
Tarvinda Darvelle |

As Tarvinda watches Xeros pass her, she moves back and shuts the strong wooden door behind her. She stops and lays a hand on the deep gashes that still bleed, stemming the flow of blood.
Standard Action: Shut door
Move action, move to I,9
Free Action: Lay on Hands 1d6 ⇒ 2

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Arphad can be heard some way off in the complex, "Oh, where are you?" a plaintive lonely cry.
Xeros and Etna are bleeding 1HP per round, Heal DC=10 will stop the bleed, as will magical healing. Etna looses 1 HP, before she can attempt a heal check. Xeros will loose another 1HP bleed damage, if he is not healed before his next turn.

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Arphad returns, to see you all injured and patching yourselves up after the run in with the bats. As you tell him you ran from the creatures who swarmed over you causing you the injuries he sees.
Arphad tells you he doesn't want to go in that room again, there's some dark magic in the pool.
So what you gonna do now?

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To go on, into the complex, you must go through the room that you just exited, where you were chased by swarms of bats. Do you really want to open the door to the bats now?
You are all gathered around outside the door, including Arphad. Would one of you like to take over Arphad.

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How long would you like to wait before you return? Arphad is a sort of flame thrower, if you want to play him through this.
Every 5 minutes waited, the chance the swarms are still gathered reduces by 10%.
Luck roll for if the bats swarm is still there. 1d100 ⇒ 43

Tarvinda Darvelle |

Tarvinda brings out a parchment from her pocket, "Here, Sir Dramott gave me this before we left. He said it might help." She hands Xeros a parchment entitled, Natural Hazards of Kassen's Crypt (Draft). Other than the title, there is little else apart from headings, but reading through thee largely illegible writings, Xeros manages to decipher something on bats and bat swarms.
Normally the docile bats found in the crypt, can become a deadly foe. It happened when we disturbed the bats in their home roosting. Although we were unable to disperse the flock with simple magic and weapons, we were able to use some flasks of fire and magiks that were able to clear an area. Unfortunately unable to disperse all the bats, we had to wait until evening time when the bats naturally left the crypt through their secret fissures in the mountain and foray for food. Sgt Gramer who was severely bitten, wouldn't stop bleeding until we were able to administer potions and poultices to stem the blood. Hogwat, had to concentrate very hard to cast his magiks, when in the grip of the mass of bats. Be warned.

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Xeros proffers patience to wait several hours before proceeding. Carefully Xeros opens the door and looks into the chamber with the pool. He turns back, "The bats are gone from here, we should be safe to continue on."
Arphad a little apprehensively, asks "Do I have to come through, that pool fills me with dread what I might see." He looks at both Etna and Xeros with despair and fear in his eyes.
Do you do anything to help Arphad or just continue?

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Arphad's will save: 1d20 + 2 ⇒ (11) + 2 = 13
Arphad takes a drink of ale from the mug offered by Xeros. With renewed vigor, despite his apprehension, he follows you through past the pool. His eyes wander and gaze into the pool, his knuckles tense and look white, but the drink seems to have made the difference and you all pass by and into the next chamber. Arphad's relief is palpable.
As Xeros and Etna move into the gloom of the next chamber, both are as silent as possible, this is after all where the bats suddenly appeared from. All is silent, Xeros beckons the rest of the party on. You continue through this large vaulted chamber, with fissures in the ceiling. Some traumatic event must have happened here to break the bedrock above this underground chamber so. You exit into a small passageway, in single file as you move on further into the complex. Through a doorway, left open on its hinges, you stop before you enter and see.....
The vaulted ceiling of a vast chamber which shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors. The statues depict villagers holding shields and spears, illuminated by a soft glowing fungus that clings to the top fissures in the ceiling.
Map on entering chamber 21 from chamber 20.
Please let me know your matching order and what you want to do next. Include Arphad and Tarvinda in the marching order in the place you want them to be.

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Phosphorescent Fungus: This strange underground fungus gives off a soft violet glow that illuminates underground caverns and passages as well as a candle does. Rare patches of fungus illuminate as well as a torch does.
It is totally harmless.

