
|  Lady Sugarsnap | 
 
	
 
                
                
              
            
            will save DC 20: 1d20 + 13 ⇒ (5) + 13 = 18 +4 more if it is a fear effect
Sugar takes 10 damage it looks like
will save truffles: 1d20 + 4 ⇒ (17) + 4 = 21 only 5 damage for truffles
Sugar again bolsters Truffles, this time with Bull's strength, and sends him in after the mummy.
Truffles then advances into the room after the mummy thing.
Truffles attack W/ PA, greater magic fang, and bull strength: 1d20 + 8 + 2 + 2 ⇒ (6) + 8 + 2 + 2 = 18
truffles damage: 2d6 + 12 + 2 + 2 ⇒ (1, 5) + 12 + 2 + 2 = 22

|  Xakon | 
 
	
 
                
                
              
            
            Get 'em tankin' Truf!
Xakon tumbles around and flanks his foe!
Regular move 15' then tumbles 10' within foe's reach.
Acrobatics: 1d20 + 19 ⇒ (6) + 19 = 25
single attack, +3 adamantine rapier, rage, inspire, flank: 1d20 + 18 + 2 + 2 + 2 ⇒ (6) + 18 + 2 + 2 + 2 = 30
dmg: 1d4 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13
SA dmg: 1d6 ⇒ 5

|  Frēodwēn | 
 
	
 
                
                
              
            
            will save, heroism: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
heroisn, expeditious retreat, and inspiration are all active for Frēodwēn right now. 
Sick to his stomach, hurting, and a little pissed, Frēodwēn quickly makes his way into the room and shoots another arrow at the mummy. "This bundle of rags doesn't stand a chance... Show it what you've got!"
longbow, attack, inspired, deadly aim, heroism, sickened, point blank, arcane strike: 1d20 + 15 + 2 - 2 + 2 - 2 + 1 ⇒ (14) + 15 + 2 - 2 + 2 - 2 + 1 = 30 for piercing, cold iron, magic: 1d8 + 4 + 2 + 4 - 2 + 1 + 2 ⇒ (6) + 4 + 2 + 4 - 2 + 1 + 2 = 17

| GM Harker | 
 
	
 
                
                
              
            
            Olaf moves forward and fires an arrow at the spell-casting mummy that misses.
Sugarsnap bolsters Truffles with a spell to make him stronger and the boar bounces forward to attempt to gore the mummy. Unfortunately he also misses this time.
Xakon attempts to tumble past the mummy, but he is not quick enough to avoid an attack of opportunity by the enemy. Her attack is clumsy and comes nowhere close to hitting the nimble halfling. Moving into a flank with Truffles, Xakon then hits the mummy with a sneak attack, although her natural damage reduction mitigates some of the injury.
Sickened by the enemy's evil magic, the still inspirational Frēodwēn moves in the room and hits her with an arrow.
Krago moves swiftly into position to attack the enemy at his next opportunity.
The mummy casts a spell defensively, then looks at Xakon and says "Flee.."
Xakon's rage-filled mind easily resists her magical attempt to control him.
The undead enemy then takes a 5-foot step out of the flank, with Krago following her.
AoO: 1d20 + 17 ⇒ (1) + 17 = 18
Cast Defensively: 1d20 + 12 ⇒ (5) + 12 = 17
Xakon's Will Save: 1d20 + 17 ⇒ (16) + 17 = 33
Initiative (Rounds 3-4) 
Olaf [10 Damage] <= Up 
Xakon [1 Damage] <= Up 
Mummy 
Frēodwēn [20 Damage; Sickened 3 rounds] <= Up 
Krago [10 Damage + 3 NL] <= Up 
Sugarsnap/Truffles [S: 12 Damage; T: 5 Damage + 9 NL] <= Up
Group Effects 
Inspire Courage: +2 to rolled att/dam, Fear, Charm Saves
Everyone is up!

|  Olaf son of Urko | 
 
	
 
                
                
              
            
