a wall against those attacks.

His breathing heavy and drool beginning to hang down from his jowls, Bosk unleashes his furry on #12 for having dared to proceed. Once again the ringing of metal and cracking of bones echoes throughout the room

Actions
~~~~~~~~~~~~~~~~~~~~~
AoO against Skeleton #12 Hit AC 10, Miss
Fort Save #1 = 27 (Success)
Fort Save #2 = 23 (Success)
Fort Save # 3 = 22 = (Success)

(Attacks are against #12 until it falls and then switches to #10 and # 11 last)
Atk 1 With Bastard Sword, Hit AC 19 for 10 dmg (Slashing)
Atk #2 With Armor Spike, Hit AC 20 for 6 dmg (Piercing)
Atk 3 Nat attack with horn Hit AC 8 Miss
Atk 4 (Due to Haste) With Bastard Sword = 29 (Confirm Crit = 16, failed) for 12 dmg (Slashing)

Haste 4 rounds remaining (+1 Atk and +1 Dodge Bonus and Reflex Saves)
Shield of Faith (53 rounds remaining or 5 min 18 sec )
Insprire Courage (If Continued) +1 morale bonus on saving throws against charm and fear effects and attack and weapon damage rolls.

Temporary AC with above 3 modifiers
AC: 27/17/23

Zane Stormfront AC 24 HP 38/50  d20+7=22 ; 2d6+5=15 ; d20+8=23 ; d20+8=19 ; d20+8=14 ; 2d6+5=13 ; 2d6+5=8 ; 2d6+5=8 ;
Friday August 12th, 2011 10:15:49 AM

Zane takes a 5' step north and west (assuming straight up is north) so he is on flat ground, but still gets into range of #12. He focus' some energy into his body and makes use of it to cause extra damage. He strikes at #12 as it walks away, and then moves up behind it and throws a flurry of attacks at it.
(forgot to add +2 to hit and damage to roller for Bull Strength)

AoO on #12 hit AC 24, damage 17
Flurry Attack #1 25 damage 15
Flurry Attack #2 21 damage 10
Haste Attack 16 damage 10 (if it hits)

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Zane's Spells in effect:
Mage Armor 1 hour duration
Shield 94 rounds duration

Others spells effecting Zane:
Haste 4 rounds
Bull Strength (duration 5 minutes)

Beltrin (Keith) AC: 19/14/19 HP: 14/56 Spells  d20+7=26 ; d4+2=6 ;
Friday August 12th, 2011 2:42:35 PM

Seeing the skeleton's attacks dripping acid, Beltrin decides to stay well clear. He moves around Zane to get a clear shot at one of the skeletons and once again unleashes his amplified punch at a distance.

--------------------------------------
Move action: move far enough north and west so that Beltrin has a line of sight to skellie #11 and is within 30'
Standard action: Telekinetic fist attack at skellie #11 Hit touch AC 26 for 6 damage (bludgeoning)

Active Mods:
Fatigued (Str 16/Dex 14) round 4/6
Mage Armor (~5 hours left)
Haste (+1 attack, +1 AC, +1 Reflex, etc.)
IC (+1 attack, +1 weapon damage)

Spell durations:

Rage used: 3/6 rounds
TK fist used: 2/8

Beriothian (Will)-- AC:22/16/16 HP:57/57 
Saturday August 13th, 2011 12:37:09 AM

ooc:
*cry* My post for today apparently disappeared on me! There is no chance I'll see those rolls again any time soon. Repost coming soon.

Beriothian (Will)-- AC:22/16/16 HP:57/57  d20+10=23 ; d20+10=21 ; d20+10=22 ; d3+2=3 ; d3+6=9 ; d3+6=9 ; d6+2=4 ; d6+2=3 ; 3d6=4 ; 3d6=13 ; 3d6=12 ;
Saturday August 13th, 2011 1:05:52 AM

Deciding his bow isn't much use against this creatures, draws his sap and whip. The rogue runs behind skeleton 10 flanking him, and proceeds to attack. The whip cracks through the air, and the sap lands with a fairly solid thump both times.

whip attack = d20+10=23
whip damage = 3
sneak attack damage=4

sap whip = d20+10=21
sap damage = 4
sneak attack =13

sap attack (haste)= d20+10=22
sap damage = 3
sneak attack =12

Round 7 - Player Results [DM Jerry]  d20=20 [skull roll for fun] ; d20=5 [skull roll]; d20=8[skull roll];
Sunday August 14th, 2011 11:21:50 PM

Restlin misses with his hand of the apprentice, but has his own adventure trying to keep it from hitting Bosk. That's a good thing. I wouldn't want an angry Bosk either!

Kyan sends arrows flying so fast and in so many directions that Blue Skeleton #10 does a double take and that costs him his life as Kyan's mini-shot hits directly in each of his eyes. The skeleton screams his hands trying to pull them out as it runs from the scene, falling into an alcove as it dies.

Then Kyan sends 2nd attack at #12. The shot kills the Blue Skeleton. But the skull falls to the floor, unmoving.

Skull Pool Tally: Bosk 4, Beltrin 2, Zane 1, Kyan 1

Bosk, prepared to take on all three is relieved to see that #10 and 12 are dead thanks to Kyan. So he takes his 5' step back and wails on #11. It takes all his attacks to down the Bone Monster, but it does fall. The skull falls to the floor and starts trying to roll to an alcove, but doesn't make it.

Zane, with no one left to hit takes his 5' step and watches.

Beltrin moves 10' to the west, but finds #11 falling dead. So he also waits and watches.

Beri does the same moving forward towards #10, but he is dead.
-------------------
Hero Point to Kyan after combat.
[I am now moving to Round 7-Monster Results with my next post. Hold off on posting until you see the next post. Thanks.]

Round 7 - Monster Results [DM Jerry] 
Sunday August 14th, 2011 11:30:32 PM

Once again, dear friends, there is a pause in the action.

Then everyone jumps as the last row simply explodes. The coffins explode! The lids break into pieces ricocheting off the ceiling. Shrapnel rains down on everyone! Luckily, none of our heroes are close enough to take any damage from it.

Mist rolls out of where the coffins once were and as they clear, four final skeletons face our heroes. Our heroes immediately try to ascertain what type of Skeletons they face this time.

However, there are no clues! They appear to be just normal weakling skeletons.

.......except for one thing.

They each wear crowns.

What fate awaits our stalwart champions? Will they survive? What is it with this place anyway?

Read on!
-----------------
AC 20 for the Crowned Skeletons.
Email incoming with map and comments.
[I'm done, it is now Round 8- Player Initiative.]

Zeoll (HP31 of 35, AC22/17)  d8+2=3 ; d8+2=6 ;
Monday August 15th, 2011 7:28:03 AM


Seeing that Beltrin remains the most injured, Zeoll moves to him and casts Cure Light Wounds. (Rerolling a 1) Beltrin gains 6 hp.

Zeoll continues to maintain his song of inspiration as a free action.

==========

OOC: Ugh! Sorry I missed a post!

Inspire Courage round 6 of 16

Hero points 1 used of 6 (plus one awarded yesterday in e-mail)

Goodberries: 0 used of 9

Pearl of Power: used today

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 44  d20+6=11 ; 2d4+1=6 ;
Monday August 15th, 2011 8:25:29 AM

"Ahoy, your majesties! I come bearing gifts!"

Restlin returns his weapon to it's cane duties, casually leaning on it has he reproduces his wand and sends a glob of acid towards #15 (acid arrow has long range & Restlin's well within it with no desire to approach any closer than he has to).

***

Hit touch AC 12 (Forgot Zeoll's song) - 6 damage
Haste - 3 rounds remain

Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+13=31 ; d20+7=14 ; d20+13=21 ; d8+13=19 ; d8+9=11 ; d8+13=17 ;
Monday August 15th, 2011 9:29:17 AM

Kyan grins as he acid skeleton runs into the anclove with the arrows from its eye sockets. That's what it gets for having glowing blue eyes in the first place. They make great targets.

"Fire, acid, now crowns? What are these going to do? Lord us to death?" the ranger adds as the newest skeletons make their dramatic entrance, but waste little time in sending his own royal gifts towards Crowned Skeleton #13.

