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Giri simply refuses to go further into the dungeon and heads outside.
"Trrroo weak."
Giri is down to 5 str. Should he hit anything, than the penalty would negate any dmg he did. Besides that he went from moderate strength to being an old man.

Faelyn's Pregen |

Kyra will gingerly walk up to the door and knock on it. "Hello? Who is there?" She will attempt to open the door again. It was barricaded, correct? "We mean you no harm if you mean us no harm. We are from the village, come to gather the flame. Please open and speak with us so that we can know what happened in this place."

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Kendra stumbles along and sort of slumps against the wall next to the door that Kyra is knocking on. I'm down to 7 Str
Whew huff huff... y'think there's friendly in there, maybe have a bed? I could use a nap.

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Crystal glances over at Kendra then turns to Kyra.
Be careful. She nods at Kendra. She looks even worse then usual. So it may be just us two when you open that door.

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Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Oh it stopped, it must be listening to you.... I wonder who locked and barricaded the door? It seems a bit excessive.

Faelyn's Pregen |

Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17
"I know you can hear us in there. Please, open the door, we mean you no harm. We have come to this place on behalf of the town and found a slaughter. Were you part of this group that ventured forth? Please, we seek only information and your safety. What say you?"

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Giri sits outside in his comfy tree, waiting for everyone to come out. He watches the entrance closely, to see if anyone is watching him. If he sees a moment no one is watching he quickly grabs a small thing from his pack.
Giri grabs a small frog from his pack, nearly shaking. He holds it in front of him and licks it before returning it to his pack. His eyes go wide and a smile appears on his face.

StephNyan |

Those of you who are still inside the crypt head outside to join the others. You're able to find a safe place to rest, and spend the remainder of the day and night there. You head back into the crypt when the next day arrives.
Back to the door with the wailing human? The wailing will stop as soon as you reach the door, and you may try the Perception check again.

Faelyn's Pregen |

"I would like to try once more with the man behind the door. Perhaps the night may have calmed him down some. If he refuses to open still, then I say we push onward. There may be others below still in need of our aide."
What spells would you all like Kyra to memorize today? Want me to focus on healing?

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Healing might be good, seeing we lost a lot of firepower.
@GM have we restored any ability damage?
Giri nods, feeling weak but able to go on. He follows the others to the door, pulling his daggers out just in case.

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It's barricated from this side. Which means it was done to trap whatever is in there, in there.
Crystal doesn't lift a finger to help open the door. Instead she stands back and watches.

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Kendra bangs on the door just once, the thud is very weak and she says "Listen pal...whew... we don't want to hurt you, we just wanna get outta this hole to and could use an extra hand, so come on out or we're gonna... whew... leave you behind yeah."
She gasps a little catching her breath and waits for an answer.

Faelyn's Pregen |

Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16
"Come now, open the door." Kyra feels wasted on the man's stubbornness and her attempt is half-hearted. "Let us spend no more time here. We have a job to do!"
Ready to move on. We'll come back later if we can. Also, I decided on one Bless and two Cure Light Wounds for spells.

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Giri nods, hops onto the wall and stealth's to the next door.
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
Once at the door he listens closely to see if someone is on the other side. He also takes a quick poke around for traps.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10

StephNyan |

You head over to the only other door you haven't inspected yet, and discover it doesn't even have a door handle. On closer inspection, you figure it's most likely the kind of door that can only be opened from one side and you're on the wrong side.
You realize there are currently four options:
- Force open the locked door in the room with the pool.
- Force open the one-way door you're now at.
- Force open the locked and barricaded door with the human behind it.
- Go fight the shadow creature that's not going to come after you if you leave it be.
No matter what door related option you choose, either lockpicking or brute force will be required.

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Hmmm... Do force open the barricaded door we were just at or Pick the lock back by the pool? Either would probably be the best option.

Faelyn's Pregen |

"I agree. That shadow creature is beyond us at this point. I fear we would waste more time and resources now than we have. Should we have the ability to face it again once we have completed our mission, then so be it. Same with that fool who barricaded himself."