            Olaf takes a step forward to get a clear shot at the mummy!
Full attack
Primary, rapid, df, da, pbs, heroism, inspire: 1d20 + 13 - 2 + 1 - 2 + 1 + 2 + 2 ⇒ (6) + 13 - 2 + 1 - 2 + 1 + 2 + 2 = 21
Damage, manyshot, df, da, pbs, inspire: 1d8 + 3 + 1 + 4 + 1 + 2 ⇒ (6) + 3 + 1 + 4 + 1 + 2 = 17
Damage, manyshot, df, da, pbs, inspire: 1d8 + 3 + 1 + 4 + 1 + 2 ⇒ (8) + 3 + 1 + 4 + 1 + 2 = 19
Primary, rapid, df, da, pbs, heroism, inspire: 1d20 + 13 - 2 + 1 - 2 + 1 + 2 + 2 ⇒ (20) + 13 - 2 + 1 - 2 + 1 + 2 + 2 = 35 
Damage, df, da, pbs, inspire: 1d8 + 3 + 1 + 4 + 1 + 2 ⇒ (1) + 3 + 1 + 4 + 1 + 2 = 12 
Confirm, rapid, df, da, pbs, heroism, inspire: 1d20 + 13 - 2 + 1 - 2 + 1 + 2 + 2 ⇒ (13) + 13 - 2 + 1 - 2 + 1 + 2 + 2 = 28 
Damage, df, da, pbs, inspire: 2d8 + 6 + 2 + 8 + 2 + 4 ⇒ (5, 4) + 6 + 2 + 8 + 2 + 4 = 31 
Iterative, rapid, df, da, pbs, heroism, inspire: 1d20 + 8 - 2 + 1 - 2 + 1 + 2 + 2 ⇒ (3) + 8 - 2 + 1 - 2 + 1 + 2 + 2 = 13 
Damage, df, da, pbs, inspire: 1d8 + 3 + 1 + 4 + 1 + 2 ⇒ (8) + 3 + 1 + 4 + 1 + 2 = 19 

| Lord Admiral Truffles | 
 
	
 
                
                
              
            
            Truffles presses the attack moving to gore the mummy
attack: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 2d6 + 16 ⇒ (3, 2) + 16 = 21
crit?: 1d20 + 12 ⇒ (8) + 12 = 20
crit damage?: 2d6 + 16 ⇒ (2, 4) + 16 = 22

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            Not able to get into a flank without taking an AOO, Krago just attacks.
Attack, IC: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Iterative, IC: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Both miss.

|  Xakon | 
 
	
 
                
                
              
            
            Join yer brothers!
Xakon steps to flank and full attacks his foe!
full attack, +3 adamantine rapier, rage, inspire, flank: 1d20 + 18 + 2 + 2 + 2 ⇒ (12) + 18 + 2 + 2 + 2 = 36
dmg: 1d4 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13
SA: 1d6 ⇒ 5
iterative: 1d20 + 13 + 2 + 2 + 2 ⇒ (17) + 13 + 2 + 2 + 2 = 36
dmg: 1d4 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12
SA: 1d6 ⇒ 5
confirm crit: 1d20 + 13 + 2 + 2 + 2 ⇒ (4) + 13 + 2 + 2 + 2 = 23
dmg: 1d4 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12
bite, rage, inspire: 1d20 + 9 + 2 + 2 + 2 ⇒ (5) + 9 + 2 + 2 + 2 = 20
dmg: 1d3 + 2 + 1 + 2 ⇒ (3) + 2 + 1 + 2 = 8
SA: 1d6 ⇒ 6

| GM Harker | 
 
	
 
                
                
              
            
            Olaf fires a number of arrows at the mummy, but only the second hits, albeit critically.
Truffles continues his attack and gores the enemy, although he does not do so critically.
Krago makes two attacks with his weapon, but neither hits the mummy.
Xakon strikes the enemy with his first and second attack, yet also does not make any critical strikes.
Frēodwēn and Sugarsnap

|  Xakon | 
 
	
 
                
                
              
            
