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Well we can either walk down the most likely trapped hallway or we can try one of the other two doors we haven't looked at.
It seems obvious to me that we leave this for now and go look at the other door. Unless of course you like getting whacked with padded swords.

StephNyan |

The moment Giri sets foot on one of the stairs, the wooden statue steps toward him. There's the click of a pressure plate being released as the statue moves, and all of the stair steps rotate 45 degrees, turning both of the stairways into two long slides.
Giri, Acrobatics: 1d20 + 6 ⇒ (6) + 6 = 12
Giri slides down the stairs, but avoids falling prone when he reaches the bottom and comes to an abrupt stop in front of the wooden statue.
Giri: 1d20 + 6 ⇒ (2) + 6 = 8
Kendra: 1d20 + 2 ⇒ (18) + 2 = 20
Kyra: 1d20 + 0 ⇒ (15) + 0 = 15
Wooden Statue: 1d20 + 0 ⇒ (15) + 0 = 15
Tie breaker:
Kyra: 1d20 + 0 ⇒ (18) + 0 = 18
Wooden Statue: 1d20 + 0 ⇒ (3) + 0 = 3
Round 1:
Crystal
Kendra
Kyra
Wooden Statue
Giri
Keep in mind the stairs are now slides!

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Someone really likes their traps...
But at least the frog can climb the wall out of the things reach.
With that she forms a ball of ice in her hand and then rears back and fires it at the statue.
Snowball (touch): 1d20 + 2 ⇒ (16) + 2 = 18
Damage (Cold): 1d6 ⇒ 4
Fort DC 16 or stagged for 1 round

StephNyan |

Kendra runs forward, whips out a throwing axe that suddenly flashes a pale purple, and throws the axe at the wooden statue. There's a *THUD* when the axe hits the wood hilt first.
Shield Slam: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Shield Slam: 1d20 + 5 ⇒ (15) + 5 = 20 Damage: 1d8 + 4 ⇒ (4) + 4 = 8
The statue tries to slam one of its shields into Giri, but misses on the first attempt. It then slams its second shield into the unlucky grippli, hurting Giri badly.
Using Giri's Perception roll for something else:
When the statue hits Giri with its second shield, it makes a completely unnecessary but awesome pirouette. During this spinning motion, Giri notices a small keyhole on the back of the golem.
And because it's been a while in real life since you found it:
It would be difficult to pull off, but Giri figures someone could grapple the statue to then insert a key into the keyhole.
Round 1:
~
Giri 3/11HP
Round 2:
Crystal
Kendra
Kyra
Wooden Statue
Giri 3/11HP

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Sorry guys, deadline has me super busy this month so can't post as often.
Kendra takes her black battleaxe and pulls it back as if about to throw it, but holds on as she swings it from the top of the stars/slide and with her innate magic the weapon elongates out to about 20ft and heard towards the attacking statue.
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target your melee weapon
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
Your weapon elongates and becomes whip-like. As part of casting this spell, you can use this weapon to attempt a trip combat maneuver against one creature within 20 feet, and you gain a +10 bonus on your roll, after which the weapon returns to its previous form.
Trip: 1d20 + 1 + 10 ⇒ (9) + 1 + 10 = 20

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Kendra! There’s a Key hole! Use the key befor it squishes the frog!
I can’t dsmage it but maybe I can affect the floor to keep it down...
Crystal extends her hand and launches a blast of cold coating the ground under the prone statue with a thin coating of ice.
Cast Grease in the area under the prone statue. No SR on that spell :)

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Finally back...
Giri looks around in confusion as Kendra screams about a duck. He turns his head to look at her to see a axe fly just inches past his face. As he turns back the statue thuds to the ground loudly.
"Krrrey!"
The frogman says as he climbs onto the statue to try and grapply something way larger than he is.
Grapple: 1d20 - 2 ⇒ (20) - 2 = 18

Faelyn's Pregen |

I am here as well! Sorry, I'm not having a very good 2018.
Kyra slides down the ramp to join Giri at the bottom! She moves into a flanking position, hoping to help out in any way she can!
Double move into flank... so at least you get a little bonus!

StephNyan |

AoO: Shield Slam, Prone: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10 Damage: 1d8 + 4 ⇒ (2) + 4 = 6
The statue tries to hit Kyra with one of its shield when she moves into its arms' reach. It misses Kyra, who's able to move into a flanking position with Giri.
Seeing an opening, Giri successfully grapples the large statue.
Shield Slam, Prone: 1d20 + 5 - 4 - 2 ⇒ (17) + 5 - 4 - 2 = 16 Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Still focusing on Kyra, the wooden man hits her with one of its shields. The shield slams into Kyra and nearly knocks her out.
Round 2:
~
Giri 3/11HP (Grappled)
Round 3:
Crystal
Kendra
Kyra 2/13HP
Wooden Statue (Prone & Grappled)
Giri 3/11HP (Grappled)

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Crystal turns to Kendra and almost shouts:
Hurry up with the key woman, before that thing kills one of them!
Then she waves her hand and a small swirl of frost and show appears.
Cast's Mage Hand
If you can get the key in the hole, I can try to turn it!

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Kendra from her vantage point raises her hand and uses her magic to move the key into the slot.
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one non-magical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no
DESCRIPTION
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
Hope that works.

StephNyan |

Kendra uses her magic to float the key over to the slot on the statue's back, but finds it hard to insert it while the statue moves. Crystal then come up with an idea, and uses her own mage hand spell to deliver the key into Giri's free hand. Giri grabs hold of the key, inserts it in the slot, and turns it. The statue instantly stops moving.
Combat's over!

