Chapter 3.5: The Temple of Merikka

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Jan 30, 2026 2:08 pm
"I'll go for the one on the left," says Aanbo, picking out Skeleton 1 as his eventual target. He exhales to settle his mind and body, and prepares to charge with his quarterstaff.
OOC:
Movement: 20-25 feet to Skeleton 1
Action: Quarterstaff two-handed attack vs Skeleton 1
Bonus Action: Martial Arts unarmed strike vs Skeleton 1
Reaction (if needed): Deflect Missiles

Rolls

Quarterstaff 2H to hit - (1d20+4, 1d8+2)

1d20+4 : (12) + 4 = 16

1d8+2 : (2) + 2 = 4

Unarmed Strike to hit - (1d20+4, 1d4+2)

1d20+4 : (1) + 4 = 5

1d4+2 : (2) + 2 = 4

Deflect Missiles, if needed - (1d10+5)

(2) + 5 = 7

Jan 30, 2026 4:02 pm
Round Three
(this is preceded by round two, followed by round four)
[ +- ] Guardroom details
The party is huddled in the dark behind the mostly-closed door. What the undead on the other side are doing is unclear. But now the heroes have a rough plan on what to do.

https://i.imgur.com/LL2jA0Y.png

Chase sets the greatclub down, takes a deep breath, hefts his cookpot, and then kicks the door open.
It takes a moment for his eyes to adjust to the bright light again, but he can immediately see that his intended target isn't within reach anymore. In the time that the party was discussing their moves, the skeletons all returned to their starting positions.
Knowing that there's no way he could throw his pot that far, Chase adjusts his aim and flings the receptacle at Skeleton 1. It misses, hitting the wall and then bouncing across the stone floor with a tremendous clatter of clangs.
Grabbing up the greatclub, he rushes toward that skeleton, preparing to bash it.

Behind the rest of the group, Morton has only a narrow view of the room beyond. Unable to see the undead that are closer, from this angle (and aided by dead Arya's shining shield) Morton is able to make out the ones at the end of the room. He sends a wave of sulfurous energy threading between his companions, through the open door, down the length of the guardroom, and into skeleton 7 leaning against the wall. The corpse explodes from the blast.
Skeleton 7 takes 10 force damage and is destroyed!
The connection to the nether plane throbs with excitement as Morton destroys an enemy! Hellish energy flows into him.
Morton gains 5 temporary hit points!
Morton sits on his heels and then slides forward into a prone position, craning his neck up to keep an eye on the undead.
https://i.imgur.com/jdZox5F.png

As skeleton 7 falls apart, skeleton 8 is already moving. Taking up its bow, it nocks and arrow, draws, and looses at Chase in one unnatural movement. The arrow punches into the ranger!
Chase takes 4 piercing damage!

Having formed a thick layer of death frost on his hand, Eugenios flicks his wrist, flinging the magical necrosis through the doorway. Thaumaturgical energies keep the hand aloft as it zips through the air and across the guardroom. But it shatters on the wall next to skeleton 5, leaving a smudge of vile darkness on the stone that slowly begins to dissipate.

Skeleton 5 and Skeleton 6 pick up bows and swivel, the magic puppeting the corpses moving them with uncanny swiftness and silence. One arrow misses, the other sinks into the ranger's thigh!
Chase takes 6 piercing damage!

"Get behind the door and use it for cover," Myrtha yells over her shoulder as she charges into the room, running up to support Chase and plunging her magic spear into Skeleton 1.
Skeleton 1 takes 6 piercing damage!

Just a step behind her, Aanbo runs into the room, coming up on Chase's other side and striking at his opponent with his staff, dealing it a rattling series of blows that breaks it apart completely.
Skeleton 1 takes 8 bludgeoning damage and is destroyed!
Aanbo was prepared to kick the skeleton, too, but as it has fallen apart, he steps protectively forward, trying to defend the badly-injured ranger.

https://i.imgur.com/N9585Nm.png

Skeleton 2, Skeleton 3, and Skeleton 4 retrieve their bows, draw, and loose at the newcomers.
An arrow flies clean through Myrtha's arm.
Myrtha takes 4 piercing damage!
Aanbo swats the arrow coming at his face, deflecting it so that it only gouges his cheek.
Aanbo takes 1 piercing damage (reduced from 8)!
A second arrow punches through Myrtha's armor!
Myrtha takes 7 piercing damage!

Advancing to the open doorway, "Hey poop-for-brains! I saw a rat actually poop in your empty skull. You’re smarter now than when you were alive." Ferranzo taunts skeleton 2. "Better looking too. No face at all is better than the one you had!" The necromantic magic holding the corpse together is unaffected.