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Not liking the wailing human Giri moves back to the party and beckons them to go back to the pool.
"Mrrrre try brrrribit dooooor, wreeep to rrrropen it."
He moves over to the rightmost locked door and tries to pick the lock.
Disable device: 1d20 + 6 ⇒ (10) + 6 = 16

StephNyan |

Giri tries, but fails to open the door. So he tries again, and fails. And again, and fails. And so on, and on, and on. After a great amount of attempt to unlock the door you all get fed up by it and combine your strength to bust it open.
Figured you'd get to the point of trying that eventually, so in order to move us forward...
A small stone bench sits in the center of the dusty chamber that's revealed. On the far wall is a faded mural depicting the hero Kassen defeating the mercenaries at the entrance to this crypt, with his blade piercing the chest of the mercenary leader. These figures stand alone in the center of a scene of carnage, with dead villagers and mercenaries all around them.

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Crystal looks at the mural for a moment then says:
Perception: 1d20 + 1 ⇒ (2) + 1 = 3
Ahh, to be in the company of heroes such as Kassen. It would be good to get input from another competent person.

Faelyn's Pregen |

Perception: 1d20 + 3 ⇒ (6) + 3 = 9
"An interesting mural, but meaningless at this point. Let us continue to investigate this place. I do not like remaining here any longer than we must."
Kyra will move further down the hallway unless the others stop her.

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Kendra trails a lottle bit behind everyone but eventually catches um huffing and puffing but she's not giving up.
"Those are necklaces Giri. Um.. whew..
Perception: 1d20 + 2 ⇒ (4) + 2 = 6

StephNyan |

The amulets on the mural are fake and part of the mural, but you can't shake the feeling they're important.
You head down the corridor, up to another door. This door's another one-way door, but this time you're on the good side to open it. A single pillar in the center of the room supports the wide, domed chamber beyond the door. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction.

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Point of clarification, are the arrows pointing out of the pillar (like they are ready to fire) or stuck in like someone shot the pillar?
Why does this seem like a puzzle and a trap?

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Giri takes a good look around for traps, not wanting to have several arrows inside him.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Would it be possible for a small person to crawl to the pillar and not be hit by the arrows?

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Giri drops to his belly and slowly crawls into the room, should he get hit by the arrows he immediately backs away. Otherwise he makes his way to the pillar.
Once/if at the pillar he tries to jam some bits and pieces into the arrow holes, trying to block the arrows from coming out.
Disable device: 1d20 + 6 ⇒ (1) + 6 = 7

StephNyan |

Giri's barely moved into the room when the pillar begins to rotate, firing the blunt arrows in every direction.
1d4 ⇒ 4
Blunt Arrow: 1d20 + 10 ⇒ (3) + 10 = 13 Nonlethal Damage: 1d8 ⇒ 8
Blunt Arrow: 1d20 + 10 ⇒ (6) + 10 = 16 Nonlethal Damage: 1d8 ⇒ 8
Blunt Arrow: 1d20 + 10 ⇒ (18) + 10 = 28 Nonlethal Damage: 1d8 ⇒ 5
Blunt Arrow: 1d20 + 10 ⇒ (19) + 10 = 29 Nonlethal Damage: 1d8 ⇒ 2
Giri dodged one of the arrows, but is hit by the three that follow. He's knocked out before he gets the chance to escape the room.
We'll enter initiative now. Take your turns.
Round 1:
Trap
Crystal
Giri 7/11HP 11NL (Unconscious)
Kendra
Kyra
About nonlethal damage:
- When your nonlethal damage exceeds your current hit points, you fall unconscious.
- If a creature’s nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage.
The arrows deal a total of 15 NL damage, but Giri has only 11 HP. Therefore Giri takes 11 NL damage, and the remainder of the damage becomes lethal. Thus he ends up with 7/11HP and 11NL damage.