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Giri releases the statues and breathes a sigh of relief. He tries to stand but falls back down with a shout of pain as one of his legs seems broken. The little frog man stares at his leg, not sure what to do now.

Faelyn's Pregen |

Channel Positive Energy: 1d6 ⇒ 3
Channel Positive Energy: 1d6 ⇒ 6
Anyone have a wand of CLW on them by chance???? If so, then we can disregard my second CPE, if not...
Kyra stumbles back and catches herself on the nearby wall just as she is about to lose consciousness. "By the Light, that thing struck hard!"
She gathers all her companions around and sends out a wave or two of healing energy.
Down to 1 CPE left and 11/13 HP.

StephNyan |

Pushing you forward:
A quick inspection reveals the shields carried by the golem can be easily removed. You could use them as tower shields, though poorly designed and 60 pounds each.
Anyone wielding one is considered flat-footed in addition to the –2 penalty on attack rolls suffered by all characters wielding a tower shield.
You head over to the south door, which Giri wanted to try before. It's locked, and using detect magic reveals there's a similar magic on the lock as on the key you used to disable the statue.

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Can we get the key out without waking the statue? Maybe the key also works on the door?
Crystal asks but she stays far away from the statue.

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"Mrrraybe we Wreeep tieee it Briiibit up?"
Giri says as he slowly stands, trying his healed leg. He removes the shield from the statue, hoping to prevent any further hits.

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Kendra shrugs. "Oh kay... I'll get it. Yeesh."
Kendra then walks over to the statue and tries the key. Taking in very slowly, if the golem so much as twitches she puts the key back. If there's no movement from the golem then she'll take the key and continue and try the lock on the door.

StephNyan |

Kendra doesn't have to turn the key all the way to pull it out of the statue, much like you can pull a key out of an unlocked door. As such, the statue stays motionless. She walks over to the door and tries the key on the magic lock. The door unlocks and a new chamber's revealed.
This small chamber has a table on the opposite side of the room. On top of this table are a number of items, each with a small note attached. Checking the notes, you see there are names on them. There's another note on the table with some more text on it:
"Dear adventurers from Kassen,
May these items aid you in your quest,
and may you once more bring
the Everflame to our fair town.
Best of luck,
Your fellow townsmen"
For Johny, there's a potion of invisibility. For Mary, there's a wand of cure light wounds (10 charges). For Amanda, there's a wand of magic missile (10 charges). For Bob, there's an oil of magic weapon.
Considering the original 'adventurers' from Kassen have been replaced by you, it'd make sense for you to take the items as you rid the Crypt of the Everflame of evil.

Faelyn's Pregen |

Kyra takes the wand. "This will definitely come in handy as my healing is quickly dwindling." She shakes her head. "I cannot believe some of these 'challenges'. These youth could have very likely met their end against just one of these, let alone this entire gauntlet."

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Crystal picks up the wand of Magic Missiles.
This would clearly be the most useful to me.
In response to Kyra's observation on the traps she replies:
As for the challenges, Perhaps the town elders felt they had far too many children. Maybe this is the way they remove some of the extra mouths to feed. Seems barbaric to anyone civilized, but they are after all peasants, so maybe it makes sense to their simple brains.

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Kendra takes the potion of Invisibility and attaches it to her belt.
"Many don't have the luxury of being born into wealth or can afford to learn better." She says with a side glance at Lady Rime.

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True. Due to a failing in their past lives some are forced to work from a disadvantage of birth. The Gods are good about giving us what we deserve.

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Looks like we either have to go back by the beetle, or go through the wall of swords.
Clearly the wise choice is to dispose of the beetle and try the door there.
Shall we go?
Crystal motions for you all to go in front of her back to the beetle room.

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Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Giri sneaks towards the door next to the beetle and tries to open it as softly as possible. If the door opens he peeks inside, beckoning everyone forward if he sees no enemies.

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Crystal tries to quietly follow the other two, keeping a close eye on the beetle as she does.
Stealth: 1d20 + 2 ⇒ (8) + 2 = 10

Faelyn's Pregen |

Stealth: 1d20 - 2 ⇒ (14) - 2 = 12
Kyra sheathes her blade and quietly follows the others, making even less noise than Lady Rime... which was a considerable feat given that her mail in her armor clinked softly with each move.

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Stealth: 1d20 + 0 ⇒ (5) + 0 = 5
Kendra's axe scrapes loudly as she tries and fails to sneak along the side of the wall.
"My bad." She says as she reaches for her axe, knowing whats about to happen.

StephNyan |

Crystal and Kyra are both stealthy enough to make it inside. Kendra's scraping axe, however, causes the beetle to turn around and look at her.
Crystal: 1d20 + 2 ⇒ (3) + 2 = 5
Giri: 1d20 + 6 ⇒ (6) + 6 = 12
Kendra: 1d20 + 2 ⇒ (9) + 2 = 11
Kyra: 1d20 + 0 ⇒ (4) + 0 = 4
But the beetle's slow to act, giving all of you a chance to act before it.
Round 1:
Giri
Kendra
Crystal
Kyra
Beetle

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Giri croaks loud and irritated at the axe banging against the wall. He moves into the room, seeing no other option, and grabs both his daggers. The little frog man hops to the corner, hoping to flank the beetle later on.

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Oh for the love of... Crystal shoots a irritated glance behind her as she hears the the axe.
But seeing Giri moving to engage the beetle Crystal scampers back into the room and raises her hand at points at the creature, a ray of ice blue magic shooting out at the thing.
Cold Ray (vs touch): 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 ⇒ 2