
|  "Spark" | 
 
	
 
                
                
              
            
            heal: 1d20 ⇒ 12
survival: 1d20 ⇒ 7
"He's very dead, guys. Look, a well crafted short sword, if anyone wants it."

| GM PDK | 
 
	
 
                
                
              
            
            [dice=Survival]1d20+6 + 2 if against humans
Antonidas Survival 18: the camp to the left has not been used in months.

|  Findlefarb | 
 
	
 
                
                
              
            
            Knowledge(Local): 1d20 + 2 ⇒ (20) + 2 = 22
Heal: 1d20 ⇒ 15
Survival: 1d20 ⇒ 20
Looking at the corpse, Findlefarb muses, "Wait, didn't we share a round of drinks a few months back?"

| GM PDK | 
 
	
 
                
                
              
            
            Findlefarb Local 22: this man is not from Kassen—his clothing is in poor condition from exposure, but it is obviously of a kind purchased in larger cities.
Findlefarb Heal 15: this man has been dead for a few months.

| GM PDK | 
 
	
 
                
                
              
            
            The heroes travel 3 hours to reach the valley that contains the Crypt of the Everflame. The trees in this part of the forest are very old and quite gnarled. The weather makes the journey even more miserable, as a cold rain begins to fall halfway through this part of the forest. Towards the end of the hike, the trail leads through a twisting maze of trees and confusing ravines. As it tops a small rise, a broad valley spreads out before it. The entrance of the crypt is in this valley, but the heroes will have to navigate a steep slope to get to it. Brother Antonidas thinks the slope will take at least half an hour to navigate, more if you're being careful. Acrobatics checks will be required due to the slick and steep conditions. Depending how you approach the descent, bonuses or penalties may apply.

|  Konner Therinor | 
 
	
 
                
                
              
            
            I have an idea...we tie some rope to a stump and I can act as a guide from up here. I am pretty nimble so I can get down unaided the easiest. Thoughts?i have a modified +7 acobatics roll....

|  "Spark" | 
 
	
 
                
                
              
            
            "If we have enough rope, we might want to leave some tied here after our descent... are ARE going to have to come back up again later."

| GM PDK | 
 
	
 
                
                
              
            
            Setting up your two 50' ropes at critical points during the descent gives you all +2 to acrobatics; if you take an hour to go down, you gain another +2.
Each of you: roll 3 acrobatics checks.

|  Aroden Reincarnated | 
 
	
 
                
                
              
            
            "I think we can take our time."
+2 for the ropes, +2 for the hour. Untrained Acrobatics +2.
Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18
Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23
Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12

|  "Spark" | 
 
	
 
                
                
              
            
            acro: 1d20 + 5 ⇒ (5) + 5 = 10
acro: 1d20 + 5 ⇒ (15) + 5 = 20
acro: 1d20 + 5 ⇒ (5) + 5 = 10
aww, you guys used up all the high rolls, lol

| GM PDK | 
 
	
 
                
                
              
            
            Aroden leads the way, repelling like a champ, then somehow, akin to some kind of spider man, Konner bypasses Aroden, making it first to the bottom. Spark descends slow and steady, careful not to turn an ankle and waste a perfectly good sword swinging day.

|  Alezandaru Skenec | 
 
	
 
                
                
              
            
            Greenblade carefully climbs down, using all instruments provided.
acrobatics+2: 1d20 + 9 ⇒ (8) + 9 = 171d20 + 9 ⇒ (12) + 9 = 211d20 + 9 ⇒ (6) + 9 = 15

| GM PDK | 
 
	
 
                
                
              
            
