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Jerrik will cease his inspiration, though the effect will linger two more rounds. Jerrik will then draw his wand of cure light wounds, move to Argus and heal him for CLW: 1d8 + 1 ⇒ (5) + 1 = 6 points.

Signboy77 |

I'm not sure if Argus is out today, or if it is just tomorrow, but perhaps I'll post for him, given that he stated what he wants his action to be.
Argus looks back at the bard, "Thanks for that, Jerrik." He drops his crossbow and draws his battleaxe, hefting it with both hands and bringing it down on the walking wooden golem.
Battleaxe, Insp. Courage, High Ground: 1d20 + 4 + 1 + 1 ⇒ (15) + 4 + 1 + 1 = 21
2-Handed Damage, Insp. Courage: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
With the hit he took and the healing he now got from Jerrik, Argus is at 8/13 HP

Signboy77 |

Alch. Fire: 2d6 ⇒ (3, 4) = 7
Ezren throws more acid at the golem, causing it to sear just a little bit more. Ezren takes up his axe and delivers a powerful chop - hitting the golem square in the chest.
The golem rears it's arms back, ready to slam Argus with both of the shields when suddenly, the fire becomes too much. It has burned its way through most of one of the golem's legs. The residual fuel from the alchemist's flasks that were used continue to burn, causing too much damage to the wooden construct and causing it to collapse lifelessly on the floor.
As it falls, the golem drops the two shields it was carrying.
Out of Combat. The alchemist's fires saved you (the golem took double damage from fire).
The party is able to carefully slide down the ramps on either side of the room to get a closer look at the fallen golem. The two shields it carried are large enough to serve as tower shields. However, they are poorly constructed and weigh 60 pounds each.
Anyone wanting to wield one of these shields will take a -2 penalty to attack rolls while using it.
The door leading south is locked. There is a stairway in the eastern wall, and after briefly exploring it, you find it leads you back near the room with the smoldering fire - where you fought the shadow.

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Jerrik will give another tap of the wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4 so that his new friend will be ready for the next encounter.
So, what is with these shields?

Signboy77 |

Jerrik finds that the key he retrieved from the bottom of the deep pool fits in the door on the southern wall.
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. Each message is the same, apart from the names being addressed.
"We hope that you find these items and are able to use them well. Beware of the dangers that you will face deeper in Kassen's Crypt. Do us proud and return with the Everflame. Sincerely, the People of Kassen."

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Farris strides up and takes the items with a vague smile. With a chuckle, he says to the others, "I'm not sure what the Society told them about us, but I get the feeling the people of Kassen think we're incompetent..."
Next 10 CLW uses to come from this wand, then!

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Thanks for posting for me. Just got back today and didn't have any time to even check over the weekend.
Argus moves up to the table and takes the potions and vials, tucking them into his belt pouch.
"Makes you wonder if it's the townspeople that don't have faith in us, or the Society. Either way, you should never turn down some extra equipment."

Signboy77 |

After collecting the supplies that had been left for them, the party returns to the room with the deep pool. Opening the eastern door brings them to a small room. A small stone bench sits in the center of this dusty chamber. 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.
Heading down the narrow hallway leading south from this chamber, the party comes to a door.
Is anybody taking one of the shields?

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There is no way I could carry one of those shields.
Alrighty then, let's go. Jerrik takes a look at the mural before leaving. Perception: 1d20 + 6 ⇒ (2) + 6 = 8 Hmph.

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Can't see any real reason to carry one of those shields at the moment. Plus the 60 pounds is a bit much.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Pointing out the similarity of the necklace and medallions, "Hmmm, so what do you make of that. Wonder if those will come into play somewhere in this crypt."

Signboy77 |

Go ahead and place yourself in the chamber - anywhere you'd like. I'll wait a little to see if anyone decides to join you.

