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Because she is saying you would have rolled all 20's and she would have done somersaults all the way down.

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The higher rolls would have maintained the controlled somersaults, which would have negated any need for healing.
Did anyone else fall gracelessly and uncontrollably and get injured, or was it just me? If it was just me?

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"It appears, sister Tan'ia to be an isolated incident. Perhaps you'd be interested in practicing with me during my morning routines? I may be beneficial to your flexibility." Arak offers politely.

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The higher rolls would have maintained the controlled somersaults, which would have negated any need for healing.
Are you dissatisfied with what happened? I'm happy to let you make your own rolls from here on out, if that's what you personally prefer. :-) If I had swapped your rolls with somebody else, another party member would still have sustained damage. So, I'm sincerely unclear on the issue here. At first I thought we were just ribbing each other, but now it sounds like you're really unhappy. Please feel free to PM/email me if there's a problem, and we'll try to resolve it offline.

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I don't think anyone is ever upset when the DM makes a roll for someone...it keeps things moving quickly. In fact, there is that half-ling still holding us up...;p

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OK. Berosius hasn't posted since Wednesday, so here are his rolls to get down the hill. Since he has an AC of 19, The armor check penalty for chain mail is of -5. He gets +2 for moving slowly, +2 for Arak's rope, and +3 for his Dex bonus.
Berosius Acrobatics Check: 1d20 + 2 ⇒ (5) + 2 = 7 (Yikes!)
Berosius Reflex Save: 1d20 + 4 ⇒ (7) + 4 = 11 , Thorn Damage: 1d6 ⇒ 4
Berosius slips on some wet leaves and slides down the hill through some particularly nasty, thorny thickets. He takes 4 points of lethal damage as they rip into his flesh.
Berosius Acrobatics Check: 1d20 + 2 ⇒ (13) + 2 = 15
Then he makes it the rest of the way down, safely.
____________________________________________________________
I presume that some healing happens here. :-) Tan'ia was going to channel.
____________________________________________________________
The crypt lies at the bottom of a relatively small valley deep in the Fangwood. As the party approaches the entrance to the crypt, they can see 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.

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Arak looks for tracks or clues about who would so callously murder defenseless creatures.
Arak Perception Check: 1d20 + 9 ⇒ (12) + 9 = 21 , Arak Heal Check: 1d20 + 3 ⇒ (1) + 3 = 4
The animals were slain by some kind of slashing attack. What did this, exactly, Arak has a difficultly identifying. However, the Nagaji immediately notices the scattered bones of a humanoid underneath one of the horses. The animal's carcass will have to be moved in order to investigate the bones further.
The horses and ponies were obviously laden with gear and supplies, but most of that is gone--though the empty saddlebags remain. Lastly, the monk notices that one saddlebag is still full. Inside are 2 days' worth of rations, 1 pair of large, comfortable pillows, 1 quiver with 10 blunt arrows, and 2 pints of lamp oil.

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Cryp snorts and rears at the scent of the dead horses.
"This not look good for you," Harrow concedes.
As they investigate further and find the gear, Harrow says "Dibs on pillows!"

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Harrow Perception Check: 1d20 + 3 ⇒ (7) + 3 = 10 , Harrow Heal Check: 1d20 + 3 ⇒ (4) + 3 = 7
Well, the random number generator isn't as keen with me today!
Harrow and Cryp notice nothing more than Arak did.
Harrow, what do you want to do with Cryp inside the Crypt? He's a class feature, so I don't want to take him away from you. But it could get difficult for him in there.

GM Lamplighter |

Girion investigates the bones as well, to try and figure out what has occurred here. He draws his sword, scanning the area around him, looking for threats. Assuming none are found, he will slowly move to the cave entrance, looking for tracks or signs of passage. As he approaches the cave entrance, a softly-glowing halo of light seems to radiate from his face, illuminating the area.

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After we've scoured all there is to see around the outside, I'm for going in, and hovering near the opening for a bit to see what, if anything, I can see/hear/feel.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

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Arak says, "My original plan was to leave the extra gear with Cryp. But given these circumstances, it is probably wise to at least stowe the gear inside the crypt entrance and hope for the best. We can put the additional food with ours. Can anyone make effective use of these blunt arrows?"
Arak takes the lamp oil and places it in his adventurer's sash.
Arak stops at the threshold to the crypt, just before he crosses it. He solumnly raises his right arms into a fist over his heart. "I am Second Arak Taral, and I am dead. As of this moment, we are all dead. We go forward in exploration to reclaim our lives. This, we do gladly, for we are Pathfinders. Remember - victory is life."
Arak enters the Crypt of the Everflame!