~~~~~

Still well within range.

Attacks to #13
Attack 1 (Manyshot): Hit AC 31, 1st arrow damage 19, 2nd arrow damage 11
Attack 2: Miss, AC 14
Haste Attack: Hit AC 21, damage 17

Bosk AC: 25/15/22 (Shield of Faith active) HP 46 of 61 Spells  d20+10=29 ; 2d8+3=8 ; d20+12=17 ;
Monday August 15th, 2011 1:34:45 PM

As the coffins explode Bosk follows his instincts and lowers his head. The ground shakes as taur bellows and charges Skeleton #14 (Demoralize Opponent = 17) and gores him solidly with his horn.

Actions
-------------------
Minotaur Charge
Hit AC 29 for 9 dmg (13 if modifiers are doubled) Piercing DMG
(Minotaur charge deals double damage from horns and allows a free demoralize opponent check)
Demoralize Opponent = 17

Zane Stormfront AC 24 HP 38/50  d20+7=17 ; d20+2=15 ;
Monday August 15th, 2011 1:50:25 PM

Zane takes a 10' step straight towards #16, ending up stepping into the coffin between him and the #16 He then takes a strike at that same skeleton. As he starts to strike out, he unleashes some of his magical energy along with it. He swing at the Skeleton goes wide, and he then realizes he's a bit exposed, but that's the danger of combat.
He makes a come here motion with his hand. (intimidate 15)

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Zane's Spells in effect:
Mage Armor 1 hour duration
Shield 93 rounds duration

Others spells effecting Zane:
Haste 3 rounds
Bull Strength (duration 5 minutes)

Beriothian (Will)-- AC:22/16/16 HP:57/57  d20+15=32 ; d20+12=14 ; d6+2=4 ; 3d6=7 ;
Monday August 15th, 2011 8:41:03 PM

Beriothian gets a little annoyed with his complete inability to be effective against skeletons.
If I'm not going to be effective anyway, I may as well at least be ineffective in a manner that better suits me.
Beriothian draws his rapiers and hastily tumbles behind skeleton 14, noticing that it's much easier to tumble past someone when the lack of muscle causes their legs to only take up a third the normal space. Taking his trusty rapiers the rogue

Beriothian (Will)-- AC:22/16/16 HP:57/57  d20+12=15 ; d6+2=8 ; 3d6=12 ;
Monday August 15th, 2011 8:46:52 PM

ooc: continued from last post, accidently bumped mouse pad and submitted

The rogue thrusts his rapiers into the skeleton's heart... wait, skeletons don't have hearts! The rogue tries desperately to shift his thrust to connect with the bone, hoping that his dazzling display of acrobatics will do more than entertain the skeletons.

acrobatics = d20+15=32

Rapier1 attack =d20+12=14
Rapier1 damage=d6+2=4
Rapier1 Sneak Attack Damage=3d6=7

Rapier2 attack=d20+12=15
Rapier2 damage=d6+2=8
Rapier2 Sneak Attack Damage=3d6=12

Round 8 - Player Results [DM Jerry] 
Tuesday August 16th, 2011 12:13:42 AM

Zeoll moves forward behind Beltrin and heals him. Sometimes, dear readers, a small heal is the best gift you can receive.

Restlin, glad to be rid of the Blue Skeletons returns to "Old Reliable" and uses his Acid Wand on #15. It hits and causes damage.

Kyan, master of the bow sends shot after shot into #13's skull. Amazing! Yet this last row seems to be a Skeleton of a different ability level. It remains standing and turns its stare at Kyan!

Bosk charges the skeleton, hits and damages it. It morale seems unchanged.

Zane moves forward 10' to attack #16 at range. He misses, but attempts an intimidate. It seems unaffected.

Beri decides to set up a flanking maneuver to help out Bosk so he tumbles around #14 and positions himself behind it. He misses with his backstab.
-----------------
Hero point to Beri putting himself at risk to set up a flank with Bosk after combat.
[I am now moving to Round 8-Monster Results with my next post. Hold off on posting until you see the next post. Thanks.]



Round 8 - Monster Results [DM Jerry]  d4=2 [decision roll] ; d20+9=29 ; d20+9=21 ; d20+9=15 ; d8+5=10 ; d4=2 ; d20+9=10 ; d20+9=20 ; d4=2 ; d20+9=24 ; d20+9=17 ; d8+5=11 ; d20+9=10 ; d20+9=14 ;
Tuesday August 16th, 2011 12:27:51 AM

#13, seeing the size of Bosk, decided to go after Beri. He closes and attacks with each fist! It makes two powerful strikes. The first is a possible crit! [d20+9=29] but it is not confirmed [d20+9=21]. The second attack misses. Beri takes 10hpd.