            BOTTING:
Bram Acrobatics: 1d20 - 2 + 4 ⇒ (13) - 2 + 4 = 15
Bram Acrobatics: 1d20 - 2 + 4 ⇒ (15) - 2 + 4 = 17
Bram Acrobatics: 1d20 - 2 + 4 ⇒ (1) - 2 + 4 = 3
Findlefarb Acrobatics: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16
Findlefarb Acrobatics: 1d20 + 2 + 4 ⇒ (11) + 2 + 4 = 17
Findlefarb Acrobatics: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 16
Bram Reflex Save: 1d20 + 2 ⇒ (2) + 2 = 4
Brother Antonidas Reflex Save: 1d20 + 5 ⇒ (2) + 5 = 7
Bram slides all the way to the bottom of the ravine, taking 2d6 ⇒ (1, 5) = 6 points of damage and 1d4 ⇒ 3 points of Dexterity damage from a horribly sprained ankle.
Brother Antonidas slides down a muddy hill and then falls down a 20-foot cliff, taking 2d6 ⇒ (6, 6) = 12 points of damage.
After the adventurers all make it to the bottom and pick themselves up, they see the entrance to the crypt not far off. An archway of stone is set into the side of a small hill at the bottom of the valley. Moss has overgrown many of the details, but one is still quite clear. The keystone of the arch is carved with a flame symbol with a stylized rune in the middle. Beyond the archway is a darkened tunnel that leads to a pair of massive wooden doors, one of which is slightly ajar.
A pair of horses and a trio of ponies lie slaughtered next to the archway, each corpse still tied to a post set into the ground nearby. 
A swarm of flies hangs lazily in the air above them.
Unless mentioned otherwise, the crypt is unlit. Ceilings are 15 feet high and all the surfaces are made of stone. The walls are decorated with a scrolling pattern of villagers fighting off masked bandits and monsters. This artwork is still in relatively good condition, although
water damage and lichen have taken their toll. The stench of mold and rot hangs heavy in the air.

|  Aroden Reincarnated | 
 
	
 
                
                
              
            
            "Brother Antonidas, either you are very unlucky to have such injuries, or very lucky to keep surviving them. Have you had any encounters with witches, haunts, or other sources of curses lately?
Please take my wand again. Erastil is a good sort, perhaps not so forward-looking but a fair, just, and honorable deity. Use this wand to call down Old Deadeye's blessing."
Aroden examines the rune in the keystone and makes a mental note of it.
He looks around the site. 
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
"There is a skeleton under one of these horses. Would anyone care to help me move the horse?"
Str check to Aid Another: 1d20 + 1 ⇒ (20) + 1 = 21

| GM PDK | 
 
	
 
                
                
              
            
            Aroden: the skeleton under the horse is clearly very old.
The wooden doors that open onto the first chamber of the crypt are unlocked, but very heavy...
--> STR check please.

|  "Spark" | 
 
	
 
                
                
              
            
            Spark attempts to open the doors.
str check: 1d20 + 2 ⇒ (19) + 2 = 21

| GM PDK | 
 
	
 
                
                
              
            
            As the heavy doors swing open, the faint light from outside reveals
a long chamber with risen platforms on either side. A faded
painting of Kassen is on the far wall. The room appears to be the
site of a gruesome battle, with two bodies piled in the center and
a number of skeletons scattered around. An echoing wail can be
heard somewhere in the distance, beyond this foul chamber, but of
immediate concern is six skeletons rising to assault whoever has
dared opening the doors of this crypt.
Spark: 1d20 + 1 ⇒ (17) + 1 = 18 
Alezandaru: 1d20 + 5 ⇒ (1) + 5 = 6 
Aroden: 1d20 + 2 ⇒ (5) + 2 = 7 
Bram: 1d20 + 2 ⇒ (18) + 2 = 20 
Findlefarb: 1d20 + 2 ⇒ (7) + 2 = 9 
Konner: 1d20 + 6 ⇒ (1) + 6 = 7 
Brother Antonidas: 1d20 + 3 ⇒ (14) + 3 = 17 
Skeletons: 1d20 + 6 ⇒ (3) + 6 = 9 
ROUND 1: (Bold may go)
Bram
Spark
Antonidas
Skeletons
Findlebarb
Konner
Aroden
Alezandaru

|  Brother Antonidas II | 
 
	
 
                
                
              
            
            Wand of Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
"Truly, without your support I could very well be dead right now. I shall not forget it."
Antonidas will secure the blunt arrows unless anyone else would like them.

|  "Spark" | 
 
	
 
                
                
              
            
            Spark steps forward, drawing her earthbreaker off his back and swings.
to hit: 1d20 + 4 ⇒ (4) + 4 = 8
dmg if hits: 2d6 + 3 ⇒ (5, 1) + 3 = 9
... wildly it seems.

|  Alezandaru Skenec | 
 
	
 
                
                
              
            
            Botting instructions, just in case
Greenblade draws a blunt arrow and notches it with his shortbow, and will shoot at the closest skeleton (if in combat -4) using deadly aim.
shortbow, deadly aim, blunt arrow: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 2 ⇒ (5) + 2 = 7

| GM PDK | 
 
	
 
