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Malachite watches in earnest as the wise masters pound the spikes into the wall to make their climb easier. He bows, showing his respect to their superior wisdom in such matters.

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"Here. And here. And up there." Shu points out the pre-existing holes. "Easy."
Once he's climbed to the top, he suggests Bevek join him in checking the two doors for traps before opening the one to the north.
East Door Perception: 1d20 + 10 ⇒ (16) + 10 = 26
North Door Perception: 1d20 + 10 ⇒ (16) + 10 = 26

GM Bold Strider |

Two DC 10 Climb checks are needed for each person climbing the wall. Can take 10.
As Shu crests the rise, two deformed and burned bodies lie against the eastern door in a puddle of congealed oil. It appears that they were felled by a flaming oil trap. It has given the upper part of the room quite an awful smell. None of the bodies possess anything of value.
Master Mu! Aid me! I don't think that I shall be able to climb this wall! screams Hustavan to the aged man.
Shu sees no traps and opens the door to the north.
A row of nine open coffins stretches from east to west across the north wall of this room. Each coffin is made from a dark wood, painted black, and polished to a mirror finish. The inside of each coffin is lined with green fabric and holds a ratty blanket and musty pillow. Boxes, crates, and barrels line the south wall on either side of the simple wooden door there. The entire room smells sickly sweet, vaguely like a mixture of rotting vegetables and fresh taffy.

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Seeing the others making progress, Baern leaves the spikes and climbs up with the guidance given him.
T10
He checks the bodies for any clue as to how long they have been deceased, though his instinct is recently given the odour.
-Posted with Wayfinder

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Bevek follows the gnome up the cliff, and moves to the door in the east wall. He kicks the puddled corpses out of the way, and then pauses to wipe the ick off his boots.
Man, these guys really are nuts. They're so busy killing each other off with traps, I'm not sure were gonna find anything alive down here.
He then very carefully checks over the door for other hidden surprises.
Find Traps: 1d20 + 8 ⇒ (2) + 8 = 10
The puddle of oil and cultist makes it pretty difficult, though.

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Take 10 Climb
Mu climbs the wall then brings out some silk rope. He casts the rope and some ridicule down on Hustavan. ”Hulry up rlecruit!”
Does rope bring DC down to 5?
The entire room smells sickly sweet, vaguely like a mixture of rotting vegetables and fresh taffy.
Mu can smell the lingering scent wafting out of the room, "Smells rlike a good rlecipe! -Shu! Wat's in theah!?

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Bevek moves over and sticks his head in the door to the north.
I didn't find anything on the door to the east. Hey, what do we have in here? Coffins? I'm not sure there's enough left of some of these guys to worry about coffins. Anything worthwhile in these boxes and barrels?
Bevek looks over the contents of the room.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

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Brewslee climbs up the smooth cliffface using the rods.
T10
Wen he gets to the top he staggers over to each coffin. Do yoush think that they dug thesh up to ushe for the bodiesh?

GM Bold Strider |

Br: 1d20 + 5 ⇒ (3) + 5 = 8
Be: 1d20 + 5 ⇒ (9) + 5 = 14
1d3 ⇒ 1
As Brewslee and Bevek investigate the room, the first thing they notice is the body of a male human lies crumpled in front of the barrels on the southeast side of the room. Most of the coffins look empty but the one on the far side of the room looks to contain another body.

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Ugh. I feelsh a bit tired..... Brewslee holds on to the wall as he moves a bit slower.

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If there is nothing of interest in the room Brewslee has entered, Baern will motion to the other door and, scimitar and shield drawn, stands ready for whatever lies beyond.

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Malachite climbs up and looks on as the rest of the group investigates the room filled with coffins. He goes on to investigate the one body still in the coffin. He looks it over for signs of how it died, or if it is somehow reanimated to undeath?
He also searches for any goodies in the coffin with the unfortunate figure.
Heal: 1d20 + 3 ⇒ (4) + 3 = 7
Perception: 1d20 + 9 ⇒ (6) + 9 = 15

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Shu tests the body in the coffin for undeadness (by shooting it). If it doesn't react, he detects for magic. If there is no magic, he shrugs and heads for the other door.
Perception for stuff: 1d20 + 10 ⇒ (7) + 10 = 17

GM Bold Strider |

Malachite and Shu move into the room as well.
Br: 1d20 + 5 ⇒ (9) + 5 = 14
Br: 1d20 + 5 ⇒ (12) + 5 = 17
Dexterity Damage: 1d3 ⇒ 1
---
Be: 1d20 + 5 ⇒ (3) + 5 = 8
Be: 1d20 + 5 ⇒ (6) + 5 = 11
Dexterity Damage: 2d3 ⇒ (3, 3) = 6
(2/9)
Shu: 1d20 + 4 ⇒ (4) + 4 = 8
Dexterity Damage: 1d3 ⇒ 3
(1/6)
Malachite: 1d20 + 4 ⇒ (13) + 4 = 17
Shu fires a bolt into the body of the elf and it doesn't react. Between him and Malachite, they find a +1 Short Sword, Scroll of Lesser Restoration and a Grey Bag of Tricks on the body of the elf.
The spry elder doesn't see any other magical auras, however some of the boxes are marked fragile, while others are clearly labelled for shipments of grain and foodstuffs.

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Ugh. Something in here is not right. I'm getting out of here.
Bevek moves back into the room with the cliff. He then sits down, shaking his head, trying to recover from whatever ails him.