Pulling an arrow and nocking it, Ember comes up alongside him, peers through the doorway to sight the same undead, then draws, lean out and looses the arrow. Unfortunately the arrow lodges in a scrap of armor still hanging from the corpse's clavicle.
20 - Chase (2/17)
19 - Morton (1/15, 5 temp HP) Prone
19 - Skeleton 7, Skeleton 8
14 - Eugenios (4/8) Mage armor, Cursed
14 - Skeleton 5, Skeleton 6
12 - Myrtha (12/30)
11 - Aanbo (18/27)
11 - Skeleton 1, Skeleton 2, Skeleton 3, Skeleton 4
8 - Ferranzo (8/8)
4 - Ember (7/12)
Jan 30, 2026 4:19 pm
OOC:
I've got Aanbo's round three turn, but the round starts with Chase...presumably kicking open the door and throwing the pot? For each player, you can post your round three turn now if you wish, on the assumption that Chase will open the door and run in. If you plan to attack, just do as CancerMan did and name the skeleton you are looking to target and post your rolls (if an attack roll applies). If they survive and respond, I will insert the skeletons' turns as we resolve the results of the whole round. If your character's turn comes later in the round, you can wait to see what happens first, if you wish.

@mathias0077 - go ahead and post your turn. If Chase is throwing the pot, make the improvised weapon attack roll. The iron pot will deal 1d4 bludgeoning damage on a hit, with a range of 20/60; just use your DEX or STR for the throw (no proficiency bonus).
@WanderOne - please also post your turn. Both Chase and Morton act before any of the undead.
Jan 30, 2026 4:50 pm
https://pics.craiyon.com/2023-10-26/39dd634df3c04b909381a20fe18b9e4a.webp Upon the door opening demonic Morton quickly casts a fast Eldritch Blast at the first evil skeleton that he perceives (Probably skeleton 1 or 2.) and then neatly drop prone with vane hopes to avoid being painfully hit with a skeleton's arrow. (Morton trying to save his last HP.)

The distinct scent of suffer and a touch of brimstone is now coming from Morton's area as he draws a forceful blast. Good chance there is a lot of hate too for the skeletons after Arya's death by them. Obviously, Morton was drawing hard and letting a bit too much of his demonic'ness effect him.

REVENGE as thoughts of Tal Alkern burning cross his mind. (Whispers) As his demonic pack works on him. Demogorgon never lets him free. And ever drawing upon him as it sees its chance. His deep hazel eyes have a touch red in them.

Ember can get a good whiff of that scent as she is close. Not doubt Arya was well aware of it being Morton was always around her. Obviously, the scent has no effect on used to Morton. Scent can challenge the scent of the decaying skeletons. Gotta love undead for that. Chase can feel a slight breeze as he opened the door.
OOC:
Morton cast cantrip Eldritch Blast hitting a skeleton with a 19 for 10 force damage and then drops prone.
[ +- ] Eldritch Blast
Last edited January 30, 2026 5:50 pm

Rolls

Eldritch Blast, Damage - (1d20+6, 1d10)

1d20+6 : (13) + 6 = 19

1d10 : (10) = 10

Jan 30, 2026 5:38 pm
"Get behind the door and use it for cover," Myrtha cries out to the spell-slingers as she charges out to engage the skeletons in melee combat.
OOC:
The scale being 10’ to a square, I believe Myrtha has enough movement to track skeleton 7. If not she’ll strike 1 or 2, if either is still standing. If neither are, she will move up to 30, and hurl one of Reptile’s hand axes at the closest. Rolls are based on a spear attack.

If a hand axe was thrown, then she hits AC20 and does 5hp damage.
Last edited January 30, 2026 5:40 pm

Rolls

Spear +1 to hit,damage - (1d20+6, 1d6+4)

1d20+6 : (15) + 6 = 21

1d6+4 : (2) + 4 = 6

Jan 30, 2026 9:52 pm
Chase readies himself. He will lean the club against the wall and ready to throw the pot. He will kick the door open and target skeleton 7 and throw his pot. He will then grab up the two handed club and rush in to finish off 7.
OOC:
Hopefully it will at least distract them for a couple of seconds.
Last edited January 30, 2026 9:54 pm

Rolls

to hit, damage - (1d20+3, 1d4)

1d20+3 : (2) + 3 = 5

1d4 : (4) = 4

Jan 31, 2026 12:32 am
Round three, continued...