            Freo confidently steps forward while drawing arcane energy, rapidly firing his longbow at the mummy and continues to inspire his friends. using his roll bonuses from last post
longbow, attack, inspired, deadly aim, heroism, point blank, arcane strike, manyshot: 1d20 + 15 - 2 + 2 + 2 - 2 + 1 ⇒ (17) + 15 - 2 + 2 + 2 - 2 + 1 = 33
piercing, cold iron, magic dmg: 1d8 + 4 + 2 + 4 + 1 + 2 ⇒ (6) + 4 + 2 + 4 + 1 + 2 = 19
manyshot dmg: 1d8 + 4 + 2 + 4 + 1 + 2 ⇒ (1) + 4 + 2 + 4 + 1 + 2 = 14
rapid shot: 1d20 + 15 - 2 + 2 + 2 - 2 + 1 ⇒ (6) + 15 - 2 + 2 + 2 - 2 + 1 = 22
dmg: 1d8 + 4 + 2 + 4 + 1 + 2 ⇒ (6) + 4 + 2 + 4 + 1 + 2 = 19
iterative: 1d20 + 10 - 2 + 2 + 2 - 2 + 1 ⇒ (2) + 10 - 2 + 2 + 2 - 2 + 1 = 13
dmg: 1d8 + 4 + 2 + 4 + 1 + 2 ⇒ (8) + 4 + 2 + 4 + 1 + 2 = 21

|  Lady Sugarsnap | 
 
	
 
                
                
              
            
            Sugar summons up a ball of fire to engulf the mummy hoping to catch him on fire.
flaming sphere on the mummy, DC 15 reflex to negate the damage... fire damage: 3d6 ⇒ (6, 5, 3) = 14

| GM Harker | 
 
	
 
                
                
              
            
            Frēodwēn continues to inspire his allies and moves into position to unleash his own volley of arrows against the mummy. The first two arrows hit, but the other two miss.
Sugarsnap casts a Flaming Sphere spell that engulfs the female mummy, but her wet wrappings absorb most of the fire.
The mummy then moves out of the flank and slams Truffles with her fists. Truffles takes 25 damage and needs to make a DC 17 Fort save or he will contract Mummy Rot.
I did not have Krago step up due to the Flaming Sphere, but he can still do so if he wishes, although I believe he'll need to save against the flames.
Mummy Reflex: 1d20 + 6 ⇒ (4) + 6 = 10
Mummy Slam 1: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 1d8 + 17 ⇒ (8) + 17 = 25
Initiative (Rounds 4-5) 
Olaf [10 Damage] <= Up 
Xakon [1 Damage] <= Up 
Mummy 
Frēodwēn [20 Damage; Sickened 2 rounds] <= Up 
Krago [10 Damage + 3 NL] <= Up 
Sugarsnap/Truffles [S: 12 Damage; T: 30 Damage + 9 NL] <= Up
Group Effects 
Inspire Courage: +2 to rolled att/dam, Fear, Charm Saves
Everyone is up!

|  Lady Sugarsnap | 
 
	
 
                
                
              
            
            Sugar advances as she directs the fire sphere to again engulf the mummy.
Truffles back up to me she commands, to get Truffles to back up.
She will then cast a cure moderate wounds on Truffles.
CMW: 2d8 + 9 ⇒ (6, 5) + 9 = 20
I think that's another DC 15 reflex to negate, fire damage: 3d6 ⇒ (3, 3, 6) = 12

| Lord Admiral Truffles | 
 
	
 
                
                
              
            
            Truffles makes on last attack on the mummy before backing up toward Sugar.
attack: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 2d6 + 16 ⇒ (1, 4) + 16 = 21
attack then 5' step back toward Sugar

|  Frēodwēn | 
 
	
 
                
                
              
            
            Frēodwēn steps back. "See how it retreats as you press your attack! The monstrosity knows the end is near!"
longbow, attack, inspired, deadly aim, heroism, sickened, point blank, rapid shot, arcane strike, manyshot: 1d20 + 15 + 2 - 2 + 2 - 2 + 1 - 2 ⇒ (11) + 15 + 2 - 2 + 2 - 2 + 1 - 2 = 25 for piercing, cold iron, magic: 2d8 + 8 + 4 + 8 - 4 + 2 + 4 ⇒ (7, 3) + 8 + 4 + 8 - 4 + 2 + 4 = 32
longbow, attack, inspired, deadly aim, heroism, sickened, point blank, rapid shot, arcane strike: 1d20 + 15 + 2 - 2 + 2 - 2 + 1 - 2 ⇒ (12) + 15 + 2 - 2 + 2 - 2 + 1 - 2 = 26 for piercing, cold iron, magic: 1d8 + 4 + 2 + 4 - 2 + 1 + 2 ⇒ (8) + 4 + 2 + 4 - 2 + 1 + 2 = 19
longbow, attack, inspired, deadly aim, heroism, sickened, point blank, rapid shot, arcane strike: 1d20 + 10 + 2 - 2 + 2 - 2 + 1 - 2 ⇒ (10) + 10 + 2 - 2 + 2 - 2 + 1 - 2 = 19 for piercing, cold iron, magic: 1d8 + 4 + 2 + 4 - 2 + 1 + 2 ⇒ (3) + 4 + 2 + 4 - 2 + 1 + 2 = 14

