
Balthe Synder |

Balthe runs forward and leaps it
1d20 + 2 ⇒ (14) + 2 = 16Acro
Once he makes it across he tosses a rope
Well that was easy

Teclis the White |

Being of the more graceful sort Teclis casts a spell, fly, and merely floats across the trench..

DM Stylz |

Kelang jumps, but stumbles and falls into the pit. You see him disappear into nothingness. It seems as there was an illusion hiding the real contents of the put, as it bubbles and roils with acidic liquid of some sort.
The group continues on, the corner goes southward, and a pile of rubble seems to have fallen from the ceiling. In the next room, a column is partially collapsed...lucky it was a decorative column and not a support column. Not long do you enter the room when a chill comes over all of you.
Init
Balthe: 1d20 + 2 ⇒ (7) + 2 = 9
Nils: 1d20 + 2 ⇒ (8) + 2 = 10
Wulfgar: 1d20 + 2 ⇒ (5) + 2 = 7
Teclis: 1d20 + 5 ⇒ (12) + 5 = 17
Teclis:
Nils:
Me:
Wulfgar:
Balthe:
Knowledge religion to identify.

Teclis the White |

Its been 2 months since Klang posted. Am I to assume that is ur way of removing him? Because I would at least try to help a fallen comrade if not..
We see some creature in the room?
Know Religion: 1d20 + 14 ⇒ (7) + 14 = 21

Teclis the White |

"Its a Haunt! Channel Energy Wulfgar and perhaps you can render it inoperable.."

DM Stylz |

Wulfgar, channels positive energy. He feels the waves of positive energy combat unseen forces before him. The chilling cold dissipates and the roo feels normal again.
The group, continues to push on. You come to an intersection. To the north, you see what looks like two chests to the north. To the south, an alchemy room of sorts. A corridor runs to the east before one would reach the alchemy room.

Teclis the White |

"Interesting setup.. The chests are obviously some sort of trap.. Let me have a look.."
He casts detect magic and scans for any aura's on or around the chest..

DM Stylz |

The group, checks out the two chests, and nothing appears to be trapped or otherwise tampered with. Both chest do not radiate magic. Both chests easily pop open, and inside are tattered clothes, most likely those to show reverence to Aroden. They were at one point nice clothes, but have since succumb to moths and bugs.
You head south, towards the alchemy lab. The hallway that heads east, proceeds a couple hundred feet. There is another hall that goes south.
You continue on to the alchemy lab, to find an alchemy table. There are a handful of vials on the table. Otherwise the room seems empty and void of life. A small bookcase is tucked on the western wall.
perception checks from all please

Teclis the White |

Perc: 1d20 + 10 ⇒ (20) + 10 = 30
Teclis looks to see if any of the vials are magical and if so attemtps to id them..
Spellcraft: 1d20 + 17 ⇒ (4) + 17 = 21 Ignore if he doesnt have time to do this..

DM Stylz |

The three of you survey the alchemy room. You sot three vials on the table. Two appear to be alchemist fire, the third is liquid ice ("alchemist ice", 1d6 cold damage for 1 round , 1 damage in 5' splash)
On the table as well, are carving tools, and other tools to craft something out of hard material.

Teclis the White |

Teclis takes the alchemist stuffs.. "We should probably continue.."

DM Stylz |

Other than a few very dusty books, you don't see anything of interest or noteworthy. Your group decides to move on.
You come to a bridge, with running water flanking on the two edges of the bridge. A makeshift grate system allows you to see down into the water below, without risk of falling in. You can see the water is moving fast, but not too terribly powerful. In the room beyond you see a large statue, standing approximately 9 feet tall, and appears to be made from worked stone.

Teclis the White |

"Hard to tell for sure.. Probably have to get closer if its going too.." Still have detect magic up..

Wulfgar Ivarsson |
Hearing Nils question, Wulfgar begins to Laugh, his right eye rolling back into his head "Bwa ha ha, What is point of fightink statue if it is not tryink to kill us, Comrrrrades? If we are thinkink fightink is imminent I can be makink those comrrrrades who are wishink big like statue. However maybe we should be waitink until we are done crrrrossink brrrridge Da?"

DM Stylz |

Wulfagr passes the bridge when he is given the all clear by Nils and Balthe about the bridge's safety.
Teclis gets a heavy feeling of conjuration when he centers it on the statue.
Nothing else seems out of place.
Once Teclis studies the statue for a few seconds, it starts to move and turns to meet your group head on.
Init
Balthe: 1d20 + 2 ⇒ (18) + 2 = 20
Nils: 1d20 + 2 ⇒ (16) + 2 = 18
Wulfgar: 1d20 + 2 ⇒ (15) + 2 = 17
Teclis: 1d20 + 5 ⇒ (8) + 5 = 13
Me: 1d20 - 1 ⇒ (19) - 1 = 18
Round 1
Balthe: go
------
Nils
Me
------
Wulfgar
Nils
Teclis

Balthe Synder |

Bathe immediately steps up and pounds away at the statue
Unarmed Strike: 1d20 + 11 - 1 - 2 ⇒ (12) + 11 - 1 - 2 = 20 for 1d8 + 9 + 4 ⇒ (2) + 9 + 4 = 15
Unarmed Strike: 1d20 + 11 - 1 - 2 ⇒ (8) + 11 - 1 - 2 = 16 for 1d8 + 9 + 4 ⇒ (4) + 9 + 4 = 17
Unarmed Strike: 1d20 + 6 - 1 - 2 ⇒ (16) + 6 - 1 - 2 = 19 for 1d8 + 9 + 4 ⇒ (5) + 9 + 4 = 18

DM Stylz |

Balthe, steps up and begins to pound on the statue. He connects with the slow lumbering creature, but his blows meet cold stone, absorbing nearly all of potential hurt.
The enemy, then returns the hostility towards Balthe with two slams of his own. But both slams fail to connect with the limber and nimble monk.
attacks Balthe: 1d20 + 8 ⇒ (12) + 8 = 201d20 + 8 ⇒ (3) + 8 = 11
Round 1
Balthe: done
------
Nils: go
Me: done
------
Wulfgar
Nils
Teclis
Damage:
Me: 3

Nils the Roamer |

Seeing that Balthe is having trouble doijng damage, Nils will unleash on it with ranger focus and rage.
power attack
to hit: 1d20 + 15 ⇒ (17) + 15 = 32 damage: 1d8 + 15 ⇒ (6) + 15 = 21 electricity: 1d6 ⇒ 5
to hit: 1d20 + 10 ⇒ (2) + 10 = 12 damage: 1d8 + 15 ⇒ (5) + 15 = 20 electricity: 1d6 ⇒ 3

Teclis the White |

Know Arcana: 1d20 + 16 ⇒ (11) + 16 = 27
Teclis casts Haste on the party..

Wulfgar Ivarsson |
Wulfgar begins to laugh, nearing Balthe, both his eyes clearly focused, "Bwa ha ha , Bouncer Balthe, let us be seeink if makink your fists bigger will be helping with the pugilism, Da, Comrrrrade!" he then reaches out to Balthe and casts 'enlarge person'.
so move action to get nearer and standard action to cast.