Chase sets the greatclub down, takes a deep breath, hefts his cookpot, and then kicks the door open.
It takes a moment for his eyes to adjust to the bright light again, but he can immediately see that his intended target isn't within reach anymore. In the time that the party was discussing their moves, the skeletons all returned to their starting positions.
Knowing that there's no way he could throw his pot that far, Chase adjusts his aim and flings the receptacle at Skeleton 1. It misses, hitting the wall and then bouncing across the stone floor with a tremendous clatter of clangs.
Grabbing up the greatclub, he rushes toward that skeleton, preparing to bash it.

Behind the rest of the group, Morton has only a narrow view of the room beyond. Unable to see the undead that are closer, from this angle (and aided by dead Arya's shining shield) Morton is able to make out the ones at the end of the room. He sends a wave of sulfurous energy threading between his companions, through the open door, down the length of the guardroom, and into skeleton 7 leaning against the wall. The corpse explodes from the blast.
Skeleton 7 takes 10 force damage and is destroyed!
Morton sits on his heels and then slides forward into a prone position, craning his neck up to keep an eye on the undead.
https://i.imgur.com/jdZox5F.png

As skeleton 7 falls apart, skeleton 8 is already moving. Taking up its bow, it nocks and arrow, draws, and looses at Chase in one unnatural movement. The arrow punches into the ranger!
Chase takes 4 piercing damage!
OOC:
@Mathfuric - Eugenios' turn will go here. Do you want him to cast Chill Touch still? If so, you might want to target one of the two that will go immediately after him.

20 - Chase (8/17)
19 - Morton (1/15) Prone
19 - Skeleton 7, Skeleton 8
14 - Eugenios (4/8) Mage armor, Cursed
14 - Skeleton 5, Skeleton 6
12 - Myrtha (23/30)
11 - Aanbo (19/27)
11 - Skeleton 1, Skeleton 2, Skeleton 3, Skeleton 4
8 - Ferranzo (8/8)
4 - Ember (7/12)

Rolls

S8 bow attack on Chase AC16, piercing damage - (1d20+4, 1d6+2)

1d20+4 : (14) + 4 = 18

1d6+2 : (2) + 2 = 4

Jan 31, 2026 12:29 pm
Eugenios shifts to line up one of the Skeletons line up upon the northern wall, he flicks his wrist and the five fingers bolt of ice flys across the darkened hall . . .
OOC:
Aims Chill Touch against Skeleton 5. oh no!
Last edited January 31, 2026 12:30 pm

Rolls

Chill v 5, damage - (1d20+6, 1d8)

1d20+6 : (1) + 6 = 7

1d8 : (8) = 8

Jan 31, 2026 4:51 pm
Round three, continued...

Having formed a thick layer of death frost on his hand, Eugenios flicks his wrist, flinging the magical necrosis through the doorway. Thaumaturgical energies keep the hand aloft as it zips through the air and across the guardroom. But it shatters on the wall next to skeleton 5, leaving a smudge of vile darkness on the stone that slowly begins to dissipate.

Skeleton 5 and Skeleton 6 pick up bows and swivel, the magic puppeting the corpses moving them with uncanny swiftness and silence. One arrow misses, the other sinks into the ranger's thigh!
Chase takes 6 piercing damage!

"Get behind the door and use it for cover," Myrtha yells over her shoulder as she charges into the room, running up to support Chase and plunging her magic spear into Skeleton 1.
Skeleton 1 takes 6 piercing damage!

Just a step behind her, Aanbo runs into the room, coming up on Chase's other side and striking at his opponent with his staff, dealing it a rattling series of blows that breaks it apart completely.
Skeleton 1 takes 8 bludgeoning damage and is destroyed!
Aanbo was prepared to kick the skeleton, too, but as it has fallen apart, he steps protectively forward, trying to defend the badly-injured ranger.

https://i.imgur.com/N9585Nm.png

Skeleton 2, Skeleton 3, and Skeleton 4 retrieve their bows, draw, and loose at the newcomers.
An arrow flies clean through Myrtha's arm.
Myrtha takes 4 piercing damage!
Aanbo swats the arrow coming at his face, deflecting it so that it only gouges his cheek.
Aanbo takes 1 piercing damage (reduced from 8)!
A second arrow punches through Myrtha's armor!
Myrtha takes 7 piercing damage!
OOC:
@rpgventurer @WhtKnt Please post the turns for Ferranzo and Ember now.

