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Dexter shudders at the thought of all of the statues being trapped, but takes a deep breath and carefully begins inspect each one for traps as well as secret doors/compartments...
Roll for each statue I guess? Going clockwise starting from the statue we just disarmed...
Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Jean-Pierre de Suis |

Jean-Pierre sighs, and pinches the bridge of his nose.
"Well, it looks like there is a bit of work for us in here!"
He then turns to Dexter, intoning:
"May the Guidance of the Guardian of the First Vault be upon you!"
Have a +1 on your Disable Device rolls to disarm the traps...

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Dexter takes a deep breath...
This looks like it's going to take a bit...hang tight everyone.
Noted on the taking 20! Going to assume I get guidance for every check...and I forgot to apply my bonus for mwk thieves tools last time :/
Starting with the first statue at 1 o'clock... (btw, where's the black statue again?
Disable device: 1d20 + 7 + 1 + 2 ⇒ (3) + 7 + 1 + 2 = 13
Disable device: 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23
Disable device: 1d20 + 7 + 1 + 2 ⇒ (14) + 7 + 1 + 2 = 24
Disable device: 1d20 + 7 + 1 + 2 ⇒ (18) + 7 + 1 + 2 = 28
Disable device: 1d20 + 7 + 1 + 2 ⇒ (16) + 7 + 1 + 2 = 26
Another shock?:/

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Pontia bites her lip nervously while watching dexter disarming the traps, studying each statue once it gets clear.

GM Crash |

You would be getting shocked for the first three traps. I'll let you be healed between each one if needed. And the black statue is at 8 o'clock. I will label each white statue with a letter and the white one with an arrow.
Going clockwise around the cathedral, Dexter starts trying to disable all of the traps.
Trap: 2d6 ⇒ (6, 5) = 11
Trap: 2d6 ⇒ (5, 2) = 7
Trap: 2d6 ⇒ (1, 6) = 7
He couldn't quite get how the traps worked the first few tries, but he seemed to understand how the traps were set up for the last two.

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Painful. This is assuming I get healed I suppose...
After working the first trap, Dexter sheds his armor since it gets in the way a bit...
Disable device: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
Disable device: 1d20 + 8 + 1 + 2 ⇒ (11) + 8 + 1 + 2 = 22
Disable device: 1d20 + 8 + 1 + 2 ⇒ (14) + 8 + 1 + 2 = 25
Disable device: 1d20 + 8 + 1 + 2 ⇒ (12) + 8 + 1 + 2 = 23
Disable device: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31
Disable device: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31

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Three (more) failures? Is that right? If it's DC 25, I only rolled below 20 (with modifiers) twice...
reflex: 1d20 + 6 ⇒ (3) + 6 = 9
reflex: 1d20 + 6 ⇒ (15) + 6 = 21
reflex: 1d20 + 6 ⇒ (16) + 6 = 22
So someone is healing me right?:)

Jean-Pierre de Suis |

Jean-Pierre taps Dexter with a spell...
CLW: 1d8 + 1 ⇒ (8) + 1 = 9.
...and then hands him a potion.
CLW: 1d8 + 1 ⇒ (6) + 1 = 7.
"I am afraid that is all that I can do for the moment."
I think that leaves Dexter on 5hp.

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Pontia uses detect magic once more in the room once the traps are deactivated and pays special attention to the black statue

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traps again??? Maybe I should jump through just to set it off...
Grimor follows behind the group looking at the traps as if bored. Any observer would notice that he is bracing himself to dash through the first chance he gets.
-Posted with Wayfinder

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Dexter says glumly, Very well.
Dexter creeps in and scrutinizes the glaive in the ceiling...
disable device: 1d20 + 8 + 1 + 2 ⇒ (10) + 8 + 1 + 2 = 21
disable device: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
disable device: 1d20 + 8 + 1 + 2 ⇒ (5) + 8 + 1 + 2 = 16
disable device: 1d20 + 8 + 1 + 2 ⇒ (7) + 8 + 1 + 2 = 18
:/

GM Crash |

With his first try, Dexter is able to disable the trap. Jean-Pierre also sees another rune above the door while Dexter was disabling the trap.
Moving past the corner with the trap, they see what looks like a normal crypt.