                
                
              
            
            Spark misses the skeleton but a blunt arrow whizzes past her and destroys a skeleton at the back of the room!
Two skeletons shuffle to close in the distance between them and Spark, while the rest of the undead take double moves to press forward into position.
Skeleton Claw vs. Spark: 1d20 + 2 ⇒ (6) + 2 = 8 for 1d4 + 2 ⇒ (2) + 2 = 4 damage. [MISS]
Skeleton Claw vs. Spark: 1d20 + 2 ⇒ (8) + 2 = 10 for 1d4 + 2 ⇒ (2) + 2 = 4 damage. [MISS]
Skeleton Claw vs. Spark: 1d20 + 2 ⇒ (15) + 2 = 17 for 1d4 + 2 ⇒ (4) + 2 = 6 damage. [HIT!]
Skeleton Claw vs. Spark: 1d20 + 2 ⇒ (7) + 2 = 9 for 1d4 + 2 ⇒ (2) + 2 = 4 damage. [MISS]
ROUND 1: (Bold may go)
Alezandaru
Spark 6dmg
Skeletons
Findlebarb
Konner
Aroden
DELAY -- Antonidas, Bram

|  Aroden Reincarnated | 
 
	
 
                
                
              
            
            "BEHOLD THE GLORY!!"
Aroden swings his sword dramatically and radiates holy power.
All allies within 30 feet who can see your display gain a +2 sacred bonus on attack rolls, saving throws, and skill checks for 1 round + 1 round per 5 points of base attack bonus you have.

|  Bram Stonefist | 
 
	
 
                
                
              
            
            I am back on the internet.
After his fall, Bram waits for Antonidas to heal himself, then pulls out a wand and asks the ranger to help him.
"Me ankle ain't doin so well, but would ye mind fixin up me scrapes and bruises?"
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
As they enter the Crypt, Bram steps gingerly, but still tries to swing hard at a skeleton.
Power Attack, Cold Iron Waraxe: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Dmg?: 1d10 + 7 ⇒ (10) + 7 = 17

| GM PDK | 
 
	
 
                
                
              
            
            BOTTING FINDLEFARB: INSPIRE COURAGE +1 atk / +1 dmg for everyone.
BOTTING ANTONIDAS: targeting back row skeleton with longbow/blunt arrow; incl. inspiring sword and inspire courage: 1d20 + 5 - 4 + 2 + 1 ⇒ (14) + 5 - 4 + 2 + 1 = 18 for 1d8 ⇒ 5 bludgeoning damage (I'm assuming 5 blunt arrows went to Antonidas and 5 to Alezandaru)
Alezandaru, Bram and Antonidas each destroy a skeleton!
Skeleton Claw AoO vs. Konner a he moves into postion to aid Spark: 1d20 + 2 ⇒ (1) + 2 = 3 for 1d4 + 2 ⇒ (3) + 2 = 5 damage. [MISS]
ROUND 2: (Bold may go) 
Alezandaru 
Spark ::AC 18:: 6dmg 
Skeletons 
Findlebarb 
Konner 
Aroden 
Bram
Antonidas

|  "Spark" | 
 
	
 
                
                
              
            
            Spark attacks the skeleton again...
to hit with earthbreaker: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
dmg if hits: 2d6 + 2 ⇒ (2, 4) + 2 = 8

|  Alezandaru Skenec | 
 
	
 
                
                
              
            
            "That's it fellas, maybe the damn things will see some sense and flee!"
After lining up his arrow, he lets it loose against one of the two remaining skeletons.
blunt arrow, deadly aim: 1d20 + 3 + 1 - 4 ⇒ (1) + 3 + 1 - 4 = 11d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
"Need a better bow..." he mutters.

|  Aroden Reincarnated | 
 
	
 
                
                
              
            
            Aroden's Inspiring Sword feat applies to both of those attack rolls. It's an at-will aura buff that he'll be using frequently (takes a full-round action though so he can't use it in rounds that he moves).

| GM PDK | 
 
	
 
                
                
              
            