20 - Chase (2/17)
19 - Morton (1/15) Prone
19 - Skeleton 7, Skeleton 8
14 - Eugenios (4/8) Mage armor, Cursed
14 - Skeleton 5, Skeleton 6
12 - Myrtha (12/30)
11 - Aanbo (18/27)
11 - Skeleton 1, Skeleton 2, Skeleton 3, Skeleton 4
8 - Ferranzo (8/8)
4 - Ember (7/12)

Rolls

Skeleton 5 bow attack on Chase AC16, piercing damage - (1d20+4, 1d6+2)

1d20+4 : (10) + 4 = 14

1d6+2 : (2) + 2 = 4

Skeleton 6 bow attack on Chase AC16, piercing damage - (1d20+4, 1d6+2)

1d20+4 : (16) + 4 = 20

1d6+2 : (4) + 2 = 6

Skeleton 2 bow attack on Myrtha AC18, piercing damage - (1d20+4, 1d6+2)

1d20+4 : (19) + 4 = 23

1d6+2 : (2) + 2 = 4

Skeleton 3 bow attack on Aanbo AC15, piercing damage - (1d20+4, 1d6+2)

1d20+4 : (19) + 4 = 23

1d6+2 : (6) + 2 = 8

S4 target choice (1 - Myrtha, 2 - Aanbo) - (1d2)

(1) = 1

Skeleton 4 bow attack on Myrtha AC18, piercing damage - (1d20+4, 1d6+2)

1d20+4 : (20) + 4 = 24

1d6+2 : (1) + 2 = 3

Crit damage to Myrtha - (1d6)

(4) = 4

Lingering injury check - (1d100)

(96) = 96

Feb 1, 2026 1:51 am
OOC:
Damn I am down to 2 hps quick. These things don't miss.
Last edited February 1, 2026 1:51 am
Feb 1, 2026 7:37 am
Ferranzo moves to the doorway, casts a Vicious Mockery at skeleton 2, then retreats to his previous position.
"Hey poop-for-brains! I saw a rat actually poop in your empty skull. You’re smarter now than when you were alive. Better looking too. No face at all is better than the one you had!"

Rolls

Psychic damage - (1d4)

(2) = 2

Feb 1, 2026 3:05 pm
Ember stays behind the protection of the door, but unlimbers her short bow. Peeking around the door, she looses an arrow at #2.

Rolls

Shortbow to hit - (1d20+5)

(7) + 5 = 12

Shortbow damage - (1d6+3)

(6) + 3 = 9

Feb 1, 2026 4:08 pm
Round three, completed

Advancing to the open doorway, "Hey poop-for-brains! I saw a rat actually poop in your empty skull. You’re smarter now than when you were alive." Ferranzo taunts skeleton 2. "Better looking too. No face at all is better than the one you had!" The necromantic magic holding the corpse together is unaffected.

Pulling an arrow and nocking it, Ember comes up alongside him, peers through the doorway to sight the same undead, then draws, lean out and looses the arrow. Unfortunately the arrow lodges in a scrap of armor still hanging from the corpse's clavicle.
20 - Chase (2/17)
19 - Morton (1/15) Prone
19 - Skeleton 7, Skeleton 8
14 - Eugenios (4/8) Mage armor, Cursed
14 - Skeleton 5, Skeleton 6
12 - Myrtha (12/30)
11 - Aanbo (18/27)
11 - Skeleton 1, Skeleton 2, Skeleton 3, Skeleton 4
8 - Ferranzo (8/8)
4 - Ember (7/12)

Rolls

Skeleton 2 WIS save DC13 - (1d20-1)

(19) - 1 = 18

Feb 1, 2026 4:15 pm
Round Four
(this is preceded by round three, followed by round five)
[ +- ] Guardroom details
The party has destroyed a quarter of the undead guardians.

https://i.imgur.com/JJAGEhY.png
Chase pulls the small vial of health elixir from his pack, uncorks it, and swallows it in several restorative gulps.
Chase regains 7 HP!

Morton climbs to his feet, drawing on the seductive, warm, welcoming power of the Fiend to whom he has given so much as he walks to join Ember and Ferranzo by the door; the searing, soothing demonic power flows down his arm and send a concussive blast through the room.
Skeleton 8 takes 4 force damage!
Morton lies down again.

Skeleton 1 pulls, nocks, draws, and looses another arrow at Myrtha in complete silence. The arrow hits the warrior's shield and shatters into pieces.

As Morton drops to the ground in front of him, Eugenios flicks another necrotic appendage into the room. This time it impacts with the undead target and clings to its ribcage!
Skeleton 5 takes 3 necrotic damage!

Skeleton 5 and Skeleton 6 mechanically pull arrows, nock, draw, and release, launching missiles at Myrtha and Aanbo! Myrtha throws up her shield, trying to protect the monk standing next to her, and knocks the arrow out of the way! But the arrow aimed at her punches through her armor.
Myrtha takes 3 piercing damage!

