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grab what we can here and go down there is a fire about to ignite this room! Each ona sarcophagi with help from extra to open and grab what we can and make a dash down, hurry!

Solvi |

As a swift action Solvi gets Bissi to take the aspect of a mouse (Bissi looks disgruntled at such an undignified aspect :-)).
"Give the dragon its due, huh? The heck with loot, lets avoid the damned fire"
Solvi and Bissi both head into the side room and hug the wall, hopefully getting bonuses on any flame that is about to come their way

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Orell sees the group disembark and hope the fire will not melt the loot and will go into the next room to wait it out a frown on his face.

Samuel Soulkeeper |

"Let's try to avoid that fire while we head down. Groar!" Shriek joins the others trying his best to avoid the fire. If that means waiting for heading up again for a time, he will do.
The fire elementals did not appear on opening the sarcophagi? Did we find anything inside?

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Yasmin realizes that giving the dragon its due is saying its name. You all yell the name in unison and a washed in a wall of fire and noise. After the room returns to quite darkness, you look through the coffins. Inside you find bodies as well as loot! You find a magic ring and a magic shield.
Who takes what? Assuming you head down...
Heading down the stairs you enter another room. Near the east wall of this oval chamber is an altar, the front side of which is carved to resemble a winged eye. A chalice and a small leather-bound book sit atop the altar. This is room E4

Samuel Soulkeeper |

Shriek pads Yasmin's back "That was impressive, I would have never thought of yelling a bastard dragon name, grrrrroar!"
After descending the stairs the half-orc casts detect magic and proceeds to identify the objects.
Spellcraft+HR ring: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Spellcraft+HR shield: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
He shrugs "No idea, but I will pick the shield as I am the only one caring for those things"
Once in front of the altar, Shriek does not think much. He goes straight and picks the objects to id them.
Spellcraft+HR chalice: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Spellcraft+HR book: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24

Yasmin |

"Wasn't it obvious that that was paying the dragon's due? With all your shouting I would have thought you knew what that meant."
Walking down the stairs Yasmin raises her hand [/b]Wait a second while I check for traps"[/b]
Usual procedure: take 20 for 30 perception vs traps

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You all stare at the items in wonder, but Finn is your savior. He identifies the ring as a cursed ring of strength sapping, but the shield is a +i acid resistance light steel shield.
who wants what? Assuming you go into the next room...
The floor of this great, domed chamber has a coppery metallic sheen, save for three mosaics of blue dragons made of polished blue glass. Chiseled into the north wall is an inscription, and the air smells slightly of ozone. assuming Yasmin does her standard trick.. you identify the floor as trapped. each turn you know a shot might travel through the floor...may the odds be ever in your favor! What do are you going to?

Yasmin |

Yep, Yasmin does her standard trick ';-)
Disable: 1d20 + 12 ⇒ (6) + 12 = 18
"I don't know if I am able to disable this one, best be quick. The floor is electrified and might shock you. I will see if those doors are locked or not"
Yasmin quickly moves through the room to the western door and tries to open it. While moving through the room she reads the inscription.

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Not high enough on the disarm, but anyone can run. Roll a d4 if you move across the room....don't get a 1!
You make it across the room to the door. It opens easily and is not trapped. Inside, painted statues of four human archers, bows drawn, occupy the western curve of this circular chamber. The two archers to the north aim toward the northeast, and the two archers to the south aim southeast. An inscription decorates each statue's base.

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floor dodge: 1d4 ⇒ 2
Orell will enter the archer room but not past the archers looking around
perception: 1d20 + 10 ⇒ (13) + 10 = 23

Samuel Soulkeeper |

"Faster than the lightning, grrroar!" Shriek smiles at Yasmin and picks up the acid resistant shield.
The half-orc darts through the corridor making the dust fly into the room's air.
Shriek helps the others examine the next room.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
He closes up by the inscriptions and has a look at them.
Linguistics: 1d20 + 5 ⇒ (16) + 5 = 21

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Looking over the inscription it says, May your arrows strike center and true.
Looking over the room,you do see there is a mechanism at work here, but not a trap. You see the statues can be rotated.

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When you do so, you see the center of the room spin and form into a descending stairway. Do you want to go down or do you want to check out the other side of the shock floor room?

Samuel Soulkeeper |

"Yep, I agree. Grrroar!" says Shriek, then moves to the other side and checks the door.
Perception (take 20)+HR: 20 + 5 + 2 = 27
If not trapped the half-orc opens the door and checks at the other side.
Perception+HR: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

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You run across the floor roll the 1d4 when you do.. to the other room. The door is not trapped and it opens up to reveal an open room with a stair case the descends into darkness...
MWWWAAHH! Which way do you go now?