            Alezandaru's arrow misses the mark but Spark completely flattens the skeleton in front of her. The remaining lone skeleton shuffles next to Konner and attacks!
Skeleton Claw vs. Konner: 1d20 + 2 ⇒ (20) + 2 = 22 for 1d4 + 2 ⇒ (2) + 2 = 4 damage. [POTENTIAL CRIT!]
Skeleton Claw vs. Konner: 1d20 + 2 ⇒ (2) + 2 = 4 for 1d4 + 2 ⇒ (4) + 2 = 6 damage. [MISS]
CONFIRM CRIT vs. Konner: 1d20 + 2 ⇒ (12) + 2 = 14 for 1d4 + 2 ⇒ (1) + 2 = 3 damage. [NOT A CRIT!]
ROUND 2: (Bold may go)
Alezandaru
Spark 6dmg
Skeletons
Findlebarb
Konner 4dmg
Aroden
Antonidas
Bram
BOTTING BRAM: Power Attack, Cold Iron Waraxe: 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28 for 1d10 + 7 + 1 ⇒ (7) + 7 + 1 = 15
BOTTING KONNER: Falcata: 1d20 + 6 + 2 + 1 ⇒ (8) + 6 + 2 + 1 = 17 for 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Bram and Konner do short work of the remaining skeleton.
The two bodies at the center of the room are badly mauled, and a
Also in the chamber is a pair of backpacks. One of the packs contains a large pillow and two quivers (each containing 10 blunted arrows). The other pack has 2 days’ worth of rations, a full waterskin, and a pair of smokesticks. Amidst the 8 skeleton bone piles you can also find a total of 8 broken chain shirts and 8 broken scimitars. You notice the skeletons were extremely old.
The wailing is coming from
What do you do?

|  Alezandaru Skenec | 
 
	
 
                
                
              
            
            knowledge local: 1d20 ⇒ 8
perception: 1d20 + 5 ⇒ (2) + 5 = 7
"All clear. I could use one of the smokesticks, and potentially some of the rations as I just brought two."
He recovers his fired arrows, and eyes the additional quiver of blunt arrows with interest. "I already have 20 of these, if someone else needs arrows that work against skeletons."
Alezandaru looks around for the source of the wailing but has no idea. Once they quickly divide the loot, he attempts to stealth near the exit and ready to start scouting with the ranger, bard, and whoever else wants to scout.
stealth: 1d20 + 7 ⇒ (16) + 7 = 23

|  "Spark" | 
 
	
 
                
                
              
            
            perc dc 15: 1d20 + 4 ⇒ (19) + 4 = 23
"That wailing is coming from the east... maybe we should check that out." Spark takes a few steps to the east, hoping the others come along, but if they don't she'll stop, cross her arms and tap her foot, like an impatient Sonic.

|  Konner Therinor | 
 
	
 
                
                
              
            
            Those arrows won't work with my crossbow, so use them as you want. After seeing that Spark has pinpointed where tge sound is coming from, Konner moves to follow her. Lead on, Spark....I've got your flank.

|  Aroden Reincarnated | 
 
	
 
                
                
              
            
            Local: 1d20 + 8 ⇒ (15) + 8 = 23
"These two are Gerol and Vark, friends of the mayor. Why would they be here? Why the large pillow in a backpack?
These skeletons are extremely old. Yet people have come to this crypt every year, correct? So perhaps something different transpired to awaken the living dead.
A sad fate for these souls."
Aroden says a quick prayer for the (human?) deceased, then follows Spark.

|  Brother Antonidas II | 
 
	
 
                
                
              
            
            "If we're expecting more of these creatures I will take the arrows. This should have been an easy task, something terrible must have happened to raise these souls from their rest."
Antonidas moves to join his companions heading east. "Do we have more of that magical light, or should I light one of my torches?"

| GM PDK | 
 
	
 
                
                
              
            
            The room to the east is pitch black. As Spark opens the door, you hear the volume of the wailing increase considerably. You can make out that it's probably coming from an adult male of some kind.
I've put the two darkvision PCs up front in the absence of light
This large chamber contains a maze of pillars that obscure the far side of the room. Next to the door is a pile of empty saddlebags and three brooms.

| GM PDK | 
 
	
 
                
                
              
            
            Bram and Spark see one passage going south and one passage going north. The wailing seems to be coming from the south.

|  "Spark" | 
 
	
 
                
                
              
            
            Spark points to her ear, then south... and turns, heading that direction now.
 
	
 
     
    