Jean-Pierre de Suis |

"Huh. That was a nasty trap defending not very much at all... Oh well."
Jean-Pierre then moves on to door c, to explore whatever is beyond it.
Same 'take 20' Perception as before.

GM Crash |

While this crypt has the dusty, disused air of the ossuary’s other catacombs, the bodies interred within it are remarkably free from the ravages of age and decay. Their burial garments have long since rotted away, but the cadavers look as if they could have been placed in their niches only yesterday. Unfortunately, this amazing effect is somewhat overshadowed by the lewd and graphic positions the bodies have been placed in. Many of the bodies were buried with attractive jewelry—in all, 400 gp worth of various ornamental trinkets were found by Jean-Pierre.

Jean-Pierre de Suis |

"Hmmm... I can honestly say that that is something I have never seen before!"
...and I honestly hope that I never see again.
Jean-Pierre then moves on to door d, to explore whatever is beyond it.

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Speechless, Dexter raises an eyebrow at the indiscreet display.
But he's here on business and warily proceeds to gather the valuables...
He eventually manages,
Why are these corpses not rotten? Perhaps the corpse-thieving necromancer has been here?

GM Crash |

While checking out the crypt, Jean-Pierre comes across a body that sits up, and he sees another one a little further in do the same. Their flesh hangs down in thick folds over their emaciated bodies and they have long sharp teeth.
Grimor: 1d20 ⇒ 3
Burick: 1d20 + 2 ⇒ (13) + 2 = 15
Dexter: 1d20 + 6 ⇒ (14) + 6 = 20
Jean-Pierre: 1d20 + 1 ⇒ (6) + 1 = 7
Pontia: 1d20 + 2 ⇒ (8) + 2 = 10
Marsk: 1d20 + 2 ⇒ (8) + 2 = 10
Creatures: 1d20 + 2 ⇒ (16) + 2 = 18
Tiebreaker: 1d2 ⇒ 1 1=Marsk, 2=Pontia
Round 1(begins)
Dexter, Creatures, Burick, Marsk, Pontia, Jean-Pierre, Grimor
Dexter up first. Knowledge (religion) for the creatures.

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Dexter, noticing the things getting up, races to the north end of the crypt and tries to execute that one with his crossbow...
Positioning myself in the alcove across from the northernmost creature
Xbow, sneak attack: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 1d8 ⇒ (3) + (1) = 4

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Bah, sorry it was late when I wrote that....I'll just try to stab the closest one with my rapier and take a 5 foot step into the alcove east of JP...if you're giving me another attack roll..
Perception: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 1d6 + 1 ⇒ (4) + (3) + 1 = 8

GM Crash |

Round 1 (partial)
Dexter tries to poke the closest creature, but he is unable to land his attack due to the corner being in the way.
Both of the creatures zero in on Jean-Pierre.
Bite: 1d20 + 3 ⇒ (2) + 3 = 5 Claw: 1d20 + 3 ⇒ (1) + 3 = 4 Claw: 1d20 + 3 ⇒ (15) + 3 = 18
Claw: 1d20 + 3 ⇒ (11) + 3 = 14 Claw: 1d20 + 3 ⇒ (3) + 3 = 6 Claw damage: 1d6 + 1 ⇒ (4) + 1 = 5 plus paralysis. Give me a fort save. Only one attack landed.
Dexter, Creatures, Burick, Marsk, Pontia, Jean-Pierre, Grimor
Party up!

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Marsk moves up behind Grimor and slaps him on the shoulder.
"May Irori empower your fists!"
Then he looks to see if he can figure out what these creatures are.
Using my strength surge domain power. For 1 round, Grimor gains a +1 enhancement bonus to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks
Knowledge (religion): 1d20 + 4 ⇒ (7) + 4 = 11

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"Here goes nothing" - thinks Pontia while her hands follow the now familiar movements to cast Acid Splash while grabbing one of the Acid Flasks she still has left and getting in front of the corridor to be able to see the creature. She concentrates for a moment, aiming carefully to not to hit one of her allies.
Range touch attack Acid Splash: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 101d3 + 1 ⇒ (1) + 1 = 2

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Grimor steps forward and tries to slam his fist at the ghoul's neck from around the corner.
Unarmed Attk: 1d20 + 4 ⇒ (3) + 4 = 7
But it's so packed and tight that he barely reached the undead creature.
Darn walls, if only this wasn't a temple...