Samuel Soulkeeper |

"Most of you are in the west room. Let's take those stairs. Grrroar!" says Shriek moving to the other side of the room.
1d4 ⇒ 3

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You heal up as needed after taking 3d6 electric, DC 15 reflex for half you can roll your own
You then get lights out and head down the western stairway. It leads to a circular room and the stairs continue to spin down.
The room beyond the first landing is a massive one. E8The stone spiral stairs open onto a circular alcove looking out into a great domed chamber. Seven statues stand to the north, and seven more to the south-burly figures wielding large hammers. A single stone sarcophagus sits in the center of this room, at the bottom of a series of four tiers descending in five-foot increments.
Continuing down to the second landing. E9 A layer of brackish water covers the floor of this chamber, filling the air with the scent of minerals. The single door in this chamber is locked.
Map updated. What room would you like to enter? Yasmin's leading the way and nothing is trapped.

Yasmin |

After investigating the sarcophagus and figures and assumedly finding nothing Yasmin leads the party down.
She tries to open the door.
Disable: 1d20 + 18 ⇒ (11) + 18 = 29

Samuel Soulkeeper |

At the sarcophagi room Shriek casts detect magic and scans the room, and the figures in addition to the corpse container.
He then approaches Yasmin and follows her down.

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reflex save: 1d20 + 10 ⇒ (18) + 10 = 28
damage: 3d6 ⇒ (1, 1, 1) = 3
Orell follows the group down loading the crossbow and keeping a sharp eye for any danger.

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Yasmin tries the door, it is locked. Even with her roll, it's locked, but only just barely after her attempt.
However, Samuel looks into the room with the sarcophagus and sees that that the room in covered in magic. You can tell from a quick glace, you can see one spell activated all over the room.

Yasmin |

Disable: 1d20 + 18 ⇒ (18) + 18 = 36
"Grr, I could have sworn I had the tumbler just right there. Careful now..." Yasmin carefully twists her lockpick in the lock "YES! That's it!"
She stands up and puts her lockpicks in her pouch. She then opens the door.

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You open the door. Nearly freezing water floods the floor of this long, oval chamber to a depth of one foot. A single stone sarcophagus, its lid carved to resemble a handsome human aristocrat, sits at the western end of the room. Four circular alcoves open into the room at the western end as well, each of which contains a less ornate stone sarcophagus.
As you get closer, you see a shadowy figure appear near the coffin. It turns it's hooded heads toward you and say, INTRUDER! in a deep baritone voice. From the other coffins in the room skeletal creatures emerge.
Map updated
Map
wrath: 1d20 + 7 ⇒ (20) + 7 = 27
wight: 1d20 + 1 ⇒ (4) + 1 = 5
Finn Lochlan: 1d20 + 2 ⇒ (15) + 2 = 17
Orell Destiny: 1d20 + 4 ⇒ (18) + 4 = 22
Samuel Soulkeeper: 1d20 + 2 ⇒ (18) + 2 = 20
Solvi: 1d20 + 3 ⇒ (7) + 3 = 10
Yasmin: 1d20 + 5 ⇒ (18) + 5 = 23

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ROUND 1, FIGHT!
wraith: 1d20 + 7 ⇒ (20) + 7 = 27 Charge forward at Yasmin
Yasmin: 1d20 + 5 ⇒ (18) + 5 = 23
Orell Destiny: 1d20 + 4 ⇒ (18) + 4 = 22
Samuel Soulkeeper: 1d20 + 2 ⇒ (18) + 2 = 20
Finn Lochlan: 1d20 + 2 ⇒ (15) + 2 = 17
Solvi: 1d20 + 3 ⇒ (7) + 3 = 10
wight: 1d20 + 1 ⇒ (4) + 1 = 5
The wraith moves with supernatural speed and touches Yasmin
attack,confirm, damage, con drain: 1d20 + 6 ⇒ (7) + 6 = 131d20 + 6 ⇒ (19) + 6 = 251d6 ⇒ 31d6 ⇒ 6
The wraith misses Yasmin as it attempts to drain here life.

Yasmin |

"Whoah! Easy mister, you're not my type!" Yasmin says while she draws her weapons and attacks, taking care not to expose herself
"Guys, give me some room to lure it into the room" she shouts over her back to the others that are standing behind her
Readies an attack for when she can retreat by taking a 5 ft step. Then she will take the attack and step back
Attack, combat expertise: 1d20 + 9 - 1 ⇒ (8) + 9 - 1 = 16
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Fire: 1d6 ⇒ 2
AC now 22

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Orell takes a five foot step back still drawing bead through the door and lights up one of the skeletons closest to the door.
skeleton blast: 1d20 + 6 ⇒ (2) + 6 = 8
skeleton blast redo: 1d20 + 6 ⇒ (4) + 6 = 10
Shooting two if killing the first:
damage 1: 4d6 + 2 ⇒ (3, 5, 4, 1) + 2 = 15
damage 2: 4d6 + 2 ⇒ (5, 5, 1, 4) + 2 = 17

