
DM Panic |

I don't think we should spend more than 3 days sorting out the pool, so I'll make some assumptions.
Ramli sheds his clothes, and despite being weakened from the earlier fight with the shadow, manages to descend into the pool's depths to the bottom, and with the aid of his cantrip locate a single key radiating magic.
With some effort, Damvorak, Sad Rock, Alaric and Ugnoth all tug on the rope and bring Ramli back to the surface just as he was beginning to feel some fatigue from his endeavor.
Unsure exactly which door the key opens, the party moves up to the southeast door, and after checking it for traps, unlocks it with the key from the room with the firepit and continues on.
Here, a small stone bench sits in the center of this dusty chamber. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.
The hallway continues before turning left and ending at yet another door.

![]() |

Not wanting to waste the effort of his dis-pantsing, Sad waddles over to the corner to finish relieving himself., still sure that his solution would have worked if given the chance.
My ideas are good too. Sad not monster. Sad thinker.
Oops, Sad pee on foot again.
Hitching up his pants, he runs to help with Ramli's dive.
* * *
1d20 + 7 ⇒ (14) + 7 = 21 Perception
Sad looks around and waits for whatever is next.

![]() |

Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Damvorak will take a closer look at the bench as he passes the room in the rear. Seeing not much though, he's happy to press on to the far door. He will cast detect magic on the room just in case, and he keeps maintaining a light spell on his staff.
He does his best to avoid Sad's puddle as well in case that needs to be said. :)

DM Panic |

Nothing else is discovered in the room with the bench. I'll assume a return to standard marching order and Alaric opens the next door...
A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction.
Only Alaric, Ugnoth and Sad Rock notice the following...
The pillar stutters slightly, as if it is about to do something.
We are not in combat/initiative, but I'm going to ask each person in the party to take a full round action. I'm sure you can sense why..

DM Panic |

As I'm fine with everyone spending a free action to quickly talk, Ugnoth can change his action based on what Damvorak says. Or, Alaric or Sad Rock could head into the room and we'd be headed down that path (of folks going into the room; and Ramli and Damvorak could have different actions)
Thus, I await Ugnoth, Sad and Alaric...

![]() |
2 people marked this as a favorite. |

I think a trap is about to go off! Take cover or spread out!
Sad, alarmed, spreads out his arms and legs, standing like a starfish (if a starfish were 4' or so tall, make of more stony substance, had only 4 limbs, and was substantially dumber).
"Uglynot, how this help with trap?"

![]() |
1 person marked this as a favorite. |

Ramli starts laughing. And laughing. And laughing.
He tries to correct Rock, but is laughing too hard to give him any useful advice.
Ramli's player is also laughing and laughing... I've seen a lot of good posts from Painlord over the last two-plus years, but this may be my favorite!

![]() |

Alaric stands amazed as Sad Rock unbuckles his trousers, standing transfixed as several questions about Oread anatomy are answered for him. "... when we tell the bards of our glorious struggles here, what say we leave this part out, agreed?"
___
Alaric brandishes his shield as he makes to spring into action, watching as Sad Rock spread-eagles and Ramli collapses into fits of laughter. Stunned, Alaric can do little but stare, scarcely remembering to raise his shield in self-defense before the trap is triggered.
Total Defence for AC 26. Should provide soft cover to those behind me.

DM Panic |

Alaric and Ugnoth advance into the room, Alaric behind the relative safety of his shield.
As promised, the rest of you can alter your actions as both Alaric and Ugnoth have advanced into the room. That includes Sad Rock, whose starfish-maneuver was just a free action. :)
Still awaiting: Damvorak, Ramli, Sad Rock

DM Panic |

Alaric: 1d4 ⇒ 4
Ugnoth: 1d4 ⇒ 2
Alaric: 1d20 + 10 ⇒ (16) + 10 = 26 for 1d8 ⇒ 7
Alaric: 1d20 + 10 ⇒ (11) + 10 = 21 for 1d8 ⇒ 7
Alaric: 1d20 + 10 ⇒ (7) + 10 = 17 for 1d8 ⇒ 3
Alaric: 1d20 + 10 ⇒ (19) + 10 = 29 for 1d8 ⇒ 7
Ugnoth: 1d20 + 10 ⇒ (19) + 10 = 29 for 1d8 ⇒ 4
Ugnoth: 1d20 + 10 ⇒ (18) + 10 = 28 for 1d8 ⇒ 1
The central pillar finally jolts and begins to spin in a circle while the blunt-tipped arrows shudder within.
Two of the projectiles manage to find their way past Alaric's defense and thud into the man (14 damage) while Ugnoth also find two more missiles thudding into him (5 damage)
The door into the room slams shut.
Everyone go ahead and take another full round action as desired.

