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Lore can only double move 40'... if the room is 80' long, that still leaves her 10' short of a channel to hit them on the first turn of movement... even if she full out runs, she can get to them, but can't channel on the first turn, so either way, all she does is move this round.

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Ruprecht Chugs the extract smashe the vile on the ground and starts to run toward the stairs at the far end of the room. The skeletal guards up top take notice and draw their bows. Seconds later the air is filled with arrows aimed at Ruprecht.
Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Attack: 1d20 + 2 ⇒ (9) + 2 = 11
Attack: 1d20 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 + 2 ⇒ (2) + 2 = 4
But all four arrows are deflected by Ruprecht or were far off the mark.
FYI- you can run which is x4 your movement. Doing that, each of you would be at the base of the switchback stairs. Your turns again.

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From the base of the stairs, Lore channels positive energy with the intent of harming the undead there.
channel to harm all 4 skeletons: 1d6 ⇒ 6

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The alchemist takes a moment to catch his breath, and then runs back out into the clearing to try and draw the arrow fire of the skeletons again.

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Huffing and puffing from the foot of the stairs, Lore disperses negative energy throughout the room. Will Save: 1d20 + 2 ⇒ (8) + 2 = 10 The animated corpses try to resist the strong magic, but can't. Their bones fall to dust and they collapse on the floor.
Out of combat. See, that was easy enough!

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Wow... I guess I'm lucky I rolled high on that die... I forgot they got saving throws though, lol

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Lore lets out little sob of relief, and then manages a weak smile to Ruprecht and Grim... "Thanks for getting me here safely. You're both very brave to have drawn their fire." She takes a deep breath, finally catching her breath from the run.

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"No problem...I'm a better target than most other things, it looks like," he laughs as he catches his breath.

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"Impressive lady Lore the skeleton slayer! As fer being brave, Ruprecht took the brunt of it. The only thing I did was run. Not trying that again. Not fer this old dwarf. Pass. Hmm. Now what's next?"
Grim checks the skeletons for anything of value, not expecting to find much. Any doors out?
perception : 1d20 + 7 ⇒ (19) + 7 = 26

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Ruprecht approaches the door at the top of the stairs. "Might want to give me a little room in case something up here is trapped," he announces as he looks at the door.
Perception 1d20 + 8 ⇒ (18) + 8 = 26

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You dont find any traps, nor anything interesting about this door. Creaking it open, that it opens into a diamond shaped room. A terrible stone idol stands on a small dais in the center of this chamber. The idol depicts a demonic being with a birdlike head and writhing serpents for legs; the eyes are fiery orange gems. Ornamental pillars surround the chamber, and open archways lead from this chamber to the west. An eerie soundlessness enwraps the entire chamber.
If you enter this room, you will notice immediately that there is no sound present.

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Ruprecht stays at the door, waiting to see what the dwarf discovers in the quiet room.

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Lore follows Grim, cautious and as quiet as she can be til she realizes everything is quiet in this room, which has her even more on edge.

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Ruprecht quickly tells Arduino to stay outside, in case it is a magical trap. Afterwards, he follows the other two in the silent room.

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Ruprecht looks around the room carefully.
Perception 1d20 + 8 ⇒ (7) + 8 = 15

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Normally Grim would be all over those gems, but something creepy about a silent room with a statue. If Grim, after circling around the statue and perimeter of the walls to the room does not find any other doors...he will wander back out into the hallway to speak.
"Well, that tis a strange statue. Not sure what to make of that room. Those gems look like would fetch a price. Hate to leave 'em. Did anyone see anything else of interest?"

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LOre gives one last perusal of the room, checking for secret doors if there are no obvious ones.
perception: 1d20 + 10 ⇒ (8) + 10 = 18
She then exits the room to listen to Grim and report anything she might have seen.

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I lost track...if there is no doors in the silent/statue room...was there another door we have not tried yet besides the vault door?
"Lore, do you think those gems are buttons or somethin' to activate or deactivate the statue? I am not sure what the statue does or why it is silent in there. Do you know if it is for any particular evil deities? I feel like we should destroy it but not sure if it is needed to unlock the vault doors or not. Definitely a puzzler."

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"I don't think any of us tried to detect magic in there... let me give it a try at least." Lore casts detect magic from outside the room and looks in, scanning the room and especially the statue for auras.

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"Well Lore, if it is magical, any idea what we try on it? Otherwise, maybe we keep going and find some other poor sap goblin or priest to tell us what it does?" Grim says that last part while looking at the others and pointing to the direction of the western door.

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"The only magic I detect is illusion with fits with it being silenced in there... the statue seems to be inert magically - so if you're intent on stealing the gems, I say it seems to be safe to do so magically - but I have no way of determining if there are mechanical traps of any kind on them. Of course, we can always just go on to the last unopened door and ignore that room, which would be fine with me."
edit: previous post deleted, replaced with this one, per DM's correction

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"I'd say we leave that room alone. It seems stronger than anying else we have encountered. Perhaps we could try another door further back."
If there are any prior doors we have passed, that is.

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Tired of feeling unnerved in this room, the explorers continue out the western door and down a short hallway which opens up into a room. A large stone dais in this chamber supports a great sarcophagus. The lid, once carved in the image of a sleeping ancient warrior, is cracked
into two pieces and lies askew. The crumpled bodies of three dead adventurers lie on the floor.

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"This smells like a trap. Hold up," the elf warns the others. He scans the room to see if he can see anything.
Perception 1d20 + 8 ⇒ (11) + 8 = 19

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Ruprecht pulls two vials from his belt and starts mixing them together, ready to throw them in the next round. "Give me a few seconds to light these things up," he asks the others.