Solvi |

Sorry for the delay. Xmas :-(
Solvi steps back towards Bissi and throws cats grace on Bissi. As a swift action, he switches Bissi's blessing to Snake. He then orders Bissi to try and get through the wraiths square and to attack it from the rear.
Bissi acrobatics: 1d20 + 16 ⇒ (9) + 16 = 25
Bissis AC is 31 if that is insufficient (Cats Grace, mobility feat, snake)
If that is insufficient, Bissi will try again
Bissi Acrobatics: 1d20 + 16 ⇒ (17) + 16 = 33
If it WAS sufficient, Bissi will then bite
Bite: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27 for magic damage: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Pretty sure the 33 will have made it, so I've moved Bissi. Move her back if I was wrong :-)

Samuel Soulkeeper |

Shriek steps back to give Yasmin some room. He then casts mirror image upon himself.
Images: 1d4 + 1 ⇒ (3) + 1 = 4
HP: 39/39
Sing: 11/11 L1: 4/4 L2: 0/2
Images: 4

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Knowledge (religion) to identify creatures: 1d20 + 5 ⇒ (17) + 5 = 22
Finn utters an incantation and a sphere of fire shoots out toward the creature that attacked Yasmin.
DC 15 reflex
Fail? 3d6 ⇒ (6, 4, 3) = 13 damage
Success? No damage

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wraith: 1d20 + 7 ⇒ (20) + 7 = 27 Charge forward at Yasmin
Yasmin: 1d20 + 5 ⇒ (18) + 5 = 23 retreats but misses
Orell Destiny: 1d20 + 4 ⇒ (18) + 4 = 22 Orell shoots and misses
Samuel Soulkeeper: 1d20 + 2 ⇒ (18) + 2 = 20 SPELLS!
Finn Lochlan: 1d20 + 2 ⇒ (15) + 2 = 17 BURN!
Solvi: 1d20 + 3 ⇒ (7) + 3 = 10 cat's bite!
wight: 1d20 + 1 ⇒ (4) + 1 = 5 move!
Yasmin gets out of the way, but barely misses with her attack.
Orell levels his ballista, but misses twice as the creatures dance out of the way.
Several copies of the skald spring into place! Now four dance around him.
Finn launches a sphere of fire at the lead undead.
saving throw: 1d20 + 4 ⇒ (3) + 4 = 7 Lighting the undead on fire!
The cat advances and tears into the ghoul!
The wights advance and strike at the cat.
attack, confirm, damage: 1d20 + 4 ⇒ (14) + 4 = 181d20 + 4 ⇒ (14) + 4 = 181d4 + 1 ⇒ (3) + 1 = 4
attack, confirm, damage: 1d20 + 4 ⇒ (7) + 4 = 111d20 + 4 ⇒ (10) + 4 = 141d4 + 1 ⇒ (1) + 1 = 2
attack, confirm, damage: 1d20 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (18) + 4 = 221d4 + 1 ⇒ (2) + 1 = 3
attack, confirm, damage: 1d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (9) + 4 = 131d4 + 1 ⇒ (2) + 1 = 3
if any hit, roll a fort to avoid energy drain!
Round TWO, FIGHT!
wraith: 1d20 + 7 ⇒ (20) + 7 = 27 step forward at Yasmin
Yasmin: 1d20 + 5 ⇒ (18) + 5 = 23
Orell Destiny: 1d20 + 4 ⇒ (18) + 4 = 22
Samuel Soulkeeper: 1d20 + 2 ⇒ (18) + 2 = 20
Finn Lochlan: 1d20 + 2 ⇒ (15) + 2 = 17
Solvi: 1d20 + 3 ⇒ (7) + 3 = 10
wight: 1d20 + 1 ⇒ (4) + 1 = 5
The wraith advances! 5 ft to avoid AoO
attack,confirm, damage: 1d20 + 6 ⇒ (10) + 6 = 161d20 + 6 ⇒ (18) + 6 = 241d6 ⇒ 5

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Orell moves five feet diagnal behind Yasmin to give the skald room and shots through the scrum trying to help Bissi.
fire 1: 1d20 + 6 ⇒ (13) + 6 = 19
fire 2: 1d20 + 6 ⇒ (18) + 6 = 24
damage 1: 4d6 + 2 ⇒ (4, 1, 1, 1) + 2 = 9
damage 2: 4d6 + 2 ⇒ (2, 4, 6, 1) + 2 = 15

Samuel Soulkeeper |

Dropping his shield for its usefulness in the situation, Shriek grabs his magic sword two handed and advances to engage the enemy with a powerful attack.
+2 longsword (2-handed)-PA+HR: 1d20 + 9 - 2 + 2 ⇒ (15) + 9 - 2 + 2 = 24
Slashing/Magical damage+PA: 1d8 + 8 + 6 ⇒ (6) + 8 + 6 = 20
HP: 39/39
Sing: 11/11 L1: 4/4 L2: 0/2
Images: 4