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Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Fundir continues to swing his mace at the skeletons, his bulls strength overpowering the dexterity needed for close combat.
Attack: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12

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green: 1d20 ⇒ 3
green goes after Flyn but misses
Flyn
Y,O
Kolret on delay till responds
Margat
Fundir
G
Camred

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Camred takes a step to her left and flings another stone at the skeletons.
5' step
Telekinetic projectile on green
Telekinetic rock: 1d20 + 1 - 4 ⇒ (6) + 1 - 4 = 3

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The green one is hurting but still standing
yellow: 1d20 ⇒ 19
orange: 1d20 + 2 ⇒ (9) + 2 = 11
yellow confirm: 1d20 ⇒ 14
yellow damage: 1d6 ⇒ 1
Flyn
Y,O
Kolret on delay till responds
Margat
Fundir
G
Camred

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Mace: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Dmg: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Fundir takes his mace in both hands and swings it around, putting the strength of back, legs, and arms into the solid blow, grunting with exertion as the mace lands with an explosion of crushed bone dust!

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Margat and fundir make swift work of two of them
Flyn
Y
Kolret on delay till responds
Margat
Fundir
Camred

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Camred heads into the crypt and continues flinging stones at the skeleton.
Move 20'
Telekinetic projectile
Telekinetic rock: 1d20 + 1 - 4 ⇒ (19) + 1 - 4 = 16
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

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Fundir watches the last skeleton fall, and slowly lets go of his bovine form, returning to slowly shifting between a number of creatures. He carefully moves to check the skeletons over to see if there was anything of interest mixed in with the bones and rotted cloth and armor.
"Well.. That was a surprise I didn't see coming. I guess something has moved in here since the last time the townsfolk managed to get through!" he says to the group.
When he finishes his search, Fundir gives the room a careful once over before looking at the two doors. "Any preferences?"
Perception room: 1d20 + 10 + 4 ⇒ (6) + 10 + 4 = 20
Perception Door: 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 23
If no one exibits any preference, Fundir will approach the 1 left, 2 right: 1d2 ⇒ 2 door. He will wait until everyone is ready before he opens it.

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Yes. Though did the owners of the steeds outside come in here and how did they get past these creatures? Did they hold something or know a word that granted them protection? Margat wonders.
She is fine with either door.

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"Hold!! I hear something. Ready your weapons, we may have more to fight here!" Fundir calls out, immediately resuming his swollen bovine appearance as he dashes to the eastern door with his mace in hand.
He checks the door quickly before turning to the rest. "How do we want to do this?" he asks his team. I am ready to open this as soon as you are."[/b]
Perception: 1d20 + 10 ⇒ (15) + 10 = 25

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Camred pulls out an old leather-bound tome. "One second, Fundir." She flips through the pages and rests her finger on an old illustration.
Using Future Gaze. Is going this way good, bad, both, or neither? 71% chance to get a correct answer.

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Margat approaches the door. She takes a look at the saddle bags and brooms.
Someone wants to keep this place tidy? Or were they used to sweep tracks? she wonders.
She tries to discover if there are any tracks.
Survival: 1d20 + 5 ⇒ (15) + 5 = 20

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the sound seems like it is coming from the South East of where you are at, but you don't see anything more then just hallways and Pillars at the moment

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reflex Fundir: 1d20 + 4 ⇒ (10) + 4 = 14
pit trap: 1d6 ⇒ 6
walking carefully to the area the sound is coming from, you place your feet on a tile, when it sudden gives way, and you fall 10 feet down, and land on some pillows, halting your movement

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Fundir cries out as the ground beneath his feet disappear, dropping him into a pit. Groaning, he rolls himself upright and inspects his surroundings while digging out his wand of healing. Once his wounds have been healed, he calls out to his fellow team members above. "Ware your steps!! There was a trap that dumped me into _______. I could probably use a bit of help!"
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Perception: 1d20 + 10 + 4 ⇒ (3) + 10 + 4 = 17
Am I in a pit trap, or on a separate level or something entirely different?

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Camred pulls out some rope as her eyes begin glowing. "Hold on, we'll pull you out."
Cast heightened awareness. +2 competence bonus to Perception and Knowledge checks, and a +4 bonus to one initiative check. Lasts 10 minutes.
I'll also get my rope and head over to the pit.

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Camred makes it over to him, following the same path Fundir took, and helps him get out of the pit
Give me a climb check DC 10

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Fundir tosses a knotted rope up to Camred and Margat, then shifts from his normal hawkish appearance to a squat, fur covered primate. As they hold the rope, he swarms up the lifeline to get out of the trap. Reaching the top, he resumes his hawk headed "normal" look, and peers through the tunnels about.
Climb: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19
Perception: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25
"I do not know what is going on here, but it may be best to stay together as we move through this area. Somehting is about, and obviously something wants to keep others away.. but pillows?? Why??" Fundir muses to his companions.

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Margat you can't tell there are traps until you are in the room and following around
Camred give me a perception check

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"Thank you for your help, Camred. This is most odd.." Fundir hisses, consternation furrowing his brow. "Ware your steps here.. here, and there. We don't want any more surprises!" he says, pointing out the traps to Margat as she approaches. He moves forward to the next junction and peers around the corner here, looking for more traps.
Perception: 1d20 + 10 + 4 ⇒ (20) + 10 + 4 = 34

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"No problem, Fundir. I believe these pits are set up so that they don't kill or injure any of the village's children. Remember this was used as a rite of passage."
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

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Fundir you see another pit trap in front of you
Camred you happen to notice that across the pit in a small alcove like area there is a Lever Switch