
![]() |

You are still up, yes. Since it was at the threshold of being staggered, the wording was added for flavour. You healed before you fainted from the pain. So yes, still up and healed.
Krestin is healed by Ferabras and awakens to find Soran's unconscious form across him.
Ferabras then moves to the door to try to make it budge, but alas it is locked tight.

![]() |

"Up n attem bowman." Craggor says while fishing out a wand of cure light wounds from his pocket.
CLW(8/50): 1d8 + 1 ⇒ (1) + 1 = 2
CLW(7/50): 1d8 + 1 ⇒ (1) + 1 = 2
Why dice why!

![]() |

Was sort of figuring someone else would heal Soran, should have said so. Does anyone else need healing at this point?
Ferabras turns to the group and says, "I don't think I can manage this door on my own, friends. This place has been so full of dangers, perhaps it is wisest to heal and think a moment before we venture through this door."

![]() |

Okay, I was guessing that might have been flavor...just checking.
"Is everyone okay?!" Taliesin asks in concern as she moves to help her fallen comrades and heals her own bruises.
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

![]() |

"Krestin no like traps. Traps hurt him and friends," he mutters as he stands up. Looking about, the sorcerer looks at all of the arrows and gasps slightly. "So many sticks! Is this what was hitting us?"

![]() |

Ferabras taps Lini a couple of times with the wand, saying, ”We were fortunate to survive that trap. What kind of person makes a place like this? Pillow-pits and shadows and massive arrow-traps?”
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6 That should do ya.

![]() |

Lini gives Ferabas a courtsey.
Someone who probably wasn't cuddled and loved as a child. Bad guys typically have severe mommy or daddy issues. I always respected the dwarven clan family ideals. They seem to produce far fewer criminals than human folk.
She gives Craggor a friendly smile.

![]() |

The one thing you notice as Ferabras goes down the list is that the pillow pits and the arrow trap, at least, seem to be intended to be non-lethal, for whatever comfort that is. How the shadow fits in is anyone's guess, though that may have been a more recent addition, if you catch my meaning.
As you sit in this portion of the dark crypt, you start to get the feeling that someone is watching you from just beyond the torchlight in the shadows cast by the pillar.

![]() |

"This place gives me the creeps," Taliesin laments, her lower lip trembling slightly.
"Let's keep going so we can get out of here!"
perception: 1d20 + 6 ⇒ (6) + 6 = 12

![]() |

Ferabras does feel a bit of gratitude for the fact that all those pits he fell into were lined with fluffy pillows, and that the arrows clearly weren't meant to kill, but he can't help but wonder why someone would go to such trouble. "Me too, Taliesin. Anyone else feel like we're being watched? I'm for getting this door open."
Having been powerfully strong all his long life, Ferabras easily forgets his new, weakened state. He sets his shoulder to the door before him and makes a couple of feeble attempts to open it before finding the right leverage and giving it a mighty shove.
Str check: 1d20 ⇒ 8
Str check: 1d20 ⇒ 3
Str check: 1d20 ⇒ 11
Str check: 1d20 ⇒ 20

![]() |

Ferabras starts pounding at the door. On the fourth attempt, he hears a clicking sound right before he hits it. It seems it was a latch being slid across by some unseen mechanism and he barrels through the door.
Counting rounds between combat, heals, and strength checks, it would have unlocked right then, haha.
A continuous carving of mourners runs along the walls in this large chamber, leading to a staircase on the south side of the room.
As the group files in, a shriek comes up from numerous places in the room. Four skeletons rise from the shadows, thick blood seeping from their bones.
Ferabras: 1d20 + 1 ⇒ (12) + 1 = 13
Krestin: 1d20 + 4 ⇒ (8) + 4 = 12
Lini: 1d20 + 1 ⇒ (7) + 1 = 8
Soran: 1d20 + 3 ⇒ (11) + 3 = 14
Taliesin: 1d20 + 8 ⇒ (16) + 8 = 24
Blue: 1d20 + 6 ⇒ (5) + 6 = 11
Green: 1d20 + 6 ⇒ (3) + 6 = 9
Red: 1d20 + 6 ⇒ (6) + 6 = 12
Yellow: 1d20 + 6 ⇒ (19) + 6 = 25
One of the skeletons moves up to Craggor and swipes a bloody claw at him!
Yellow on Craggor: 1d20 + 2 ⇒ (9) + 2 = 11 MISS
1d4 + 2 ⇒ (2) + 2 = 4
Order:
Yellow
Taliesin, Craggor, Soran, Ferabras
Red
Krestin
Blue, Green
Lini