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Curious, Malachite opens one of the boxes marked "Fragile", thinking perhaps it is a major award...
Sorry I figured it was the appropriate season for an A Christmas Story reference. Pardon me if you haven't seen it.

GM Bold Strider |

Be-16: 1d20 + 5 ⇒ (1) + 5 = 6
Dexterity Damage: 1d3 ⇒ 3
(3/9)
Shu-14: 1d20 + 4 ⇒ (6) + 4 = 10
Dexterity Damage: 1d3 ⇒ 1
(2/6)
Malachite-14: 1d20 + 4 ⇒ (20) + 4 = 24
The rest of the group sees the most of their party members stumble out, but Malachite feels completely comfortable in the room.

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Baern considers his allies and notes, "What did you go and poison yourselves on in there? No matter. Come here, we'll get you fixed up."
Now wondering why I don't have lesser restoration memorized...
The dwarf sets to heal the poison from his allies.
Heal: 1d20 + 16 ⇒ (9) + 16 = 25 DC is the poison's DC, gives +4 to victim on their saving throw to kick it out. Guess I need to roll every time they make a save.

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Poison, you say? Damn. Wait, I've got something for that.
Bevek pulls out his own vial of antitoxin and drinks it down.

GM Bold Strider |

Only Shu and Bevek.
Baern helps B-1/S-2: 1d2 ⇒ 2 try to overcome their poisoning as both of the afflicted parties down vials of Antitoxin.
Bevek: 1d20 + 5 + 5 ⇒ (5) + 5 + 5 = 15
Dexterity Damage: 1d3 ⇒ 2
Shu: 1d20 + 4 + 5 + 4 ⇒ (1) + 4 + 5 + 4 = 14
Dexterity Damage: 1d3 ⇒ 3
---
Heal Check: 1d20 + 16 ⇒ (7) + 16 = 23
B-1/S-2: 1d2 ⇒ 2
Bevek: 1d20 + 5 + 5 ⇒ (6) + 5 + 5 = 16
Shu: 1d20 + 4 + 5 + 4 ⇒ (3) + 4 + 5 + 4 = 16
Total Dexterity Damage:
Bevek: 12
Brewslee: 2
Shu: 7
A studied analysis of the room by Baern illustrates that the corpses in the room were killed by poison. Baern, careful not to touch anything, finds two gas traps in the room. It is likely that the poison clouds left a residue behind on everything in the room and the interactions of the Pathfinders with the boxes and the corpses infected their blood.

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This lame @ss room is reason I was taking 20 on perception before. Figures I would miss the trap once I stopped. Are we on a time-limit? Because a couple of us are crippled at the moment and could use rest.

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Heavily nerfed, perhaps, but not crippled. Seriously, I feel horrible that I'm not prepared with a lesser restoration! Thankfully, coming up at lvl 8 I can swap a spell out to learn it. Down side is it won't help us for the remainder of this series... But that's what scrolls are for! Will pick up an excess of them once we return to town. Or if we find any along the way.
"Hmm, yes, a contact poison. I apologize for not having the means to cure ye of this affliction, but I shall be ready to use any scrolls or, if we be fortunate, wands to aid thy recovery."

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Considering every room we've entered has been trapped, and disable device is a dex-based skill, I'd say nerfed is not a strong enough word. We have 1 scroll of lesser restoration that we found, but it won't do much.

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Through the Tian wars in his youth, Mu was the ubiquitous temple grunt with very few skills other than wrecking havoc and annoying others - a personal tradition that is little improved to date. Frustrated at his lack of any useful field skills, he blames Hustavan, "Hoi, why ah we brlinging you? You kno sheet! You bettah staht!"

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Gob shakes his head. I tell them not to go in there and they all rush in. It's like they do the exact opposite. Wait that gives me an idea. "What ever you do, do not check that next door for traps or open it."

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Sense Motive for Gob: 1d20 + 18 ⇒ (16) + 18 = 34
Baern chuckles at Gob's attempt at reverse psychology. Might be worth a shot.
Did not remember that we had a scroll. Would anyone like it?

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Would be best on Bevek as he has taken 12
Trapsh...... Where Gob?
Brewslee looks frantically about.

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"Use scroll on Bevek. He looks like he about to fall over." Shu's twitching more than a bit, but is trying to pretend he's not. "I think we look through next door, and if nothing tries to kill us, we rest right here on ledge."
Taking 20 on checking the other door for traps (total 30).

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"Every where." Gob says to Brewslee.
-Posted with Wayfinder

GM Bold Strider |

Shu checks the door for traps, but doesn't see any. He cautiously opens the door and peers inside.
This area seems to be part of a larger tunnel complex beyond. The tunnels are 5 feet wide and 10 feet tall. This area is separated from the larger tunnel complex by a heavy black canvas that was nailed into the ceiling and drapes across the tunnel 10 feet from the door in the west wall.

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Not feeling particularly hurt, tired or injured, Malachite offers to stand guard while the tired, wise masters get their beauty rest.

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No, no. I'm fine. I just need to walk it off.
As he says this, he gets up to follow Shu down the corridor. He deftly manages to walk into the open door, nearly knocking himself out.
Um, ok, yeah. Maybe I'm not fine.
Bevek is down to Dex 4, so yes, he will take the restoration, please.

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Baern, with your heal check you should be able to take 10 to help those with ability damage during the rest period. Heal skill info on Long Term Care from the Player's Guide: DC 15 check restores 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. So, do we rest 8 hours or a full day?