#14 looks back and forth trying to decide who to attack. It chooses Bosk, however, it takes a 5' step to ITS right to get out of the flank first. It then slams Bosk twice, missing both times.

#15 decides to attack Zane so it moves 5' to him and slams him twice hitting him once for 11hpd.

#16 smiles evily as it steps forward 5' to attack Zane. 2 Crowned Skellies on one large adventurer? NO problem. It sighs with frustration as it missed twice.

Those adjacent to the Crowned Skeletons may make a Perception Check of DC20 to notice that the crowns are welded to their heads.

Those who's Perception check reaches DC15 notice that these crowns have a very slight black glow.
-----------------
Email incoming with map and comments.
[I'm done, it is now Round 9- Player Initiative.]

Beriothian (Will)-- AC:22/16/16 HP:47/57  d20+10=23 ; d20+10=15 ; d20+10=17 ; d6+2=4 ; d6+2=7 ; d6+2=5 ; 3d6=8 ; 3d6=14 ; 3d6=10 ; d20+12=25 ;
Tuesday August 16th, 2011 1:04:02 AM

Now that he is in reach of the skeletons the rogue decides it is time to try snatching up one of the crowns almost glowing before his eyes.
Wait a second, I think these crowns really are glowing. A black glow can not be a good sign. Blast, and it looks like the crowns are actually welded to their skulls. Well, I suppose that explains how the crowns stayed on while jumping out of an exploding coffin.

Looks like I'm not going to be able to nab the crown of this thing, somebody actually took the time to weld the crowns on! It maybe for the better, the necklace that possessed me was pretty inconspicuous, but these crowns are actually glowing black, I would hate to see what these would do to me.
The rogue shudders for a second, picturing the crown welding itself to the elf's head, then melting the flesh from his lithe frame, leaving him a pile of bones like the ones he is now facing. Shaking the thought off, Beriothian once again readies his rapiers, this time doing his best to aim for the skeletons joints instead of non-existent organs.

Haste 2 rounds
Perception = 25

Rapier1 attack = d20+10=23
Rapier1 damage=d6+2=4
Rapier1 Sneak Attack Damage=3d6=8

Rapier2 attack=d20+10=15
Rapier2 damage=d6+2=7
Rapier2 Sneak Attack Damage=3d6=14

RapierHaste attack=d20+10=17
RapierHaste damage=d6+2=5
RapierHaste Sneak Attack Damage=3d6=10

Beltrin (Keith) AC: 19/14/19 HP: 20/56 Spells 
Tuesday August 16th, 2011 2:29:47 AM

Hmmm... look like these guys might be a bit of a problem.... let's see how they do flat on their backs! Beltrin decides to help matters out with a spell. He moves over behind Bosk and lets fly an incantation

--------------------------------------
Move action: move about 30 feet west and 10 feet north to get within 35 feet of skeleton #14
Standard action: Cast Grease on the 10' square encompassing skellies #13 and #14 and the two squares to the west of them. They must make a DC 16 reflex save or fall down (and movement in the AoE requires additional acrobatics checks).

Active Mods:
Fatigued (Str 16/Dex 14) round 6/6
Mage Armor (~5 hours left)
Haste (+1 attack, +1 AC, +1 Reflex, etc.)
IC (+1 attack, +1 weapon damage)

Spell durations:
Grease (5 minutes)

Rage used: 3/6 rounds
TK fist used: 1/8

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 44  d20+7=12 ; 2d4+1=5 ; 2d4+1=9 ; d20+13=23 ;
Tuesday August 16th, 2011 9:04:27 AM

Restlin briefly considers expending more of his spells, but decides they're likely just getting started and falls back to his wand. He sends a bolt of acid towards #13 (The one on Beri).

He'll move up before hand to get within range for his ongoing Detect Magic spell and see if he can figure out what's going on with these crowns.

***

Attack #13 - Hit touch AC 12 for 5 damage
Continuing acid damage to #15: 9

Spellcraft for detect magic on the crowns - 23

Haste - 2 rounds remain

Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+13=33 ; d20+13=30 ; d20+7=24 ; d20+13=17 ; d8+13=20 ; d8+13=21 ; d8+9=11 ; d8+13=16 ;
Tuesday August 16th, 2011 9:23:12 AM

Though somewhat surprised that the Crowned Skeleton survived the arrows being driven into its bones, the ranger pulls out yet more arrows from his magic quiver, glad for its current utility and prepares to fire once again.

He frowns briefly as Crowned Skel #14 moves in front of his original target, but simply adjusts his aim and sends his arrows at that one instead. One redead skeleton is as good as another.

~~~~~~

Attack 1(Manyshot) Hit AC 33, crit confirm ac 30
-Arrow 1 Damage: 20 + critdam 21 = 41 damage!
-Arrow 2 Damage: 11 damage
Attack 2: Hit AC 24, 16 damage
Haste Attack: Hit AC 17, miss

Bosk AC: 25/15/22 (Shield of Faith active) HP 46 of 61 Spells  d20+9=13 ; d20+7=23 ; d20+7=16 ; d20+7=27 ; d20+7=16 ; d20+3=7 ; 2d8+3=13 ; d8+3=6 ; d20+7=15 ;
Tuesday August 16th, 2011 10:09:54 AM

Bosk once again attacks the skeleton with everything he has, but the exertion of the battle appears to be taking its toll. His strikes are becoming less accurate, but he is confident he will finish the cretins off before his strength fails him

Actions- Full Attack on #14
~~~~~~~~~~~~~~~~~~
AoO Hit AC 13 - Miss
At1 1 with Bastard Sword Hit AC 23 for 14 dmg (Slashing)
Atk 2 with Armor Spike Hit AC 16 - Miss
Atk 3 with horn Hit AC 27 (Confirm Crit -miss) for 9 (Piercing)
Atk 4 with bastard sword (from haste) Hit AC 15 (miss)

Zeoll (HP31 of 35, AC22/17)  d20+3=18 ;
Tuesday August 16th, 2011 10:25:32 AM


Zeoll maintains his bard song as a free action. All gain +1 to attacks and damage.

