
Jean-Pierre de Suis |

"Dexter, it looks like we have another trap for you to take a crack at..."
He then backs up out of the crypt to allow Dexter room to work, mumbling a short prayer to provide Dexter with Abadar's Guidance.

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Watching the blubbery creature cease moving, Dexter seems as surprised his crossbow did the trick as anyone....
Entering the next chamber, Dexter nods at Jean-Pierre's approval but his demeanor darkens when he learns of the trap.
He glumly replies to Jean-Pierre,
Aye, duty calls.
He motions everyone back and retrieves his tools...
Disable Device1, guidance, mwk thieves tools: 1d20 + 7 + 1 + 2 ⇒ (4) + 7 + 1 + 2 = 14
Disable Device2, guidance, mwk thieves tools: 1d20 + 7 + 1 + 2 ⇒ (2) + 7 + 1 + 2 = 12
Disable Device3, guidance, mwk thieves tools: 1d20 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 15
Disable Device4, guidance, mwk thieves tools: 1d20 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 15
Disable Device5, guidance, mwk thieves tools: 1d20 + 7 + 1 + 2 ⇒ (20) + 7 + 1 + 2 = 30
Wonderful.

GM Crash |

Luckily, Dexter made everyone back off while he was trying to disable the trap because as he was trying to figure out how to stop the trap he hears a hissing noise from the wall ahead of him. Colored lights rush at him. Will save DC 12 or 2d4 ⇒ (3, 4) = 71d4 ⇒ 2 Dexter will be unconscious for 7 rounds, blinded for 9 rounds, and stunned for 10 rounds.
A gore soaked skeleton then steps out of one of the alcoves 10 ft from Dexter.
Grimor: 1d20 ⇒ 4
Burick: 1d20 + 2 ⇒ (1) + 2 = 3
Dexter: 1d20 + 6 ⇒ (3) + 6 = 9
Jean-Pierre: 1d20 + 1 ⇒ (13) + 1 = 14
Pontia: 1d20 + 2 ⇒ (20) + 2 = 22
Marsk: 1d20 + 2 ⇒ (3) + 2 = 5
Gory skeleton: 1d20 + 6 ⇒ (11) + 6 = 17
Round 1
Pontia, Gory Skeleton, Jean-Pierre, Dexter, Marsk, Grimor, Burick
Pontia up first!

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Grabbing her Acid flask once more, Pontia casts Acid Splash
Range Touch Attack: 1d20 + 2 ⇒ (17) + 2 = 191d3 + 1 ⇒ (1) + 1 = 2

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Posting in advance, just in case.
Grimor dashes up next to Dexter and grabs him by the arms (grapple equivalent action). "I'll leave that thing to you guys for now. Let me pull Dexter away from here!"
-Posted with Wayfinder

GM Crash |

Round 1
Pontia sends off an orb of acid at the skeleton.
The skeleton steps forward and swipes at Dexter. Broken Scimitar: 1d20 ⇒ 3 Claw: 1d20 - 3 ⇒ (4) - 3 = 1
In case Dexter is not unconscious, I will put off posting Jean-Pierre's attack.]
Pontia, Gory Skeleton, Jean-Pierre, Dexter, Marsk, Grimor, Burick

Jean-Pierre de Suis |

"Right. That skeleton will re-animate in about an hour. I recommend we leave this chamber by then."
He then sets about searching the area, before moving on to the next crypt.

GM Crash |

Other than finding out that a lot of the things in the crypt are illusion (found out by trying to move some of the illusory things) there is nothing in the crypt other than another rune above the door.
After waiting a minute for Dexter to be able to move around again, the party moves over to the next crypt. The statue in front of it looks like an imperious, heavyset woman holding a mirror and a halberd.
Opening the door, Jean-Pierre notices that this crypt is noticeably colder than the surrounding rooms, and a rime of ice crystals coats the walls and the remains of the dead interred here.

Jean-Pierre de Suis |

As far as I can tell, no-one in the party has that.
"It looks like there is nothing in here. Let's keep moving."
So saying, Jean-Pierre moves on to the final, different-looking statue.

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Knowledge (arcana): 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge (history): 1d20 + 7 ⇒ (11) + 7 = 18
Pontia examines the statue and the rune. She knows it has to be one of the runelords and one of the runes of the old Thasilonian school of magic, but she can't be certain of which.