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            Krago steps up and swings twice.
Attack, IC: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Iterative, IC: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Man, just cannot roll well right this fight.

|  Xakon | 
 
	
 
                
                
              
            
            Yer biscuits are burnin'!
Xakon steps and full attacks his foe!
full attack, +3 adamantine rapier, rage, inspire: 1d20 + 18 + 2 + 2 ⇒ (13) + 18 + 2 + 2 = 35
dmg: 1d4 + 7 + 2 + 2 ⇒ (4) + 7 + 2 + 2 = 15
iterative: 1d20 + 13 + 2 + 2 ⇒ (18) + 13 + 2 + 2 = 35
dmg: 1d4 + 7 + 2 + 2 ⇒ (3) + 7 + 2 + 2 = 14
confirm crit: 1d20 + 13 + 2 + 2 ⇒ (19) + 13 + 2 + 2 = 36
dmg: 1d4 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12
bite, rage, inspire: 1d20 + 9 + 2 + 2 ⇒ (12) + 9 + 2 + 2 = 25
dmg: 1d3 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7

|  Olaf son of Urko | 
 
	
 
                
                
              
            
            Olaf takes a step to one side and unleashes another volley of arrows.
Primary, rapid, df, da, pbs, heroism, inspire: 1d20 + 13 - 2 + 1 - 2 + 1 + 2 + 2 ⇒ (8) + 13 - 2 + 1 - 2 + 1 + 2 + 2 = 23
Damage, manyshot, df, da, pbs, inspire: 1d8 + 3 + 1 + 4 + 1 + 2 ⇒ (3) + 3 + 1 + 4 + 1 + 2 = 14
Damage, manyshot, df, da, pbs, inspire: 1d8 + 3 + 1 + 4 + 1 + 2 ⇒ (1) + 3 + 1 + 4 + 1 + 2 = 12
Primary, rapid, df, da, pbs, heroism, inspire: 1d20 + 13 - 2 + 1 - 2 + 1 + 2 + 2 ⇒ (4) + 13 - 2 + 1 - 2 + 1 + 2 + 2 = 19
Damage, df, da, pbs, inspire: 1d8 + 3 + 1 + 4 + 1 + 2 ⇒ (3) + 3 + 1 + 4 + 1 + 2 = 14
Iterative, rapid, df, da, pbs, heroism, inspire: 1d20 + 8 - 2 + 1 - 2 + 1 + 2 + 2 ⇒ (11) + 8 - 2 + 1 - 2 + 1 + 2 + 2 = 21
Damage, manyshot, df, da, pbs, inspire: 1d8 + 3 + 1 + 4 + 1 + 2 ⇒ (4) + 3 + 1 + 4 + 1 + 2 = 15

| GM Harker | 
 
	
 
                
                
              
            
            Although the mummy avoids Sugarsnap's Flaming Sphere, she does not dodge Truffles' gore attack which then destroys her.
Reflex Save: 1d20 + 6 ⇒ (15) + 6 = 21
Everyone else can save their resources, which appears to just be arrows.
Combat Over
Injury Report: Olaf 10 Damage, Xakon 1 Damage, Frēodwēn 20 Damage, Krago 10 Damage + 3 NL, Sugarsnap 12 Damage, Truffles 10 Damage.
Neither the mummy nor the fiends possess any objects of value, but you do locate a magical staff and a battered journal that contains a page on which an Emerald Spire level sigil appears to be drawn. Its description, however, is written in a language no one in the group understands.
It is a Staff of Fire.
There are a number of rooms still left that you all will need to explore in order to finish the level. Just let me know which one you would like to check next.