Normally he could never travel so far, but hasted, he has an extra 30 move. So he moves 40 feet west and 35 feet north so that he is right next to Bosk and right next to (but not in) the Grease. That's a move action, and on the diagonal, within his 70 feet of move. And now Zeoll is giving a +2 flanking bonus to Beriothian. Then the liontaur uses the aid another action to give Beriothian a +2 on his next attack. Aid Another roll is an 18, so it works.

Zeoll is using his shield normally, so his AC is 22 with haste and shield.

OOC: Not sure when the bonuses for Beri apply, nor if these guys can be sneak attacked. But figured it was worth a try.

==========

Inspire Courage round 7 of 16
Hero points 1 used of 6 (plus one awarded the other day in e-mail)
Goodberries: 0 used of 9
Pearl of Power: used today

Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d8+13=17 ;
Tuesday August 16th, 2011 10:44:02 AM

OOC: Was editing sheet to take away arrows and realized that comp bow is x3 on crit

Corrected attack info:

Attack 1(Manyshot) Hit AC 33, crit confirm ac 30
-Arrow 1 Damage: 20 + critdam 21 + critdam 17 = 58 damage!
-Arrow 2 Damage: 11 damage
Attack 2: Hit AC 24, 16 damage
Haste Attack: Hit AC 17, miss


Zane Stormfront AC 24 HP 27/50  d20+7=22 ; 2d6+5=9 ; d20+12=23 ; d20+7=11 ; d20+7=20 ; d20+7=8 ; 2d6+5=11 ;
Tuesday August 16th, 2011 2:53:41 PM

Zane takes his AoO on #15 as it steps up towards him, hitting him squarely in his boney face. Zane does a side flip moving only 5 feet, but directly to his right, making a 10 foot space between him and skeleton #15 and setting up another AoO if he closes on Zane to attack. Having only moved a short distance he opens up in a flurry on #16 as he focus' arcane power into his strikes. Zane steps on apiece of the shattered coffin as he finished his flip, he only manages to contact with one of his strikes....
Zane prepares to be hit by the skeletons, as the others hopefully finish off the other two. "I'll distract these two and keep hitting them some, finish those 2 off please, I'm alright for now. But I'll need some healing after this, just so you know."

AoO Attack 22, Damage 9
Acrobatics roll 23 (to move 5' without a AoO on Zane)
Flurry 1 attack 11 miss
Flurry 2 Attack 20 damage 11
Haste Attack 8 miss

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Zane's Spells in effect:
Mage Armor 1 hour duration
Shield 92 rounds duration

Others spells effecting Zane:
Haste 2 rounds
Bull Strength (duration 5 minutes)

Round 9 - Player Results [DM Jerry]  d20+1=12 ; d20+1=18 ; 4d6=11 ; 4d6=16 ; 4d6=11 ; 4d6=21 ; 4d6=13 ;
Tuesday August 16th, 2011 11:12:26 PM

Beri attacks a skeleton [I selected #14 for ya] and he hits with rapier #1, but doesn't get his backstab as the skeleton had wisely taken a 5' step last round to prevent that. His other attacks missed.

Beltrin crosses to his left and positions himself behind Bosk. He then casts Grease on #13 and 14. #13 falls prone. #14 remains standing.

Restlin shoots his want at #13, hitting and doing damage. His Spellcraft check for Detect Magic does not work as it requires 3 rounds of concentration. [see spell and email.]

Kyan sends arrows at #14 faster than the speed of light, shattering the skull! However, that is when the nightmare begins!

As #14 dies.......IT EXPLODES! It does:

11hpd to Bosk.
15hpd to Beri
11hpd to #13.

#13 looks in horrow as #14 explodes for a moment before #13 dies and also explodes! It does:

21 hpd to Bosk
13hpd to Beri

As the dust clears, look closely good readers. Can our heroes survive this amazing turn of events?

Bosk has no one within reach now to attack.

Zeoll bravely rushes into the area to stand beside Bosk.

Zane takes a 5' step [which never provikes an AoO] and attacks #16 hitting him for damage.
-------------
[I am now moving to Round 9-Monster Results with my next post. Hold off on posting until you see the next post. Thanks.]



Round 9 - Monster Results [DM Jerry]  d20+9=27 ; d20+9=20 ; d8+5=8 ; d20+9=28 ; d20+9=23 ; d8+5=12 ;
Tuesday August 16th, 2011 11:16:49 PM

The two remaining Crowned Skeletons attack Zane!

#15 takes a 5' step towards him, avoiding the AoO and strikes at him twice, but hitting once for 8hpd.

#16 attacks from where it is, hitting once for 12 more hpd.

Zane staggers, but remains upright.

Can our heroes survive? Or are they doomed to die so close to victory! Read on.
-----------------
Email incoming with map and comments.
[I'm done, it is now Round 10- Player Initiative.]

Beltrin (Keith) AC: 21/14/21 HP: 20/56 Spells  d20+8=27 ; d4+2=6 ;
Wednesday August 17th, 2011 1:13:22 AM

Get out of there Zane! These things are walking bundles of dynamite! Beltrin hopes that Zane moves and waits ready to attack skeleton 16 from a safe distance.

--------------------------------------
Move action: move 10 feet south and 20 feet west
Standard action: Ready telekinetic fist attack at skeleton 16 as soon as Zane moves out of the blast zone. Hit touch AC 27 for 6 damage (bludgeoning)

Active Mods:
Mage Armor (~5 hours left)
Haste (+1 attack, +1 AC, +1 Reflex, etc.)
IC (+1 attack, +1 weapon damage)

Spell durations:
Grease (5 minutes)

Rage used: 3/6 rounds
TK fist used: 2/8

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 43  d20+7=17 ; 2d4+1=8 ;
Wednesday August 17th, 2011 1:18:49 PM

"I'm trying to do too many things at the same time," Restlin thinks to himself. He's barely hitting his targets, not getting any reading on what these crowns are good for, and basically not being nearly as awesome as Bosk.

He's thinking all of this as the force from the explosion causes him to duck down behind a row of coffins. "Mystery solved!" he cries out. He hears Beri cry out to Zane and waits for the monk to clear the blast radius before sending another acid bolt towards #16.

**

Actions: Ready the wand of acid arrow until Zane gets his keister out of the way, then let #15 have it.
Attack roll: Hit touch AC 17 for 8

Acid damage to #13 stopped due to explosive death.

This is the last round Haste will be in effect.

Zeoll (HP31 of 35, AC22/17) 
Wednesday August 17th, 2011 1:35:40 PM

Zeoll digs a handful of goodberries out of his pocket, sees where Zane goes, and offers him eight.