GM Crash |

Definitely not. If you were to try to smack it, even if it was a creature, odds are you would go unconscious before you were able to.
Heading out the door, the party sees a rune above the door.
Heading to the next crypt, they realize that the only one left is behind the black statue. It looks like it is threefold in form, portraying a tall woman with three faces looking in three different directions. One side has a kind face and cradles a baby in its arms, while a second side displays a more stern expression and holds an hourglass. The third face has a crazed look; its hands are empty, but thornless roses twine up both arms.
It has not been moved from in front of the door yet.

Jean-Pierre de Suis |

Jean-Pierre eyes the statue thoughtfully.
"This one was not trapped, correct?"
Assuming Dexter answers in the affirmative, Jean-Pierre moves it out of the way to explore the area beyond it.

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Knowledge (religion): 1d20 + 4 ⇒ (1) + 4 = 5
"Yon lass seems a mite peculiar, but I dinnae have the foggiest who she is."

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Knowledge(arcana): 1d20 + 7 ⇒ (2) + 7 = 9
Pontia observes the new rune, blaming herself for not paying more attention to old Thasylonian magic while she was at the Academy. Sighting, she gets ready to whatever might be behind the black statue.

GM Crash |

As Jean-Pierre pushes the statue, a light shines from the statue and it seems to go into him, with no ill effects.
Inside Jean-Pierre sees that it is pretty similar to the other crypts except for all the Pharasmin symbols on the dead bodies. He also sees that there are 7 silver holy symbols of Pharasma to be found-which can be sold to the church for 50 a piece. There is also a bone wand hidden among the bones. Further exploring results with him finding a hidden door in the southernmost alcove.

Jean-Pierre de Suis |

Jean-Pierre carefully inspects the gate for traps.
If it is not trapped, he will try to open it. If it is trapped and/or locked, he will let Dexter take a shot at it, providing him with Guidance, as required.

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Dexter pretends he doesn't hear JP for a moment...
Once he realizes there's no better way, he drops the act, and reflexively shudders at the thought of setting off another trap. He unenthusiastically retrieves his tools, and again motions everyone back as if annoyed they haven't backed up already.
He mumbles to himself...
Maybe I'll just see a flash of light again this time. Yes, pretty colors would be fine. A little nap would do just fine....
disable device, guidance, mwk tools: 1d20 + 7 + 1 + 2 ⇒ (8) + 7 + 1 + 2 = 18
disable device, guidance, mwk tools: 1d20 + 7 + 1 + 2 ⇒ (10) + 7 + 1 + 2 = 20
disable device, guidance, mwk tools: 1d20 + 7 + 1 + 2 ⇒ (11) + 7 + 1 + 2 = 21
disable device, guidance, mwk tools: 1d20 + 7 + 1 + 2 ⇒ (8) + 7 + 1 + 2 = 18
disable device, guidance, mwk tools: 1d20 + 7 + 1 + 2 ⇒ (5) + 7 + 1 + 2 = 15
disable device, guidance, mwk tools: 1d20 + 7 + 1 + 2 ⇒ (3) + 7 + 1 + 2 = 13
disable device, guidance, mwk tools: 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23

GM Crash |

The first time Dexter didn't quite get it but the second time he was just barely able to get it. He opens the gate and the party goes inside the next room. Repeated lines of footprints mark the dust on the floor of this crypt, all leading to an alcove in the northeast portion of the chamber. The burial niches lining the stone walls are empty save for ancient scraps of yellowed linen and four skeletons advancing on the party from the central alcoves. They look different from the other skeletons they've been seeing, but not so different that they can easily tell the difference.
Grimor: 1d20 ⇒ 18
Burick: 1d20 + 2 ⇒ (7) + 2 = 9
Dexter: 1d20 + 6 ⇒ (13) + 6 = 19
Jean-Pierre: 1d20 + 1 ⇒ (10) + 1 = 11
Pontia: 1d20 + 2 ⇒ (5) + 2 = 7
Marsk: 1d20 + 2 ⇒ (10) + 2 = 12
Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13
Round 1 (begins)
Dexter, Grimor, Skeletons, Marsk, Jean-Pierre, Burick, Pontia
Dexter and Grimor are up first.