![]() |

Cure Light: 1d8 + 1 ⇒ (7) + 1 = 8 13/19hp
"Kassen you cowardly , that was... oouughhh... that was a knave's trick." the knight groans, shakily reaching for his healing wand (can I draw it as part of a move action?) and administering it as best he can to the enormous puncture wound in his armour. Finding his wits again, he looks to the Shoanti. "UGNOTH! The south door! Move move move!"
If Alaric can draw his wand as part of a move action he'll take a single move toward the south door.

DM Panic |

I feel like I have enough of a sense of all the actions of the PCs to resolve this trap without us going through some of the pains of delays by PbP...
Ugnoth advances and opens the southern door, waving for Alaric to quickly move through and take cover. The knight steps forward, struggling for a moment to retrieve his wand and quickly mending his wounds while ultimately providing cover for Ugnoth.
The pillar continues to whirl and launch arrows.
Alaric: 1d4 ⇒ 1
Ugnoth: 1d4 ⇒ 3
Alaric Arrows: 1d20 + 10 ⇒ (7) + 10 = 17 for 1d8 ⇒ 2
Ugnoth Arrows: 1d20 + 10 ⇒ (12) + 10 = 22 for 1d8 ⇒ 6
Ugnoth Arrows: 1d20 + 10 ⇒ (8) + 10 = 18 for 1d8 ⇒ 7
Ugnoth Arrows: 1d20 + 10 ⇒ (12) + 10 = 22 for 1d8 ⇒ 7
Alaric is AC 22. With cover, Ugnoth is AC20.
This time a lone arrow ricochets off Alaric's copious armor, yet two manage to sneak past him and into Ugnoth (13 damage to Ugnoth).
Ugnoth collapses to the floor with the latest injury, and Alaric steps over the man into the hallway beyond and then drags his unconscious form in (Sadly, two move actions)
Alaric: 1d4 ⇒ 1
Alaric Arrows: 1d20 + 10 ⇒ (13) + 10 = 23 for 1d8 ⇒ 2
A single last arrow manages to find its way in through the southern door just as Alaric slams it shut (2 damage to Alaric).
For several more seconds, the thud thud thud of blunt arrows can be heard pummeling the walls and doors.
And then, silence.
Remember all this damage is nonlethal. After 10 rounds, the arrows stop. The reset for the trap is manual, so feel free to roleplay your PCs all reuniting in this room.
The new room that Alaric and Ugnoth have discovered...
A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room.

![]() |
I love being knocked unconscious while I'm sleeping...good thing it's nonlethal...
Ugh...You know Alaric I think I recall someone once saying back at the Grand Lodge 'Don't split the party'. Thanks for dragging me through. But now what do we have here?
Perception 1d20 + 7 ⇒ (10) + 7 = 17

![]() |

Fantastic! Thanks, Panic.
Cure Light for Alaric: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light for Ugnoth: 1d8 + 1 ⇒ (3) + 1 = 4
Alaric seems startled by how quickly the Shoanti's booming voice fills the hall. "Welcome back. Your people are a tenacious one, Shoanti. I suppose Bloodsworn Vale is reminder enough of that..." he says, helping the skald to his feet and opening the door to the pillar room once again and crying out to the others.
"To me, comrades! It'll take more than that to kill us! Hah!"

![]() |

"I'm all for some excitement, friends, but sometimes it's better to simply avoid the danger than running into head-on," Ramli says with a smile, as he picks a splintered arrow shaft off Alaric's shoulder.
"Down into the depths?" he asks with a shrug.