"Eat these and you'll feel betterr," the liontaur says. (OOC: It will heal you for 8 hp.)

He also maintains his inspiring song.

==========

Inspire Courage round 8 of 16
Hero points 1 used of 6 (plus one awarded the other day in e-mail)
Goodberries: 8 used of 9
Pearl of Power: used today

Zane Stormfront AC 24 HP 07/50  d20+12=19 ;
Wednesday August 17th, 2011 1:49:03 PM

Zane understands the better part of Valor and goes into a cartwheel away from both of the skeletons and most of the way to the back wall. (move 70 feet back) Moving first 5' away from one skeleton then the other 65 tumbling away from the second, hoping to avoid any AoO.

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Zane's Spells in effect:
Mage Armor 1 hour duration
Shield 91rounds duration

Others spells effecting Zane:
Haste 1 rounds
Bull Strength (duration 5 minutes)

Zeoll (HP31 of 35, AC22/17) 
Wednesday August 17th, 2011 5:13:42 PM

Follows Zane and urges him to eat berries!

Bosk AC: 25/15/22 (Shield of Faith active) HP 25 of 61 Spells  2d6=7 ;
Wednesday August 17th, 2011 5:15:29 PM

The explosion knocks some sense in to the cleric and he realizes that he should let the archers finish off these skeletons. Once again Bosk grabs his holy symbol and channels forth a wave of positive energy that washes over those fighting on the front line. (Beri, Zeoll and Zane add +7 to your hp)

Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d20+13=20 ; d20+7=11 ; d20+13=17 ; d8+13=18 ; d8+9=10 ;
Wednesday August 17th, 2011 6:20:00 PM

Kyan grimaces as the skeleton he struck explodes, sending brutal blast to his companions around them. Though he feels slightly guilty at having killed the skeleton that first exploded, the guilt passes as he realizes he had no choice.