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            Neither the mummy nor the fiends possess any objects of value, but you do locate a magical staff and a battered journal that contains a page on which an Emerald Spire level sigil appears to be drawn. Its description, however, is written in a language no one in the group understands.
"Frēodwēn, can you read this journal with your bardic magic?"
Meanwhile, Krago examines the door to the south for traps.
Perception, Trapfinding, Take 10: 10 + 29 = 39

|  Frēodwēn | 
 
	
 
                
                
              
            
            Frēodwēn murmurs a spell and then reads the journal. comprehend languages
He also tries to identify the staff. spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16

|  Olaf son of Urko | 
 
	
 
                
                
              
            
            Olaf examines the staff
Spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9
But he has no idea what it does.
And also starts healing himself with his wand.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Where too next friends? We could try and take on the thing in the pit but I would prefer to rest and change some spells before we considered doing so.

|  Lady Sugarsnap | 
 
	
 
                
                
              
            
            Sugar breathes a sigh of relief once the mummy is gone. she tends to Truffle's wounds then notices the staff being passed around.
Biy, you guys are lucky that my daddy knew a lot about a lot of magic. He once was able to identify a magic rock that even the grand wizard of the river kingdoms couldn't figure out.
Sugar does a little chant in druidic and senses the magic in the staff
spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18
the bad news is, that was my dad, I am not as skilled.

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            Where too next friends? We could try and take on the thing in the pit but I would prefer to rest and change some spells before we considered doing so.
"I don't mind trying to go through this door and see if it goes around to the pit. That creature was too big to fit through the corridors, so I'm not that worried about it. There may be another room between here and the pit.
Also, I could try to just point the staff down the corridor and activate it blindly... what do you think?"With Inspire Competence from Frēodwēn, his UMD would be +16 and he'd need to roll a 9 to activate the staff blindly.

|  Xakon | 
 
	
 
                
                
              
            
            Activate a magical item blindly? Yer braver than I am.
Xakon stealthily moves 20 feet away from Krago while looking for cover in the corner of the room.

|  Lady Sugarsnap | 
 
	
 
                
                
              
            
            My Pa always said to be wary of magic staves, and rings, staves and rings, and evil looking stuff, staves, rings, and evil stuff. all can be very bad for you if you don't know what yer doing.
Sugar backs up next to Xakon as she gives her warning.
Hey lets check that door instead, ok? she tries to distract Krago from playing with the magic staff.

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            Krago has great saves for a Core Rogue... and I've never done a 'blindly activate' UMD... but since I am usually the voice of caution I will defer to the party judgment here. Wouldn't do it without Frēodwēn's Inspire Competence anyway.
Krago shrugs.
"Whenever we do decide to rest, can the mages try again the next day to identify the staff? Could be useful."

|  Olaf son of Urko | 
 
	
 
                
                
              
            
            Olaf takes up position ready to deal with whatever lies behind the door.

|  Frēodwēn | 
 
	
 
                
                
              
            
            "If the staff is useful, it could be nice to know now."
I'm happy to use a round of inspire competence. Or keep moving; either way.
burning 4 charges from Frēodwēn's wand to get back up to full

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            That sounds like a "No" from Sugar, a "Yes" from Frēodwēn, an "Abstain" from Xakon, and no vote from the others. Let's do it!
Krago moves into the West room, lets Frēodwēn's bardic power inspire him, points the staff towards the West door, and tries to activate it blindly.
UMD, Inspire Competence: 1d20 + 13 + 3 ⇒ (10) + 13 + 3 = 26

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            Krago reports back, "It shoots a big explosion of fire! This could be useful."
 Doesn't have Spellcraft so can't recognize the spell...
He'll give the staff to anybody who wants it, or else hold onto it.
Then he asks Frēodwēn to open the east door from a safe distance, once everyone is at least 20' from the door. Could be another Huge demon behind it for all we know.

|  Olaf son of Urko | 
 
	
 
                
                
              
            
            I doubt I can make any use of it. You seem capable with magical objects, keep it. You never know, we might meet some swarms in here.
Olaf raises his bow, ready to deal with whatever faces them next.