DM Panic |

Alaric: 1d20 + 1 ⇒ (4) + 1 = 5
Damvorak: 1d20 + 3 ⇒ (10) + 3 = 13
Ramli: 1d20 + 5 ⇒ (13) + 5 = 18
Sad Rock: 1d20 + 7 ⇒ (4) + 7 = 11
Ugnoth: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative:
Alaric: 1d20 + 8 ⇒ (6) + 8 = 14
Damvorak: 1d20 + 2 ⇒ (14) + 2 = 16
Ramli: 1d20 + 2 ⇒ (20) + 2 = 22
Sad Rock: 1d20 + 7 ⇒ (19) + 7 = 26
Ugnoth: 1d20 + 4 ⇒ (7) + 4 = 11
Skeletons: 1d20 + 6 ⇒ (11) + 6 = 17
Surprise Round
22 Ramli
17 Skeletons
16 Damvorak
11 Ugnoth
Round 1
26 Sad Rock
22 Ramli
17 Skeletons
16 Damvorak
14 Alaric
11 Ugnoth
After tending to Ugnoth's wounds and bringing the Shoanti to his feet, the five Pathfinders head into the room beyond with the intent to descend the stairs deeper into the crypt.
As soon as Alaric takes a few heavy steps into the room, four skeletons, dripping with what appears to be fresh blood, step out from hiding behind the four large columns and begin to advance towards Alaric.
Surprise round. Only Sad and Alaric failed the DC12 Perception to act in it.
Now Up: Ramli!

![]() |

"Oh ho!" Ramli exclaims in excitement as he pushes forward into the room, raising his quarterstaff in defense.
If the map's right, I wouldn't have a shot at any of the skeletons, so I'll move in to I-23, and fight defensively, giving +2 to AC.

DM Panic |

No time to fight defensively as you move, as a surprise round grants either a move or a standard action.
Ramli advances into the room and readies his staff for the approach of the four bloody skeletons.
The four undead comply with expectation, their old bones creaking and cracking as they advance, leaving a bloody trail behind.
(Just move actions for those four)
Now Up: Damvorak and Ugnoth's surprise round actions.
Followed By: Sad Rock and Ramli's full round actions for round 1.

![]() |

Round Surprise, Initiative 16, Location: J19->I22
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 3/6
Resistant Touch = 6/6
Channel Energy = 3/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear
Damvorak, not wanting to take Sad Rocks space in the front lines, instead tries to move to I-22 where he can help the party defensively. He tumbles the last little bit to avoid an AoO from S4.
Acrobatics: 1d20 + 1 ⇒ (6) + 1 = 7
Ayep. Didn't think that would work. Ah well!

![]() |

"Careful, Damnvrock. Stay behind Sad. Uglynot, you too."
Sad Rock raises his club and readies for combat.
Round 1, Init 26
Sad advances to K22 (provoking from S4 vs. AC 18) and takes a swing, 2-handed, at S4 with his new club.
1d20 + 6 ⇒ (1) + 6 = 7 to hit;
1d6 + 6 ⇒ (5) + 6 = 11 damage.

![]() |
Surprise Round
Ugnoth will charge to I26 to swing at the skeleton with his earthbreaker.
Attack 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage 2d6 + 3 ⇒ (5, 2) + 3 = 10

![]() |

"Ha!" Ramli exults, "right where I wanted you!"
He quickly casts, though he leaves himself open in the close quarters and fires a ray of green energy far over the head of his foe, before slamming his staff down on the closest skeleton.
Cast defensively (DC=15+double spell level: 1d20 + 5 ⇒ (7) + 5 = 12
Mwk. Quarterstaff (one-handed, with spell): 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Ray (ranged touch): 1d20 + 3 ⇒ (5) + 3 = 8
disrupt undead: 1d6 ⇒ 1

DM Panic |

[dice S2 vs Sad]1d20+2[/dice] for 1d4 + 2 ⇒ (4) + 2 = 6
[dice S2 vs Sad]1d20+2[/dice] for 1d4 + 2 ⇒ (4) + 2 = 6
[dice S3 vs Alaric]1d20+2[/dice] for 1d4 + 2 ⇒ (1) + 2 = 3
[dice S3 vs Alaric]1d20+2[/dice] for 1d4 + 2 ⇒ (2) + 2 = 4
@Ugnoth: No charge as the skeletons advanced to melee ahead of your post, but you still step up and kill one. Sad Rock's final movement shifts since S4 is no longer available at his action.
Surprise Round
22 Ramli : Moves to I23
17 Skeletons : Advance
16 Damvorak : Moves to I22, AoO hits for 6 dmg
11 Ugnoth : (no charge) swings, destroys S4
Round 1
26 Sad Rock : Moves to K23 (S4 is down), misses
22 Ramli : Destroys S1
17 Skeleton 2 : Claws Sad for 6 damage
17 Skeleton 3 : Misses Alaric
16 Damvorak
14 Alaric
11 Ugnoth
Round 2
26 Sad Rock :
22 Ramli :
The Pathfinders advance and Ugnoth and Ramli make quick work of two of the bloody skeletons. Two remain and one manages to claw Sad Rock (6 damage).
Deathless (Su) A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing to thereafter resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if
its remains are sprinkled with a vial of holy water.
Now Up: Everyone!

