
Kriger Eilifsson |

As Kriger now finds himself equally as beaten as Marcel, he spits a wad of blood out and yells, "This sucks! We gotta move, fellas! This thing'll kill us before we even realize we're dead!" Kriger then withdraws from the golem.
Withdraw 40' I guess? Wherever he can withdraw to and stay out of the reach of this thing. But he's not gonna withdraw farther than Marcel/Kalsgrim/Mal/Oberlin.
Plus, Kriger's move should eat the AoO this thing will get. That way, Marcel doesn't have to take it. Well, as long as this thing doesn't have Combat Reflexes that is. :P
AC: (HA! Like it matters); Hp's 91/146

Other Mastermind |

I completely forgot the Grease spell!
1d20 + 8 ⇒ (1) + 8 = 9
The golem lands flat on its back, slipping in thick grease. It keeps attacking quite convincingly though.
Ok, so please let me know if that changes anything to your actions for this round. It didn't change the outcomes of the previous round.

Marcel D' Anjou |

I think Kriger and Marcel can take it down this round with a little luck. It's prone at -4 AC and between us we hit like a freight train - if we can roll - and we flank it. I'm staying in it, and I'm posting to hope to get Kriger to stay.
Am I in the grease?: 1d20 + 16 ⇒ (5) + 16 = 21
Seeing the golem go down, Marcel spits blood and says through gritted teeth "Now Kriger! Hit it with all we've got!"
Attack 1: 1d20 + 17 ⇒ (10) + 17 = 27
damage w SA: 1d8 + 7 + 6d6 ⇒ (8) + 7 + (5, 4, 2, 5, 3, 5) = 39
Attack 2: 1d20 + 12 ⇒ (2) + 12 = 14
damage w SA: 1d8 + 7 + 6d6 ⇒ (1) + 7 + (2, 5, 6, 3, 3, 2) = 29

Kriger Eilifsson |

Grease?! Okay, I TOTALLY forgot about the Grease spell myself. Okay, change of actions for Kriger then.
Eyes going wide at such a golden opportunity, "You don't have to tell me twice!" he says to the rogue as he swings with anticipation at the fallen golem with everything he's got.
Attack #1: +1 Impact Greataxe w/PA: 1d20 + 20 ⇒ (3) + 20 = 23
Damage: 3d6 + 19 ⇒ (5, 1, 2) + 19 = 27
Attack #2: +1 Impact Greataxe w/PA: 1d20 + 12 ⇒ (11) + 12 = 23
Damage: 3d6 + 19 ⇒ (2, 5, 6) + 19 = 32
Attack #3: +1 Impact Greataxe w/PA: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 3d6 + 19 ⇒ (4, 6, 5) + 19 = 34
Crying out loud, the thing is laying on the ground and I still can't hit the stupid thing. Only with a Natural 20 on the +7. Yet I can't hit the blasted thing with a +20! It's a wonder Kriger still lives.
Crit confirm(Although, I don't think you can crit a golem)
Attack #3: +1 Impact Greataxe w/PA: 1d20 + 7 ⇒ (7) + 7 = 14 Yeah I didn't think it would matter anyway.
AC: 25; Hp's 91/146

Other Mastermind |

Despite being on its back, the golem manages to evade most of the attacks, as though doing a strange rhythmic dance, but finally, both Marcel and Kriger manage to land deadly blows, and the construct ceases to function properly, brought down to a miserable and annoying grinding.
You are in a vast circular chamber, with four massive columns holding the domed ceiling. Two sets of double-doors lead out. To the right is the one Marcel has opened, leaving another to the left.

Malaswyn Tyddewi |

”Very good.”
Malaswyn heads over to the unlocked doors, ”We May want to explore this room but these divine allies will not be with us much longer. Let’s put them to use.”
Malaswyn opens the door.

Oberlin |

Invisible Oberlin speaks nearby.
"I do understand we are in some matter of a hurry, but we need to be a bit more cautious. We have activated traps now in 3 of the 4 rooms that we have entered. I do not believe that this ratio can continue indefinitely without some casualty."
"Also, we should probably heal whomever needs assistance before pressing forward. I am certain that the rooms of spinning blades, acid rain, crushing walls and a hundred undead warriors ahead will need our warriors to be in top physical form if we stand a chance to overcome them."

Malaswyn Tyddewi |

Other Mastermind |

Malaswyn opens the double doors, revealing a wide staircase digging further into the hill in what looks like a natural cavern. From the darkness ahead, just as Oberlin finishes his commentary, a frightening wail shouts through and echoes in the wide circular room, followed by the sounds of numerous boots scrambling on rocks.
You have a round worth of action for now. Marcel, Kriger, the archons and the lions are one move away from the doors, Malaswyn is at the door, and Kalsgrim and Oberlin are two moves away from the doors.

Marcel D' Anjou |

Marcel, holding one arm over his bleeding abdomen, harrumphs at Oberlin. "We did not 'activate' three traps. We disabled most of what we saw, and a golem isn't a trap anyway."
Then Malaswyn opens the door...
Stealth!
Marcel finds a dark corner next to the door and ducks into it, reaching into his belt for a potion.
Stealth: 1d20 + 28 ⇒ (6) + 28 = 34 Cure Moderate for next round. HP 38/93.