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Silly munk...we not dead.
"Whatever...we go in now?" Harrow asks.
I wasn't planning to take Cryp in. He's kind of a wild horse that has a love/hate relationship with Harrow. I would probably just let him loose to wander around outside, and then his one redeeming quality is he comes when Harrow whistles once we finish here.

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The bones beneath the horse are that of a human. They're completely stripped of flesh and dry. Whoever this was, they've been dead for a very, very long time.
____________________________________________________________
The wooden doors that open onto the first chamber of the crypt are unlocked, but very heavy.
Arak Strength Check: 1d20 + 0 ⇒ (14) + 0 = 14
Arak is unable to open them on his own.
Harrow Strength Check: 1d20 + 4 ⇒ (1) + 4 = 5 , Girion Strength Check: 1d20 + 3 ⇒ (15) + 3 = 18
But, with Harrow and Girion pushing (mostly Girion), they manage. The three of them (Arak, Girion, Harrow) immediately see that the crypt is unlit. Ceilings in here 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 are taking their toll.
The pervasive stench of mold and rot assaults your senses.
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.
"AAAAAAAAAA!"

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Arak cracks a sunrod and carefully investigates the bodies/skeletons first and then the painting of Kassen. T10 on both if possible for total of 19.
"Strange welcoming custom." Arak mutters to himself.

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I think that's safe to assume.
Harrow looks at all the carnage. "Hmmm...not good sign so far," he says as he begins to search the room.
perception: 1d20 + 3 ⇒ (14) + 3 = 17

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There are two bodies in the middle of the room that are badly mauled. The party recognizes them from the town of Kassen. Their names are Gerol and Vark, both of whom are friends of the mayor. Also in the chamber is a pair of backpacks.
There are eight skeletons in various places around this chamber. Of the eight, two are smashed and broken, while the other six are intact.
When the party moves to examine the bodies of Gerol and Vark, the skeletons get up and look at you all with ill intent. (Battle Map) This is round 1.
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Berosius: 1d20 + 2 ⇒ (11) + 2 = 13
Girion: 1d20 + 2 ⇒ (8) + 2 = 10
Harrow: 1d20 + 1 ⇒ (11) + 1 = 12
Lumnessa: 1d20 + 2 ⇒ (7) + 2 = 9
Tan'ia: 1d20 + 1 ⇒ (10) + 1 = 11
Skeleton(red): 1d20 + 6 ⇒ (12) + 6 = 18
Skeleton(orange): 1d20 + 6 ⇒ (15) + 6 = 21
Skeleton(yellow): 1d20 + 6 ⇒ (20) + 6 = 26
Skeleton(green): 1d20 + 6 ⇒ (7) + 6 = 13
Skeleton(blue): 1d20 + 6 ⇒ (17) + 6 = 23
Skeleton(indigo): 1d20 + 6 ⇒ (17) + 6 = 23
Sorted Initiatives:
Skeleton(yellow): 26
Skeleton(blue): 23
Skeleton(indigo): 23
Skeleton(orange): 21
Skeleton(red): 18
Arak: 16
Skeleton(green): 13
Berosius: 13
Harrow: 12
Tan'ia: 11
Girion: 10
Lumnessa: 9
Sorry, guys! :-(
Skeleton(yellow) moves and attacks Arak with a broken scimitar: Scimitar: 1d20 + 0 ⇒ (20) + 0 = 20, and the nagaji takes Damage: 1d6 ⇒ 5 damage. The critical threat Confirm: 1d20 + 0 ⇒ (13) + 0 = 13 does not confirm!
Skeleton(blue) moves and attacks Harrow with a broken scimitar: Scimitar: 1d20 + 0 ⇒ (18) + 0 = 18, and the half-orc takes Damage: 1d6 ⇒ 5 damage.
Skeleton(indigo) moves and attacks Tan'ia with a broken scimitar: Scimitar: 1d20 + 0 ⇒ (12) + 0 = 12, and misses!
Skeleton(orange) moves and attacks Tan'ia with a broken scimitar: Scimitar: 1d20 + 0 ⇒ (8) + 0 = 8, and misses!
Skeleton(red) moves and attacks Girion with a broken scimitar: Scimitar: 1d20 + 0 ⇒ (20) + 0 = 20, and the human takes Damage: 1d6 ⇒ 6 damage. The critical threat Confirm: 1d20 + 0 ⇒ (15) + 0 = 15 does not confirm!
Again, sorry, guys. That's a lot of damage dealt at first level. I'm really glad that there are 6 of you!
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Arak, you are up next, sir!
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After Arak's action, Skeleton(green) moves and attacks Girion with a broken scimitar: Scimitar: 1d20 + 0 ⇒ (17) + 0 = 17, and the Son of Aroden takes Damage: 1d6 ⇒ 3 damage.
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After that, the rest of the party can go!
Arak and Harrow have taken 5 HP of damage each. Girion has taken 9 HP of damage so far.
This is round 1.