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Marching order please ... and give me a clue what you are going to do as you enter the chamber, marching in and across the bridge?

Xeros |

Xeros then Tarvinda, then Arpad, and Etna watching the rear. I would like keen eyes up front and in the back. If you all want we can switch me and Etna.
Xeros slowly steps into the room surveying for traps with a blunt arrow loaded in his longbow ready for those statues to move. "Caydens rusted mug, I better not have to ride those two statues like the other one hehe."
Perception:1d20 + 8 ⇒ (3) + 8 = 11

Tarvinda Darvelle |

Tarvinda joins Xeros at the front as the two of them enter slowly into the room. Her longsword ready, she follows Xeros' lead and looks out for any traps that might have been set. She turns back to let Arphad and Etna know that Xeros is being careful as he suspects a trap or something here.
Perception 1d20 + 3 ⇒ (8) + 3 = 11
Arphad's Perception 1d20 + 7 ⇒ (13) + 7 = 20

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Arphad warns the group that two of the flagstones on the bridge look loose and look very much like a trap. He suspects that the trap must involve the statues on the other side of the bridge, but isn't sure quite how.

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Xeros is able to discern that the flagstones are rigged to respond to the pressure of someone walking over them, there seem to be grooves or runners going back to the statues. There is no 'safe' path across the bridge, as the trapped floor extends from one side of the bridge to the other. As he continues to analyse the floor, the trap extends even further, beyond to the flagstones to the other side.
Does anyone have disable device? The trap is 10x10 covering the whole width of the bridge pathway. So what do you do?

Xeros |

Xeros looks to Etna, "My dear would you assist me in disarming this trap, just to be safe." He holsters his bow and pulls out his thieves tools. And with the assistance from his fellow tiefling, he begins to work on the trap.
Disable Device:1d20 + 10 ⇒ (12) + 10 = 22

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Tarvinda looks on as Etna and Xeros set to work, they manage to place small rocks and rubble under the edge of the flagstones, stopping them from being triggered. One by one the party carefully cross the bridge, all the time watching the statue, ready to react if they made any movement. But the statues are still and stay where they are as silent sentinels protecting the bridge.
Before you a large double door of brass bars your way forward. Two large knobs protrude out, from the ornate patterned door.

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Tarvinda turns the brass door knob and the wide brass doors swing open on silent hinges to reveal a vast crypt. The only light emanates from a torch mounted above the crypt, flickering with a pale golden fire. Tall pillars march across the chamber, ending at a dais on the far side, on
which is set a large stone sarcophagus. A single form rests beside the coffin, that of a comely woman in tattered clothing. She appears to be asleep or unconscious. In blue circle, prone.
As Tarvinda and Xeros enters the chamber, a dry, mirthless laugh can be heard from the dark recesses of the tomb. "So, Kassen’s heroes have come to fight me again. You will make fine minions in my army of the dead. Come and meet your fate." With that, a wicked-looking skeleton strides into view wearing polished mail and brandishing a cruel sword in
both hands. A cold blue flame burns in its empty eye sockets.
Initiatives please.

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Inits: 1d20 ⇒ 19, 1d20 ⇒ 12, 1d20 ⇒ 11, 1d20 ⇒ 7, 1d20 ⇒ 6, 1d20 ⇒ 13, 1d20 ⇒ 19, 1d20 ⇒ 11, 1d20 ⇒ 15, 1d20 ⇒ 12

Árpád Domonkos |

Sorry I didn't put a post up earlier, I've been talking to some old GMs trying to set me back up in campaigns, and busy IRL besides.
Not a fan of the initiative, but it's better than it could be. :)
Arpad, on his turn, drinks his mutagen (If it's available,) moving to the bottom of the stairs (E12 unless already taken, otherwise as close as possible to that).
If his mutagen is unavailable, he will draw his shield, then draw his morningstar on the move to E12

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Apologies guys, not been giving you the service you require on this. Hope to sort out in the next couple of days...