Kriger Eilifsson |

Kriger motions to those behind him to hold a moment as he himself attempts to remain as quiet as possible.
Stealth: 1d20 + 16 ⇒ (17) + 16 = 33
Kriger's at 91/146. But he also has a Cure moderate potion so he'll go ahead and use that for next round as well. That way you can save your healing for now. Unless Kalsgrim or Oberlin need it.

Other Mastermind |

As the lions and archons charge through the darkness, they are met with a hail of arrows, ensues a terrible clash. From where you stand, at the top of the stairs looking into the dark cave, you can make several undead warriors, eight or so, fighting the summoned menagerie. They seem much better than your usual skeletons though, and have the advantage.
Next round. All of you are up.

Marcel D' Anjou |

I definitely need healing, 38/93. Even after this potion.
Marcel, crouched in the corner next to the door, pops the wax seal on the vial in his hand and quaffs it.
CMW: 2d8 + 3 ⇒ (5, 3) + 3 = 11 HP: 49/93

Kriger Eilifsson |

Nodding, "Thanks, Kals. That sure worked out a few sore spots." Kriger then pulls out his potion and just as he's about to pop the top and drink it, he notices Marcel still a bit worse for wear. "Here, friend, take this one too. The way you look, you need it more than I do." He then hands it to him before finishing with, "But it ain't gonna help you look prettier than me," he remarks, chuckling as loud as one can through a closed mouth and giving a wink.

Kalsgrim Lodovka |
Assuming Marcel doesn't advance this round, or at least out of reach of Kalsgrim...
Kalsgrim advances towards the sound of battle. En route, he lays a hand on Marcel's shoulder, sending Erastil's blessings into the brave scout.
Ready bow, move towards the conflict and lay on hands on Marcel, healing 6d6 ⇒ (1, 3, 6, 1, 6, 5) = 22

Malaswyn Tyddewi |

Malaswyn appeals to Her divine fire to bless Marcel with healing radiance.
ccw: 4d8 + 11 ⇒ (5, 8, 2, 2) + 11 = 28
28 x 1.5 = 42 points of healing in total to Marcel.

Other Mastermind |

The battle between summoned and undead rages for a little while, then the few undead survivors advance on you, but you make short work of them.
The chamber is a wide natural cavern. A thorough search reveals nothing of interest.
A set of double-doors lie at the far end of the cavern. No sounds can be heard beyond, and the door is not trapped, but magically locked.

Marcel D' Anjou |

Spending time making sure there was nothing to find in the cavern, Marcel moved to examine the doors. Not surprisingly, the locks were arcane in nature. He turned back and looked to make sure the others were ready before he began working. Once again, the tin of dust came out and he started to disable the lock.
Disable: 1d20 + 26 ⇒ (13) + 26 = 39

Marcel D' Anjou |

"Then again, maybe not." Marcel mutters as he looks dubiously at the fog.
Now I'm perplexed. Not really sure which way would be 'best'. I've got the doors open, any ideas? OM, can I hear anything in the fog?

Oberlin |

Oberlin sighs.
"We discussed this. The fog fills all stairs and corridors. I expect the stairs to be webbed as well. And to be honest, I doubt that the Tiger Lord has access to these arcane spells, I imagine that the tomb itself is able to be activated in some way for defense. That would correlate well with the ancient runic inscription at the waterfall, and the rolling rocks." Oberlin pontificates.

Kalsgrim Lodovka |
Kalsgrim considers. "With the noise we made here dealing with the skeletons, we risk drawing foes from ahead as much as we do from behind. Let's press on." He moves to the doors in the skeleton room, and watches from the way they came as Marcel and Kriger deal with the door.
Let's go through the door in the skeleton room. We'll keep plowing ahead until we hit a dead end. And this may circle back to meet up with the other door in the golem room anyway.

Marcel D' Anjou |

I believe I already dealt with this door.
Marcel nods. He pulls up his balaclava and and drops into a half crouch. He moves forward, silent as the grave...
Stealth: 1d20 + 28 ⇒ (18) + 28 = 46
The grave...get it? 'cause there were skeletons in here...

Other Mastermind |

Silent as a grave, Marcel leads the group through the mists. You deal with a few side passages, losing a bit of time as the mist confuses your mind, but eventually make your way further and deeper into the great hill's tunnels.
The cave turns back into proper carved tunnels and opens on a much wider room, almost a hundred feet across, filled with columns reaching into the darkness of the room's ceiling. The columns form multiple rows and resemble armed soldiers. Two churning fountains take up alcoves on both sides of the room.
Ahead, about fifty feet away are two brazeros, whose red glow illuminate two massive statues of Gorum, bathing their dark iron in blood-red light, which flank a staircase digging deeper still...
You're all on the edge of the chamber. There are no doors.

Marcel D' Anjou |

"Two iron statues of Gorum? What are the odds these are more golems? I mean...really..." Marcel whispers. "Wait here..."
He sets out quietly, approaching the statues. Trying to make himself as small as mouse, he observes the iron sculptures to see if there is any sign they have moved in the past.
Stealth: 1d20 + 28 ⇒ (17) + 28 = 45
Perception: 1d20 + 15 ⇒ (3) + 15 = 18