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How did two folks from the town get here before we did, and die?
On Tan'ia's turn she'll channel positive energy to hurt the skeletons.
Channel Energy: 1d6 ⇒ 1
When did Girion take that first 3 points of damage? If it was before I did the Channel Energy to heal me and Berosius, it would have gotten him too, but I didn't think he was hurt then.

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Arak strikes out at two of the skeletons in front of him!
Fists of Fury(yellow): 1d20 + 2 ⇒ (11) + 2 = 13
Fists of Fury(red): 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 ⇒ 3
Damage: 1d6 ⇒ 5

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How did two folks from the town get here before we did, and die?
1) Perhaps there were, are, and will be opportunities for you to figure it out, in character, throughout the game. :-)
2) The townsfolk normally take this pilgrimage themselves. This year, they allowed you Pathfinders to take on the Quest of the Everflame. (Otherwise we would have no mission to go on and no game to play!) ;-P
3) Did anybody ask the townsfolk about the quest? Why are there comfy pillows in their saddlebags? What evil mind would name their children Gerol and Vark? Why does Cryp look so surprised on the battle map??? The world may never know... :-D
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When did Girion take that first 3 points of damage? If it was before I did the Channel Energy to heal me and Berosius, it would have gotten him too, but I didn't think he was hurt then.
In my post dated Yesterday, 10:52 PM, he was hit by Skeleton(red) for 6 HP of damage and then again by Skeleton(green) for 3 HP of damage. That's 9 total by my math. :-)
____________________________________________________________Arak unleases a flurry of fury at yellow and misses. But his fist finds a most satisfying crunch! as it connects with red and takes him down! Retribution belongs to the monk!
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On Tan'ia's turn she'll channel positive energy to hurt the skeletons.
Each of the undead take 1 HP of damage.
____________________________________________________________Berosius, Harrow, Girion, and Lumnessa are up! Since Evan is away at the convention, I will bot Lumnessa after Berosius, Harrow, and Girion have taken their actions.
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Skeleton(blue): 23 <= currently has 1 HP of damage
Skeleton(indigo): 23 <= currently has 1 HP of damage
Skeleton(orange): 21 <= currently has 1 HP of damage
Arak: 16 <= currently has 5 HP of damage
Skeleton(green): 13 <= currently has 1 HP of damage
Berosius: 13
Harrow: 12 <= currently has 5 HP of damage
Tan'ia: 11
Girion: 10 <= currently has 9 HP of damage
Lumnessa: 9
This is still round 1.

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Cryp new was trap and not tell me! Me have words with bad horse!
Having some limited experience fighting skeletons, Harrow draws his greatclub and tries to smash one to bits.
"Not good idea surprise Harrow!" the half-orc yells as he swings his club in a mighty arc before him.
greatclub attack: 1d20 + 6 ⇒ (12) + 6 = 18 for damage: 1d10 + 6 ⇒ (9) + 6 = 15 Guess I'll put that on purple skeleton to help Tan'ia.

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Girion did say he was investigating the bones under the horse corpse, but it got covered. Well, now we know what killed the horses, and where those old bones came from...
Girion reels from the onslaught of undeath, gritting his teeth as the rusty blades slice through his armor. Reflexively, he slashes at the (dark green) skeleton, trying to recall what he remembers about these undead minions.
MW longsword: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Knowledge (religion): 1d20 + 5 ⇒ (14) + 5 = 19
Girion then steps back away from the skeletons and towards the group, trying to prevent the enemy from getting behind him. (Probably straight back, but depending on where the group moves, I'll try and keep my back covered without exposing any of the others.)

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Harrow smashes Skeleton(indigo) to bone dust!
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Girion is welcome to have made his knowledge check before he attacked. Let's retcon your action and use a bludgeoning weapon because your 19 far exceeds the DC of the check required for skeletons! :-)
Girion's Shield Bash: 1d4 + 3 ⇒ (2) + 3 = 5
Girion's shield bash brings down Skeleton(green)!
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Skeleton(blue): 23 <= currently has 1 HP of damage
Skeleton(orange): 21 <= currently has 1 HP of damage
Arak: 16 <= currently has 5 HP of damage
Berosius: 13
Harrow: 12 <= currently has 5 HP of damage
Tan'ia: 11
Girion: 10 <= currently has 9 HP of damage
Lumnessa: 9
Berosius is up!
This is still round 1.