![]() |

KnowledgeReligion: 1d20 + 5 ⇒ (17) + 5 = 22
Reacting with the blow against his shield Craggor slams the creature with his hammer.
Warhammer: 1d20 + 3 ⇒ (17) + 3 = 201d8 + 2 ⇒ (3) + 2 = 5
"It be more of um deaduns!" Shouting to his companions what he knows about the creatures.

![]() |

Away from PC. Let's see what i recall.
They are bloody skeletons, which regenerate perpetually. Even if you destroy them, they come back after a time. Only way to permanently destroy them is with positive energy or in the middle of a bless effect.

![]() |

Ferabras steps into the room and attacks the closest skeleton with teeth and blade!
5-foot step, full attack – at 10 Strength…
MWK Cold Iron Greatsword: 1d20 + 2 ⇒ (12) + 2 = 14
Greatsword damage: 2d6 ⇒ (6, 1) = 7
Bite attack, secondary: 1d20 + 2 - 5 ⇒ (6) + 2 - 5 = 3
Bite damage: 1d6 ⇒ 6

![]() |

"Get 'em, guys!" Taliesin yells, resplendent despite her evident fear. Her mere presence inspires her companions to do their best.
Inspire courage, banner, +2/+2. Remember guys you always get the +1/+1 as long as you can see the banner!

![]() |

Soran sighs and nocks a blunt arrow.
I really need to start to screening my missions or carrying more holy water. These undead are a pain.
He studies his target for a moment, and then lets the arrow fly.
Attack, Deadly Aim, Point Blank Shot, Studied Target: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 8 ⇒ (7) + 8 = 15

![]() |

Craggor fells the skeleton in front of him, leaving Ferabras to advance on the next skeleton. It hits, but the slashing damage does not seem very effective. Soran's blunt arrow, however, topples it to the ground!
Order:
Taliesin, Craggor, Soran, Ferabras, Krestin
Blue, Green
Lini
Status:
+2 att
+2 dam

![]() |

Krestin scampers in while keeping an eye out for the creatures before wiggling his fingers. "So many things want to hurt friends. Krestin stops them!" he shouts as a blue light hits the green skeleton!
Daze, once again! DC 19, affects undead!

![]() |

1d20 ⇒ 15
Krestin's spell has an effect on the skeleton which stands there in a... well, in a daze.
The remaining skeleton moves in on Ferabras to swing a claw at him!
Claw!: 1d20 + 2 ⇒ (8) + 2 = 10 for 1d4 + 2 ⇒ (3) + 2 = 5 damage, MISS
Party up!

![]() |

Lini casts Guidance on Droodami before he charges the (blue) skeleton to bite it.
Sick 'em Droo!
Droog bite: FB, IC, guide, charge: 1d20 + 7 + 1 + 1 + 1 + 2 ⇒ (2) + 7 + 1 + 1 + 1 + 2 = 14
Trip: 1d20 + 6 + 1 + 1 + 1 + 2 ⇒ (16) + 6 + 1 + 1 + 1 + 2 = 27
bite dmg: 1d4 + 1 + 1 + 1 ⇒ (1) + 1 + 1 + 1 = 4

![]() |

Droogami rushes in and barely manages to hit the skeleton, causing it to fall prone with some good damage! It raises a fist and shakes it at the beast in anger from its place on the ground.

![]() |

Taliesin, seeing her companions handily dealing with the skeletons, ventures forward to stab at one of the undead tentatively with her longspear.
longspear attack, inspire courage, banner: 1d20 + 0 + 2 ⇒ (12) + 0 + 2 = 141d8 - 2 + 2 ⇒ (5) - 2 + 2 = 5

![]() |

Taliesin stabs at the prone skeleton and finds that her spear goes through the skeleton's ribcage without so much as nicking the bones themselves!
Also, I've only ever seen Evil Dead once. The original, not the recent remake, so reference unintended.