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            "I'll try not to, Lady Sugarsnap. Only as a last resort."
Though you do have Resist Energy prepped, I see.

| GM Harker | 
 
	
 
                
                
              
            
            As I am sure you are all aware, the website hasn't been working for more than a week.
Frēodwēn uses another cantrip to open the eastern door and nothing aggressive barges out of it. Looking inside, you see this irregular hexagonal chamber has a sloping floor that rises from its lower northern entrance to its higher southern landing. The floor is carved with a pattern of shallow grooves that fan out to snake across the sloping portion of the floor. Two pillars stand about 20 feet from the northern door.
At the top of the sloping chamber, just past the two pillars, is a small landing. In the western wall of this landing stands a bronze door inscribed with runes of warding and protection. Lead and wax seals lie broken on the floor before the door.
With his discerning eyesight, Krago notices that the northern door is trapped. Something magical will occur if it is opened.

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            Can Krago tell what will happen if the door is opened?
Or is this a case of Detect Magic followed by either Knowledge (Arcana) or Spellcraft?

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            Krago points out the trap to the casters. He'll point out all the runes and sigils he can see.
"Can any of you tell what would happen here? It's definitely a trigger for some sort of magical effect. On the other side of this door is the pit with the big demon, so I don't think we need to go through. Still, if this effect is a Dismissal on the demon or something, it could be worth triggering. Otherwise, let's just ignore it and go elsewhere."
Do we actually need to kill the demon in the pit to complete the scenario? I guess we could go around, open the door from a distance, and shoot fireballs into the room until the staff runs out.

|  Lady Sugarsnap | 
 
	
 
                
                
              
            
            "I'll try not to, Lady Sugarsnap. Only as a last resort."
Though you do have Resist Energy prepped, I see.
I do, and its call resist ENERGY, not resist party member going fireball crazy....(joking BTW so please laugh)
at the door, Sugar gets a little closer to see what these runes are.
spellcraft with detect magic and guidance: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
I think I saw something like this in my dad's adventuring journal when he was investigating somesort of thing in Sandpoint.

|  Olaf son of Urko | 
 
	
 
                
                
              
            
            Olaf peers ahead, I am definatley for avoiding the big demon thng, at least until I can prepare different spells. We could shoot fireballs at it randomly but we dont know how deep that pit is, I could just withdraw down it and we would have wasted them.[/b]
As I recall, for modules the expectation is that you complete at least two thirds of it to get full rewards.

| GM Harker | 
 
	
 
                
                
              
            
            My opinion is that the Pathfinder Society sent you here, so they'll expect that you explore every room that you can. Based on the map, there's at least two rooms you haven't looked into yet.
Using her Spellcraft ability, Sugarsnap is pretty sure that opening the door will fill the trenches in the north part of the room with oil and ignite, eventually filling the entire room with fire and smoke, while dripping fire into the next room with the spider monster.

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            "Thank you, Sugarsnap. I don't know for certain whether demons or devils are immune to fire - or if that creature was something else altogether. The only way to figure out would be to try, but I don't see any need to do so right now. Let's explore the other rooms first."
As I recall, the west room (top left on the map) was unlocked. Let's go explore that one.
Krago takes the magic staff in one hand and his shield in the other. He goes back to the room with the door to the west, and stands well back from the door so Frēodwēn can open it from a safe distance.

| GM Harker | 
 
	
 
                
                
              
            
            Krago leads the group back to the room with the formerly active statues, and asks Frēodwēn to open it with his magic. The ranger/bard complies and the group looks inside.
This small chamber is quite cold. Within are five corroded metal bunk beds covered with a layer of frost. On the bunks lie the frozen corpses of humans in robes of red and white, clutching necklaces or holy symbols in their hands.
A thorough examination of the room reveals nothing of significant interest besides an aura of Evocation magic which you believe is keeping the room magically cold.
The other unchecked door is north (to the right on the map) of the center room.

|  Krago of the Mountains | 
 
	
 
                
                
              
            
            Back to the center room, then.
Krago returns the room, Trap Spotter active, and makes sure the magic trap is still disabled. If needed, he once again uses his skills to neutralize it.
 
	
 
     
    