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FYI, if we are waiting for Barosius, he hasn't posted since last Wednesday. May want to bot him until he returns.

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Skeleton(blue): 23 <= currently has 1 HP of damage
Skeleton(orange): 21 <= currently has 1 HP of damage
Arak: 16 <= currently has 5 HP of damage
Berosius: 13
Harrow: 12 <= currently has 5 HP of damage
Tan'ia: 11
Girion: 10 <= currently has 9 HP of damage
Lumnessa: 9
Berosius and Lumnessa delay.
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The skeletons attack:
Scimitar: 1d20 + 0 ⇒ (1) + 0 = 1 , Claw: 1d20 - 3 ⇒ (13) - 3 = 10
Scimitar: 1d20 + 0 ⇒ (1) + 0 = 1 , Claw: 1d20 - 3 ⇒ (2) - 3 = -1
Scimitar: 1d20 + 0 ⇒ (2) + 0 = 2 , Claw: 1d20 - 3 ⇒ (13) - 3 = 10
ROFL!!!
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The party is up!
This is round 2.

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I know kung fu!
Flurry (yellow): 1d20 + 2 ⇒ (17) + 2 = 19
Flurry (blue): 1d20 + 2 ⇒ (20) + 2 = 22 *threat*
Flurry (blue): 1d20 + 2 ⇒ (10) + 2 = 12 *no confirm*
Damage: 1d6 ⇒ 5
Damage: 1d6 ⇒ 5

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I'M BACK!
I can't seem to open the map at the moment, I think the filter at work acting up so I'll be shooting blind.
Knowledge Religion: 1d20 - 2 ⇒ (6) - 2 = 4
Not knowing any better Lumnessa taps into her knowledge of the cosmos to tear a small rift in reality surrounding one of the skeletons, hoping that the cold darkness of space would destroy the undead. Unfortunately all the spells seems to do is cover the bones in a think layer of frost.
Oh man, I was hoping that would have worked. whines the gnome.

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"We being attacked by skeletons and you make it cold in here? How that help us?! Pick up club and smash to pieces!!!" Harrow yells as he tries to bash the skull of a second skeleton.
greatclub attack: 1d20 + 6 ⇒ (8) + 6 = 14 for damage: 1d10 + 6 ⇒ (2) + 6 = 8 attacking orange.

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Gah! Was I gone that long? So sorry. RL can hit you like a freight train, sometimes! I'm back now.
Berosius, snapping out of his terror at seeing the dead rise and attack the living, fumbles at his neck and holds his rose holy symbol of Milani aloft.
"Liberator," he cries "Rebuke these unclean spirits! Drive them from these honored dead!"
Channel Positive Energy to harm undead: 1d6 ⇒ 4

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The party easily wipes out the remaining enemies. After some examination, it's obvious that the skeletons are extremely old. There is nothing of value here except for the two townsfolk. The skeleton's weapons are old, pitted metal. They're more likely to give you tetanus than be effective against an enemy.

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There are three doors that lead out of this room:
1) The entrance the party already came through
2) A door to the east
3) A door to the west
I've highlighted the doors in red on the map since they can be a little hard to see.
You cannot tell the direction from which the wailing originates But, it's clearly coming from further in the Crypt.
"AAAAAAAAAA!"

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Arak looks over the bodies of the townsfolk. "Very sad. We will need to return them with us to Kassen." As he walks away from the corpses you can hear him mumble "Victory is life" to himself.
Arak will listen at each door in turn patiently, trying to determine if the wailing is louder or closer from one or the other. Take 10 for 19 total.

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Gerol and Vark had two packs with them. One of the packs contains a large pillow and two quivers (each containing 10 blunt arrows). The other pack has 2 days' worth of rations, a full waterskin, and a pair of smoke sticks.
There is no light deeper in the room. Those without darkvision will need to have some source of light.
The door to the west is locked. Arak can hear the gentle burble of water behind it. Perhaps a fountain? Perhaps a small underground stream?
The door to the east is unlocked. There is a short hallway here that splits off into two directions. It it pitch black.
Once you open the door to the east, the wailing is slightly more clear.
"AAAAAAAAAA!"
A view-only link to the map of the "visible" space of this area has been added to the top of the page as "Room 2".

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Harrow looks around the room.
perception: 1d20 + 3 ⇒ (9) + 3 = 12 darkvision
"Hope we not hear that yelling whole time. Really get on nerves and make Harrow angry," he says is he tries to see what the room holds.