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Dexter is so surprised that he succeeded, he almost didn't notice the skeletons. He nevertheless reflexively fires his trusty crossbow at the closest skeleton and moves to the alcove south of Grimor.
Xbow, sneak attack: 1d20 + 4 ⇒ (3) + 4 = 71d8 + 1d6 ⇒ (8) + (4) = 12

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"You think so JP? But it looks like their excited to meet my fist!" says Grimor as he takes his Dragon Stance and steps up to strike the one in front of him.
Unarmed Attk: 1d20 + 5 ⇒ (4) + 5 = 9
Unarmed Dmg: 1d6 + 4 ⇒ (4) + 4 = 8

GM Crash |

Round 1 (begins)
Dexter's arrow flies off target.
Grimor's fist goes wide.
3 skeletons step up. 2 skeletons attack Grimor and 1 attacks Jean-Pierre.
Scimitar: 1d20 ⇒ 201d6 ⇒ 4 Claw: 1d20 - 3 ⇒ (3) - 3 = 0
Scimitar: 1d20 ⇒ 13
Scimitar: 1d20 ⇒ 3
Confirm Crit?: 1d20 ⇒ 12
Dexter, Grimor(4), Skeletons, Marsk, Jean-Pierre, Burick, Pontia
Party up!

Jean-Pierre de Suis |

Jean-Pierre calmly attempts to bludgeon the skeleton that attacked him.
Earthbreaker: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d6 + 6 ⇒ (4, 5) + 6 = 15 damage.
Crit?: 1d20 + 4 ⇒ (10) + 4 = 14, for 4d6 + 12 ⇒ (2, 1, 6, 2) + 12 = 23 *Additional* damage.

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Marsk steps up and swings his fist at a skeleton. The one in front of Jean-Pierre, if it's still alive. If not, I'll step into its space and hit the next one in line.
unarmed strike: 1d20 + 3 ⇒ (14) + 3 = 17 damage: 1d3 + 3 ⇒ (1) + 3 = 4
Using Domain Strike with Lore Keeper, as per usual.

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I'm beginning to get tired of all this monsters - says Pontia while she moves to a better position, her hands following the now familiar movements and chant the words for her Acid Splash spell, targeted to the most visible skeleton.
Ranged touch attack: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 81d3 + 1 ⇒ (1) + 1 = 2

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"Just..."
Attk vs skeleton in front: 1d20 + 5 ⇒ (11) + 5 = 16
Dmg: 1d6 + 4 ⇒ (3) + 4 = 7
"... die again already!"
-Posted with Wayfinder

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Sorry, have a newborn on my hands these days.
Dexter reloads and fires at the skeleton in the back...
Xbow: 1d20 + 4 ⇒ (8) + 4 = 121d8 ⇒ 4

GM Crash |

Round 1 (complete)
Dexter's arrow flies off target.
Grimor's fist goes wide.
2 skeletons attack Grimor and 1 attacks Jean-Pierre.
Marsk misses.
Jean-Pierre smashes a skelly.
Burick delays.
Pontia's shot goes wide.
Round 2 (partial)
Dexter's arrow flies wide.
Grimor misses.
One skeleton attacks Marsk and another attacks Grimor.
Scimitar 1: 1d20 ⇒ 15 Claw 1: 1d20 - 3 ⇒ (16) - 3 = 13
Scimitar 2: 1d20 ⇒ 161d6 ⇒ 5 Claw 2: 1d20 - 3 ⇒ (15) - 3 = 12
Dexter, Grimor(9), Skeletons, Marsk, Jean-Pierre, Burick, Pontia

Jean-Pierre de Suis |

"Marsk, Grimor, after one of you takes a swing, could you step back so that I could have a shot?"
Delay until a space opens up, then Jean-Pierre will step forward, and take a swing.
Earthbreaker: 1d20 + 4 ⇒ (20) + 4 = 24, for 2d6 + 6 ⇒ (6, 1) + 6 = 13 Bludgeoning damage.

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"I'll do you one better, lad."
5 ft. step NE and attack the skeleton w/Domain Strike again.
attack: 1d20 + 3 ⇒ (5) + 3 = 8 damage: 1d3 + 3 ⇒ (3) + 3 = 6