Myrtha rushes to the south side of the room, and with the flex of her mighty arms plunges her spear into the undead monster there.
Skeleton 2 takes 6 piercing damage!

Just a half-step behind her comes Aanbo, bringing his staff down on its skull.
Skeleton 2 takes 10 bludgeoning damage and is destroyed!

Smoothly, mechanically, skeletons 3 and 4 loose two more arrows. Four aims at the target immediately in front of it - Aanbo - but the other skeleton chooses to target Chase. Both heroes are able to dodge the missiles.

https://i.imgur.com/alZfyye.png
"Hey Yellowteeth!" Ferranzo pokes his head around the door jamb and taunts another undead corpse. "I thought you stuffed your twisted mouth with stolen gold teeth— now I see the teeth are just moldy! Yuck! Yuck! Yuck!"
Skeleton 3 takes 1 psychic damage!

Ember pulls another arrow, nocks, draws, and then leans around the doorway, aiming between Aanbo and Myrtha to send an arrow flying at skeleton 6.
Skeleton 6 takes 5 piercing damage!
20 - Chase (9/17)
19 - Morton (1/15, 5 temp HP) Prone
19 - Skeleton 7, Skeleton 8 (-4)
14 - Eugenios (4/8) Mage armor, Cursed
14 - Skeleton 5 (-3), Skeleton 6 (-5)
12 - Myrtha (9/30)
11 - Aanbo (18/27)
11 - Skeleton 1, Skeleton 2, Skeleton 3 (-1), Skeleton 4
8 - Ferranzo (8/8)
4 - Ember (7/12)
Feb 1, 2026 4:19 pm
OOC:
Once again, it is time for @mathias0077 and @WanderOne to post turns for Chase and Morton, and the rest of you can post turns for your PCs or wait for your turn if you think actions will change what you choose to do (I will redirect attacks if your stated target is destroyed before your PC's turn).
Feb 1, 2026 4:42 pm
Chase will quickly pull out his last healing potion and down it quickly and dash to skeleton 3 and take a swing with the club.
OOC:
How much damage does a great club cause? I rolled an attack for if I am able.
Last edited February 1, 2026 11:48 pm

Rolls

Healing potion - (2d4+2)

(41) + 2 = 7

to hit, damage - (1d20+3, 1d8bludgeoning)

1d20+3 : (9) + 3 = 12

1d8bludgeoning : (8) = 8

Feb 1, 2026 5:44 pm
mathias0077 says:
Chase will quickly pull out his last healing potion and down it quickly and dash to skeleton 3 and take a swing with the club.
OOC:
How much damage does a great club cause?
OOC:
Great Club is two handed weapon and does 1d8 bludgeoning damage. A simple but rarely used weapon.
Last edited February 1, 2026 5:45 pm
Feb 1, 2026 5:47 pm
https://pics.craiyon.com/2023-10-26/39dd634df3c04b909381a20fe18b9e4a.webp Demonic Morton's rage hasn't lessened as he carefully rises from his protective stance and moves closer to the nearby protective door for better attacking position on the evil skeletons. His sulfur scent travels with him as he strengthens it with another hate casted eldritch blast and this time at other far skeleton (#8). He doesn't slam it as hard as the first but unerringly strikes it and afterwards again drops prone to guard himself from the skeleton's arrows.

There is a still a glint of red in welling up eyes and he head shakes a bit as he is struggling against the whispers. All near him can smell his standard sulfur scent but not much brimstone in it. His sad hazel eyes linger a bit upon dead Arya's body as he has approached closer again. With dropping lower, it just seems to take him closer.
OOC:
Morton moves 15' landing right behind Ferranzo and casts cantrip Eldritch Blast at skeleton #8 which strikes it with a 25 for 4 force damage. And then drops prone again. (1 HP & AC 14 Prone, Nothing in hands.)
[ +- ] Eldritch Blast
Last edited February 1, 2026 6:10 pm

Rolls

Eldritch Blast, Damage - (1d20+6, 1d10)

1d20+6 : (19) + 6 = 25

1d10 : (4) = 4

Feb 1, 2026 5:51 pm
OOC:
1d8 bludgeoning damage, which— if these are standard skeletons — should be doubled because they are supposed to be vulnerable to bludgeoning damage.
Feb 2, 2026 9:07 pm
mathias0077 says:
Chase will quickly pull out his last healing potion and down it quickly and dash to skeleton 3 and take a swing with the club.
OOC:
Since drinking the potion takes his action, do you want Chase to remain where he is, or get adjacent to skeleton 3 is preparation for next turn's attack?
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