![]() |

Caggor using his knowledge tries to put the Skeleton down for good. He pulls out the Cure light wand and uses it on the downed one in-front of him. (6/50)
"Yah must use some healing light or holy water to be keepin em down for good." Craggor shouts to his companions.

![]() |

Seeing how ineffective his blade is, Felrin drops it and draws his morningstar off his belt. Holding the weapon in two hands, he swings it hard at the skeleton on the ground!
Morningstar, PA: 1d20 + 2 - 1 ⇒ (15) + 2 - 1 = 16
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

![]() |

The skeleton crumbles beneatht he onslaught of the morningstar!
Krestin and Soran

![]() |

Fumbling around for a moment, Krestin's eyes light up as he remembers about the wand on his belt. Freeing it from one of the loops holding the wand, Krestin's arms move in a flurry before a flick of the wrist send out a blue bolt of energy at the dazed creature! The Fox frowns slightly though, as he sees the blue light, "That's not mine....."
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3
As for the Evil Dead reference, it's something, if I recall, similar to an event in Army of Darkness. Guess I'll have to watch that classic later, bwahahahaha.

![]() |

Krestin's magical bolt rattles the remaining skeleton, but can Soran finish it off before it retaliates???

![]() |

Let's find out!
Soran grimly nocks two more arrows, letting them fly at the remaining skeleton.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 + 8 ⇒ (3) + 8 = 11
Attack 2: 1d20 + 6 ⇒ (5) + 6 = 11
Damage 2: 1d8 + 8 ⇒ (8) + 8 = 16

![]() |

Both arrows miss their mark!
The skeleton shambles over to Ferabras and swipes a claw at him! Or waves. Whichever way you want to look at it.
Claw: 1d20 + 2 ⇒ (2) + 2 = 4
1d4 + 2 ⇒ (4) + 2 = 6
Party up!

![]() |

Lini moves and again casts Guidance on Droodami before he attacks the other skeleton.
Droog bite: FB, IC, guide: 1d20 + 7 + 1 + 1 + 1 ⇒ (18) + 7 + 1 + 1 + 1 = 28
Trip: 1d20 + 6 + 1 + 1 + 1 ⇒ (5) + 6 + 1 + 1 + 1 = 14
bite dmg: 1d4 + 1 + 1 + 1 ⇒ (3) + 1 + 1 + 1 = 6

![]() |

Droogami moves in and destroys the final skeleton!
Out of combat!
Surveying the remnants of your foes, you find that one is wearing a tarnished silver necklace. It should fetch a pretty penny back at the market.
At the south end of the room, there are stairs leading down. Near them, you see drag marks in the dust as if someone was forcibly dragged down here.

![]() |

Taliesin claps as the others finish off the skeletons.
"You guys are amazing!" she exclaims. She looks around for a bit, then says "I guess we have to go downstairs...but look, maybe our damsel in distress came through here, and it's a good sign if she was putting up a fight still!"
appraise: 1d20 + 1 ⇒ (1) + 1 = 2

![]() |

Four total, and you already zapped one, so three more.
Moving on, you head down the stairs.
At the bottom of the stairs is a circular chamber with three passageways leading from it. In the center is a small stone pedestal. The sound of dripping water can be heard coming from the eastern passageway, while the stench of rot emanates from the west.
The floor bears an inscription spiraling out from the pillar and written in Common. It reads:
“To the south you might take your ease, to rest and reflect on Kassen’s deeds. To the east lies the wheel, to open the gate. To the west is the resting place of Kassen, hero of the Fangwood.”

![]() |

Ferabras would have contributed some wand charges, Craggor, if you don't want to use yours up.
Ferabras studies the inscription on the floor for a few moments, then says, "Well, we're to retrieve the flame from Kassen's tomb, are we not? I say we go west and be about it."

![]() |

It's adventure loot so it's going to vanish at the end
"I be guessing that we need ta open some gate be reaching it." Craggor points at the inscription where it states east

![]() |

As Ferabras goes west to suggest that route, he realizes that the smell of rot grows with every step he takes towards it.
As Craggor suggests the east, he can see that the passage descends slightly into water before branching in two directions.
1d20 ⇒ 3

![]() |

Taliesin sniffs and pulls a handkerchief from her belt, which she holds to her nose.
"Why do these places always have to smell so badly?" she asks.
How about the northern of the two branches?