Back to business, he turns his attention to the remaining skeletons and sends another volley of arrows towards #15

~~~~~~

Attack 1 (Manyshot): Hit AC 20
Arrow 1 damage 18
Arrow 2 damage 10
Attack 2: Miss
Haste Attack: Miss

Beriothian (Will)-- AC:22/16/16 HP:36/57  d8+3=10 ;
Wednesday August 17th, 2011 8:09:24 PM

Beriothian sees Zane retreating from the incoming explosions and looks for a way to help. Unfortunately the rogue realizes that he is unable to provide any additional healing this turn.

Assuming that skeleton 13 is dead and exploded, The rogue will retreat behind Zeoll and Bosk (to the left of Beltrin). There he will activate the Symbol of Alemi on his belt (loot and booty prize), healing himself for 10 points.

Cure Light Wounds (Alemi Symbol)= 10

ooc: the map you sent says skeleton 13 is prone, but you wrote above that 13 died and exploded. I am assuming that 13 is still dead... and in a million pieces.

Round 10 - Player Results [DM Jerry]  2d6=5 ;
Wednesday August 17th, 2011 11:44:07 PM

Zeoll offers Bosk some goodberries.

Zane tumbles back 35'

Beltrin held his action until Zane moved back and now htis #16 with a telekinetic fist, yet that is not enough!

Restlin holds his action, and hits #15 with his acid wand. It also remains.

Bosk does a wave of positive energy healing Beri, Zeoll and Zane.

Kyan fires at #15 killing it. It explodes doing 5hpd damage to #16. He then uses his remaining shots at #16, but misses.

Beri moves south behind Boxk and heals himself.
------------
[I am now moving to Round 10-Monster Results with my next post. Hold off on posting until you see the next post. Thanks.]

Round 10 - Monster Results [DM Jerry]  d20+9=21 ; d8+5=9 ; 2d6=10 ;
Wednesday August 17th, 2011 11:52:30 PM

#16 looks and finds itself alone. It pauses, thinks, then gets a maniacal idea!

It looks at Zane, then at the trio of heroes to its right. It chooses them.

Laughing evilly, it runs at them! Then arriving next to Beri, it punches itself in the gut!

Hit! It does 9hpd to itself......and explodes doing 10hpd to Beri, Bosk and Zane!

How insane! How evil! How.....incredible!

With the last skeleton dead, combat is over. Our heroes have survived! They are wounded, yet triumphant and much wiser concerning the wiles of "Skeletal Champions."
------------
[I will give xp at the end of the scene. Combat is over. Good job!]
[Since combat is over, I'm not sending a map unless someone requests it.]
[I am finished with my posts, you are free to post.]


Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d8+1=4 ; d8+1=2 ; d8+1=9 ; d20+12=27 ;
Thursday August 18th, 2011 9:46:24 AM

Kyan curses as his last arrows fly wide of the running kamikaze skeleton heading for his companions and lets out another oath to make a sailor cringe as it makes itself explode. With no other adversaries in sight, the ranger sprints to Bosk and the others, pulling out his Cure Light Wounds wand from his belt pouch as he goes, ready to stablize any that may have fallen.

He gives a relieved smile to the group as he sees everyone is still standing, if battered, and applies the wand to Bosk first a few times as he looks around the room, covered in splintered bones and coffin fragments.

Heal Bosk: 4
Heal Bosk: 2
Heal Bosk: 9

Wand of Cure Light Wounds (45/50)

Perception: 27

Bosk AC: 25/15/22 (Shield of Faith active) HP 49 of 61 Spells  d20+9=24 ; 2d8+3=9 ; 3d8+6=13 ; 2d8+6=22 ; d8+6=8 ; d8+6=13 ;
Thursday August 18th, 2011 10:20:03 AM

As the skeleton approaches Bosk takes a mighty swipe at it with his bastard sword, hoping to kill it before it can get close enough to the others, and taking most of the damage upon himself. (If it is approaching in a straight line, I should be able to kill it before it gets in range of Beri and Zeoll, and my body should block any shrapnel from hitting them.) Hit AC 24 for 10 slashing dmg.

Bosk quickly walks over to Zane and lays a hand on his back. Quietly he recites a few prayers to Gargul asking for his blessing on those who fought so bravely to fight the abominations the god so opposed. Instantly Zanes wounds begin knitting themselves back up and the bleeding stops. He then heals a few more of his own wounds. If anyone needs some more healing, I can assist, but I will be using up some of my more useful spells.

Once he has seen to everyone's healing Bosk, for fun, kicks the remaining heads into the alcoves and begins collecting the flaming swords and a few skeletal sword arms.

Actions
---------------
Heal Zane for 35dmg
Heal Bosk for 19 dmg (CLW should have been +5 not +6)

Converted Summon Monster III, Aid, Command, used Pearl of Power to recall command and converted it again.

Active Spells: Shield of Faith (5min / 50 Rounds)

Spells left:
Domain: See Invisibility, Shadow Conjuration, Blink, Ethereal Jaunt
Level 0 : Chill Touch, Guidance, Mending, Toros's Taur Try
Level 1 : Bless, Bane
Level 2 : Silence, Bull's Strength, Restoration, Lesser
Level 3 : Prayer, Remove Disease

Zane Stormfront AC 24 HP 49/50  d20+4=7 ; d20+11=29 ;
Thursday August 18th, 2011 12:44:35 PM

As the healing washes over him, "Thanks, when they teamed up they really packed a punch. Has anyone ever heard of skeletons exploding before?" (know Religion 7)
Since he is back at the first part of the room, he'll start off searching the first skeletons and the sarcophagus' for any thing that might be of value. (Perception 29) Zane casts a quick Detect Magic and uses that while he searches.
"What's up with that organ? was it just playing mood music for the fight or do you think it was more. Like it was controlling the Undead for the fight?"

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Zane's Spells in effect:
Mage Armor 1 hour duration
Shield 91rounds duration

Others spells effecting Zane:
Haste 1 rounds
Bull Strength (duration 5 minutes)

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 42  d20+13=33 ; d20+13=29 ; d20+13=17 ; d20+13=31 ; d20+13=16 ;
Thursday August 18th, 2011 8:29:49 PM

With a sigh of relief that the only corpses were corpses before this whole shindig started, Restlin puts away his wand. He's not oblivious to the beating his friends took, but realizes he's likely the least capable of tending to them.

So, he puts himself to good use. He casts detect magic and scans the room, studying anything that stands out.

"Hey Kyan," he mutters while he pours over the room. "Didn't someone lecture us about showing restraint and keeping our cool during our last outing? I'm pretty sure someone pointed out how acting rashly wasn't a good idea. How stealing cookware from zombies or spitting on judges or charging a skeleton just because it laughed at you after taking a good beating is something to be avoided. Was I imagining that?"

***

Spellcraft for the organ: 33 (nat 20)
Spellcraft for the glowing blue door: 29
Spellcraft(s) for whatever else Restlin finds: 17, 31, 16 (in order that he finds them)

I'm assuming that since we're out of combat taking 3 rounds to study these things won't take 3 posts each, correct?

Beriothian (Will)-- AC:22/16/16 HP:36/57 
Thursday August 18th, 2011 8:37:32 PM

Beriothian hands Bosk his wand of CLW, knowing it is more effective in the hands of his massive friend.
Bosk, would you mind topping me off? No need to use up your stronger spells on me, I still have a few charges left on this wand.

Skeletal Parts and Glowing Doors [DM Jerry] 
Thursday August 18th, 2011 11:27:22 PM

The party heals up and begins to explore the room around them.

Bosk plays "kick the skull" and begins collecting the swords from the Flaming Skeletons. He also pulls off a few arms from the Fused Skeletons.

Zane can't remember if he's encountered skeletons that explode before. He searches the Fused Skeletons and the "first row" of coffins, that the Fused Skeletons came out of, and finds the first row empty and the Fused Skeletons without worth. He also casts Detect Magic and examines the organ and the glowing door. [He's moving around alot folks. :)] The organ no longer shows any magic. The door is indeed magical.

There are in fact, three doors. Each one is different. The left door is a round Halfling door. Painted Green, it looks to be made of wood. The center door is a drawbridge. A moat filled with water is in front of it. The right door, as already described is glowing with a blue light.

Restlin also casts Detect Magic and scans the room. The only magic he detects is the glowing door, which is the third door on the right. He continues his concentration and realizes that the Door has been magicked with transmutation magic to glow. That's it. It has magic on it that makes the door glow. No effect, no danger, nothing--just glowing.

The mists again begin to rise and swirl as combat settles down. Our heroes notice that it is cold in here.

Beltrin (Keith) AC: 19/14/19 HP: 20/56 Spells 
Friday August 19th, 2011 12:20:15 AM

"Well then, which way do we go now? I don't know if we can fit the taurs through that tiny door and I don't really trust that bridge, so I say we go through the blue glowing door. Restlin says the glow is just ornamental and I suppose I trust him about that."

Beltrin will take a few minutes to use his Pearl of Power to re-prepare Grease.

Zeoll (HP35 of 35, AC22/17)  d20+21=26 ; d20+21=41 ; d20+21=41 ; d20+21=38 ;
Friday August 19th, 2011 8:09:25 AM


[Ugh! Missed a darn post. Sorry!]

Zeoll looks around the mess. He thanks Bosk for the healing.

If any crowns survived the explosions, he'll pick them up.

Zeoll casts his Heroism, Elf Vision, and Toros' Try (minotaur version) spells. He takes a closer look at the organ and the doors, peering through his magic lens as he does so.

Perception checks: 26, 41, 41, 38. (2 nat 20s in there!) Note that the elf vision spell let's him detect secret doors and such in passing.

==========

Inspire Courage round 8 of 16
Hero points 1 used of 6 (plus one awarded the other day in e-mail)
Goodberries: 8 used of 9
Pearl of Power: used today

Druid Spells (underlined = cast):
lvl 1 - Obscuring Mist, Cure Light Wounds, Charm Animal, Elf Vision

Bard Spells:
1st level: used 0 of 6
2nd level used 1 of 4

Bosk AC: 25/15/22 (Shield of Faith active) HP 49 of 61 Spells  d8+1=2 ; d8+1=9 ; d8+1=9 ; d8+1=9 ; d20=8 ; d20+4=11 ; d20+15=22 ; d20+15=23 ; d20+8=25 ; d20+8=13 ;
Friday August 19th, 2011 11:22:48 AM

Bosk once again takes on the role of healer. Although he is not as skilled as Grendle was, he gets the job done. Taking the Rogue's wand, he heals Beri up to nearly perfect condition. He then walks over to the wounded Beltrin and converts the spell bane into a healing spell that washes over the wizard with great effect. As his spells diminish he asks, Restlin, when we get back, do you think I could get you to craft me a wand of CLW? I'll pay you for it of course.

Following Zeoll's example, the cleric then casts guidance and Toro's Try (minotaur version) repeatedly on himself as he scans the room for traps and for anything out of the ordinary or of value. He then casts the spells one last time for future use.

Actions
---------------------
Heal Beri for 20 hp
Heal Beltrin for 13
(3 perfect healing rolls in a row, not bad)

Knowledge Arcana to determine purpose of the skeleton's robes = 12
Knowledge Arcana to determine purpose of the skeleton's crowns = 11
Spell Craft to determine purpose of the skeleton's crowns = 22
Spellcraft Arcana to determine purpose of the skeleton's crowns = 23

Search for traps = 27
Perception = 15

Active spells
------------
Guidance
Toro's Try (Minotaur Version)

Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11  d8+1=3 ; d8+1=9 ; d20+11=17 ; d20+14=29 ;
Friday August 19th, 2011 11:50:21 AM

Kyan puts his own wand of CLW to use two more times on Bosk as the cleric moves about healing the others, making so only a few bruises remain on the large Taur. Big meathead/meadshield or not, he needs to be in good condition as well.

He cannot help but give a small glance towards Beltrin at Restlin's murmured comments, but just shruged with a grin.

The healing done, he puts his wand away and looks about the room with his cat, idly kicking one of the remaining skulls into an empty anclove as he moves to get a closer look at the doors. He stays twenty feet back from each as he looks about for traps or any other hidden dangers as well as looking for any sign of recent passage to for from the doors.