![]() |

Flail: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 6 ⇒ (4) + 6 = 10
Alaric will keep the skeleton at bay with his shield, allowing him to bring his flail around in an arc and send it's head tumbling to the floor.

![]() |
Acrobatics 1d20 + 7 ⇒ (17) + 7 = 24 to move half speed to I23
Earthbreaker Attack vs S3 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage 2d6 + 3 ⇒ (3, 3) + 3 = 9
These skeletons are beginning to bore me, we need to find this girl and get the townsfolk out of here. This is a stupid coming of age rite.

![]() |

Round 1, Initiative 16, Location: I22
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 3/6
Resistant Touch = 6/6
Channel Energy = 3/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear
Knowledge Religion: 1d20 + 4 ⇒ (12) + 4 = 16
Damvorak watches the bone crunching with interest. As the front line seems to be doing so well, he takes out his cure light wounds wand and heals himself of his minor injury sustained in an eagerness to help.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

![]() |

"Ah, nothing like hearing the crunch of your enemies' bones to satisfy," Ramli says with a grin. "Now if only there were some women to lament."
Not bothering with his magic, he simply slams his staff down on the closest enemy, hoping to dispatch it as quickly as the first one.
Mwk. Quarterstaff (one-handed): 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

![]() |

Sad examines his wound, sad that he didn't get the chance to exact revenge on his own. Pulling out his wand, he heals tthe wound before it festers.
1d8 + 1 ⇒ (1) + 1 = 2 Healing (45/50)
"Where girl? And when starting choir time?" Sad asks, looking around and pawing though the bones for items of interest.
1d20 + 7 ⇒ (9) + 7 = 16 Perception

![]() |

Round 2, Initiative 16, Location: I22
Weapon Equipped = Staff
Conditions = None
Hand of the Acolyte = 3/6
Resistant Touch = 6/6
Channel Energy = 2/3
Ferocity (Act 1 round at below 0hp)(1/1)
Spells
Cantrips DC 13: Create Water, Detect Magic, Light, Stabilize
First Level DC 14: Identify, Command, Remove Fear
As the fight winds to a close, Damvorak brandishes his holy symbol of Nethys and commands the dead to, well, stay dead. He channels energy to harm undead.
1d6 ⇒ 1
"They need to be purged, even if only a little, or they get back up again." he explains as he kicks a bone or two with his foot.

DM Panic |

Excellent decision!
You all double back to the unexplored door, and sure enough, the key found at the bottom of the pool fits the lock and the door opens.
Expecting skeletons beyond, instead this small room features only a table on the opposite side of the room. On top of this table are a number of items, each with a small note attached.
The first item with a note is a masterwork flail alongside an oil of magic weapon (labeled). The note clearly indicates it was for one of the youths of Kassen who was training to be a knight and perished on his journey. Based on the mayor's insistence, it would appear this item is for Alaric to take in the youth's stead.
The second "gift" is a wand of cure light wounds (10 charges remain) along with a scroll of lesser restoration. It would appear this item was for an acolyte of Erastil who met his demise, but instead may find good use in Damvorak's capable hands.
The third "gift" appears to be a wand of produce flame (10 charges remain) and a scroll of barkskin. One of the youths was apparently being tutored by a druidess and these items would find a home in Sad Rock's hands.
The fourth "gift" appears it was intended for a young bard and is a wand of lesser confusion (10 charges) and a scroll of eagle's splendor. Presumably, this would make sense in Ugnoth's hands although he is a bit atypical for a bard.
The fifth and final "gift" is a wand of magic missile (CL1; 10 charges) along with a scroll of scorching ray. Presumably this was for Holgast's student and would find a home in Ramli's hands.
That's all for this room. It would be more sentimental if we were playing this in the mode where you were all actual teenagers from Kassen, but as this is a PFS scenario don't hesitate to consume these items best you can.
With the items picked up and distributed, the party makes their way back to the stairs that descend down.
I'll pause for a few hours to give you all a chance to RP the taking/distribution of any items.

![]() |

Sad looks over all the items, his curiosity showing.
"Sad like magic, but this want not a good want," Sad holds up the lvl 1 wand of Produce Flame, created by a druidic crafter. "This want not last good enough for more than one punch."
Sad points out the flaw in the magic for all to see.
"Sad magic fire last two punches," Sad exclaims as it is all to clear how Sad's magic is better.
Sad quite enjoys having the scroll of barkskin.