~~~~~~~

Heal Bosk: 11 HP

Wand of CLW: 43/50

Perception to search for traps: 17
Track for signs of passage: 29

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 42  d20+1=11 ;
Friday August 19th, 2011 1:39:53 PM

Magic detected, Restlin lets his concentration down. "Aye, just a glowing door. That doesn't mean it doesn't have enough traps to murder us all, but that glow's just a glow."

He begins to pick around the bone pieces looking for any that can be shaped into a wand (perception: 11).

While searching, he replies to Bosk. "Of course I'll make you a wand," be says, "but I hardly think it's fair for it to come out of your pocket. We should really all be pitching in for healing items like that. I've been thinking about this, actually. A lot of us have skills in enchanting; we should set up some sort of account to craft items that benefit us as a group. Anyway, it's something to discuss when there's not a magic ring trying to kill us. Short answer is yes, I'll make you a wand."

Beriothian (Will)-- AC:22/16/16 HP:36/57  d20+14=17 ; d20+14=23 ; d20+14=30 ; d20+14=19 ;
Friday August 19th, 2011 8:05:26 PM

Beriothian follows Zane's footsteps to make sure he stays on safe footing. He looks at the doors for traps, as well as signs of use on the doors. He tried to determine if any have recently been opened, or whether one is more used than the others. He then examines the organ to double check that there is no other danger from it. If not, he will look to see if the sheet music for the spooky melody that was playing is among the wreckage.

perception (door 1)= 17
perception (door 2)= 23
perception (door 3)= 30
perception (organ)= 19

Zane Stormfront AC 24 HP 49/50  d20+11=14 ; d20+11=18 ; d20+11=22 ;
Saturday August 20th, 2011 6:36:39 PM

Zane, using his Detect Magic as he walks from the beginning of the room, making his way towards the doors. He looks carefully at the door, starting with the Halfling door and working his way to the glowing door. (14,18,22 perception rolls)
"Well, If someone will hold my other hand, I expect I can lean out and reach across to the doors, and try to open one."

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Zane's Spells in effect:
Mage Armor 1 hour duration
Shield 91rounds duration

Others spells effecting Zane:
Bull Strength (duration 5 minutes)

Itty Bitty Designer Skeleton Parts [DM Jerry]  d20=6 [secret DM roll of evilness] ;
Sunday August 21st, 2011 11:42:58 PM

Zeoll finds several bits of crowns, but they have all exploded. Many of the "bits" are still welded to bits of skulls. He also casts his Elven Sight spell--he must like being sick! The organ is wrecked. The left and center doors seen absolutely normal, except there is the issue of the moat and that the drawbridge is up on the center door.

Bosk discovers that the Skeletal Robes were ornamental. The Fused Crowns contained whatever the explosive that was used, that is according to the information gained from seeing only small pieces of crowns remaining. As he looks for anything out of the ordinary, he does notice that each row of coffin is more damaged the the previous. In fact, there is nothing but the "bottoms" of the 4th row of coffins left. Row 3 is pockmarked from the exploding lids and skeletons. Poor condition. Row 2 has some scratches and blood on them. Row 1 has more blood and footprints from all the "giants" stepping in them and for the fact that most of the battle was fought in their vicinity. More cannot be determined from a scan.

The alcoves are empty, except for the skulls pool-pocketed there. They are a bit dusty, though. More cannot be determined from a distance.

Kyan finds no signs or passage nor traps in the room.

Restlin finds hundreds of bone pieces, though what he wants to do with them is a mystery.

Beri finds no traps either. He examines the left and right door. He has to look at the center door from a distance unless he wants to traverse the moat. The organ is trashed.

Why can't dungeons have nice bright markers pointing to where dangerous things are or where treasure might be hiding? Why do those who craft such places make doors designed to confuse as if to say, "Hey there might be danger here!" Why do dungeon designers think that you have to "dress" a monster as if they were staging a house for sale? Caped Skeleton Warriors? Really?
-----
[Can you guess what channel I'm watching?]

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 42 
Monday August 22nd, 2011 8:07:50 AM

[Bravo?]

***

Restlin will place 5 or so bone fragments large enough to be crafted into wands in his pack. He then makes his way back to the northern end of the room.

"Decision time, gentlemen. I vote we go through this glowing door. Though I'd just love to watch our taurs get through that little one over there, I feel it's not terribly practical. We've ruled out traps and magic; has anyone checked to see if any of them are unlocked?"

Kyan (Jon) AC:19/13/16 HP: 48/48 || Azrael 17 HP, AC: 17/16/11 
Monday August 22nd, 2011 2:00:49 PM

[HGTV?]

~~~~~~~~~~~~~

Kyan and Azrael move with the others and report his findings. "Not that we could expect much else, but there is no sign of anyone using any of the doors. One is a good as the other... well, maybe not the small one."

OOC:

Something has come up and I'll be away the next few days. I'm not sure if I'll have internet access or not. If I don't post, just NPC me along. I should be able to post Thursday evening, definity Friday.

Zeoll (HP35 of 35, AC22/17)  d20+21=39 ; d20+21=23 ; d20+21=35 ;
Monday August 22nd, 2011 7:34:33 PM

Zeoll decides to take the bull by the horns.

He listens at all three doors (without getting wet). Perception 39, 23, 35.

If he hears nothing out of the ordinary, then using his tower shield as total cover from the direction of the door, he uses a move action to pull open the round door.

Beriothian (Will)-- AC:22/16/16 HP:36/57 
Monday August 22nd, 2011 7:49:14 PM

Beriothian glances at the halfling door, then at Bosk, then back at the door, then toward Zane.
You bring up a good point Kyan, can some of our larger members even fit through the small door? I really hope the ring doesn't consider taking the wrong door as breaking the rules.

ooc: sounds like you are watching a history channel documentary where they ask what is usually an obvious question, then go to an expert who explains first the traditional theory, followed by their personal far fetched hypothesis involving aliens, free masons, and voodoo.

Zane Stormfront AC 24 HP 49/50 
Monday August 22nd, 2011 9:03:33 PM

"I can fit, I wouldn't want to have to fight in a space that small though. It would leave no space to maneuver. That would cause me to be a basic wall and get hit, rather than being able to duck and dodge avoiding some of the attacks. But beyond the door, the hallways and rooms may be normal sized."

Spells (*= unlimited)

Level----- 0 1
Available- * 4
Cast------ * 2

Zane's Spells in effect:
Mage Armor 1 hour duration
Shield 8 minutes duration

Others spells effecting Zane:
Bull Strength (duration 5 minutes)

William posting for Bosk 
Monday August 22nd, 2011 9:37:13 PM

The horned cleric nods in agreement as Zane discusses the tiny door.
I agree, since this entire place appears to be some sort of trial the is still the possibility that every option is a trap. However since the glow around the one entrance appears to be cosmetic only it may be that they were trying to camouflage the correct door.

Beriothian (Will)-- AC:22/16/16 HP:57/57 
Monday August 22nd, 2011 9:41:27 PM

Beriothian pipes up in response to the cleric
It could just as easily be a bright marker pointing to where dangerous things are and where treasure might be hiding... suddenly that door is sounding more attractive.



Bosk AC: 25/15/22 (Shield of Faith active) HP 49 of 61 Spells  d20+9=23 ;
Monday August 22nd, 2011 10:06:49 PM

As the group discusses what to do Bosk searches for a way to open the doors. Are there doorknobs? Perhaps there is a secret lever, button or chain somewhere that can open the door. He is also sure to search the alcoves if he has not already done so.

Perception for way's to open the door and to search the alcoves = 23



Ze Return of the Ring [DM Jerry] 
Monday August 22nd, 2011 10:28:27 PM

The ring speaks surprisingly pleasant while you are inside.

"I zee thatz you are not zu be trifled wit! Zu have defeated the first challenge. Congratulationz! Zemember the reazon I choze you! A chanze to get richz! You needz chitz! I gotz them! Getz them! I'ze tired of waiting for zu to findz them! Three doorz standz before you. Chooze!"

The bottoms of the coffins of the fourth row begin to rattle. That's all that is left of them is the bottoms. A glint of color shows below one of them for a moment.

Beltrin (Keith) AC: 19/14/19 HP: 33/56 Spells 
Tuesday August 23rd, 2011 1:08:20 AM

"Well, I'm still in favor of the blue, glowing door... not sure how much difference it makes anyways, this ring is gonna try to get us however it can. And I'm sure that no matter what we do, we'll be breaking the rules. Of course, even if we knew what the rules were, we'd probably break them."

"Err.... but if someone else wouldn't mind going first? I'm still pretty torn up from that first skeleton."

Zeoll (HP35 of 35, AC22/17) 
Tuesday August 23rd, 2011 8:03:36 AM


Zeoll says, "Hey, pay attention to the rring behind the currtain!" He checks out the last row of coffins and looks for things that may be glinting there-under.

Then (reposting from last post that the DM missed!) Zeoll checks out the doors:

He listens at all three doors (without getting wet). Perception 39, 23, 35.

If he hears nothing out of the ordinary, then using his tower shield as total cover from the direction of the door, he uses a move action to pull open the round door.

"I know this is the tiny one," he says, "So let's check it out firrst and pass on."

Restlin (Carl) -- AC: 14/12/12 HP:43/43 (Spells) - Wand charges: 42  d20+1=5 ; d20+1=14 ;
Tuesday August 23rd, 2011 9:10:29 AM

"I have no desire to see 3 taur rear-ends squeeze through that door from this side. I'll go first..."

Restlin quickly ducks down and walks/crawls through the smaller door, then moves aside for the next person to come along.
***
Perception roll to check out this new room: 5 (clicked twice by accident).
***
"Ouch!" cries Restlin as he hits his head while standing on the opposite side. Whatever's in the room will have to wait as Restlin nurses the growing bump on his head.

Bosk AC: 25/15/22 (Shield of Faith active) HP 49 of 61 Spells 
Tuesday August 23rd, 2011 10:17:25 AM

Bosk reaches into his belt pouch and draws our a small bottle with the words "drink me" written on it, and miniture pirate hat, and an ornate pill box. Tossing Zeoll the pirate hat and Zane the potion he says These are all magical and cast the reduce person spell. Zeoll, I'm afraid the spell on the hat only lasts for 1 minute, so be careful with it. We may need these, depending on what Restlin finds.

Zeoll (HP35 of 35, AC22/17) 
Tuesday August 23rd, 2011 10:58:43 AM


"Hold on, parrtnerrs!," says Zeoll. "We haven't even opened the doorr yet! Alls I wanted was to take a peek and a listen inside! Us Taurrs may be able to squeeze in anyway."

Zane Stormfront AC 24 HP 49/50 
Tuesday August 23rd, 2011 1:38:42 PM

"You know, we may only be able to open just one of the doors, and then we will have to live with the consequences. So be sure we open the door you mean to, because if I was developing a trap, I'd make it so once one was opened, the other two would become blocked off."

Zeoll (HP35 of 35, AC22/17) 
Tuesday August 23rd, 2011 3:23:47 PM

"Zane you arre too cleverr forr me!" exclaims Zeoll, as he yanks on the little door.

:-)

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