Signboy77 |

Okay, we'll go with you three.
Vitor, Rayne and Argus step through the door. Once through, they notice that there is no way to open the door from inside their current location. They take a moment to look around the room.
A single pillar in the center of the room supports this wide, domed chamber. 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. You notice the arrows are blunted.
Once the door is closed, a low grinding sound happens.
You've set off the trap by entering the room. Essentially we are in initiative now. You notice two doors - one to the south and one to the east. Each of you can take one round of actions.
EDIT: I originally misread the details on this trap. So, I changed this post to fit with how things should happen.

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Argus glances at the arrow-linned pillar then around the room.
"Huh, now I kinda wish I would have brought one of those shields. Quick check the doors."
He will then move to the south door and try it.

Signboy77 |

Vitor is able to open the door on the eastern side of the room.
Sorry if I wasn't clear. The doors on the western and eastern side of the room only open from the western (left-hand) side. So Vitor, you could leave - next turn.

Signboy77 |

Argus hustles down and opens up the south door. Vitor dashes across the room and opens up the eastern door before exchanging some words with Rayne and falling prone. The slayer tries to open the door he just came through before also rushing across the room.
1d4 ⇒ 4 Arrows shoot from the pillar at each man in the room.
Aw, crap...
Spoilers for neatness
NL Damage: 1d8 ⇒ 8
Attack 2: 1d20 + 10 ⇒ (13) + 10 = 23
NL Damage: 1d8 ⇒ 5
Attack 3: 1d20 + 10 ⇒ (10) + 10 = 20
NL Damage: 1d8 ⇒ 2
Attack 4: 1d20 + 10 ⇒ (14) + 10 = 24
NL Damage: 1d8 ⇒ 1
NL Damage: 1d8 ⇒ 8
Attack 2: 1d20 + 10 ⇒ (2) + 10 = 12
NL Damage: 1d8 ⇒ 3
Attack 3: 1d20 + 10 ⇒ (3) + 10 = 13
NL Damage: 1d8 ⇒ 1
Attack 4: 1d20 + 10 ⇒ (11) + 10 = 21
NL Damage: 1d8 ⇒ 3
NL Damage: 1d8 ⇒ 2
Attack 2: 1d20 + 10 ⇒ (15) + 10 = 25
NL Damage: 1d8 ⇒ 2
Attack 3: 1d20 + 10 ⇒ (19) + 10 = 29
NL Damage: 1d8 ⇒ 4
Attack 4: 1d20 + 10 ⇒ (15) + 10 = 25
NL Damage: 1d8 ⇒ 4
Argus takes 16 nonlethal damage. Rayne takes 3 nonlethal damage. Vitor takes 12 nonlethal damage.
Party up.

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Jerrik will move to the door and open it, allowing others behind him to move into and through the door to the other side. He'll use the door as a shield while the others move.

Signboy77 |

For some reason, the nonlethal damage rules confuse me sometimes. But, I believe that yes, Argus is unconscious and currently has 9/13 hp.
Does this seem correct?

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Wow, didn't realized I picked up something to attract the arrows
Argus turns from the door to tell the others that it opened, just as the arrows release. He tries to dodge them, but several of the arrows strike him squarely in the chest, the air rushing from his lungs as he falls to the ground, darkness stealing away his vision.

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Sorry for the quietude from me lately. Life is being blegh for personal reasons at the moment, as well as uni work on top of that...
Farris seems to have gotten distracted somewhere back in the last hallway, and by the time he makes it inside the strange arrow room Argus is already unconscious (and he can't quite see where Vitor is either, for that matter). He arches a brow, but begins to make his way towards Rayne and the dwarf to help get the poor guy out of harm's way. Double move
"What in the world IS this?"
When the arrow shutters begin to open up again, Farris drops to the ground! Free action to drop prone, should give me +4 to AC against ranged attacks.

Signboy77 |

No problem, Farris. I can understand. What is meant by "uni" work?
Vitor, I will assume that you stand and move through the door. Ezren, I'm assuming you stay out of the way. Jerrik, you can keep the door open just a pinch and essentially have concealment from the pillar.
Vitor stands and runs out the door, which begins swinging closed on its own. Farris bursts in to the room then falls down flat once he sees the pillar prepare another volley of arrows. Jerrik keeps the door held open for anyone that wants to escape.
The pillar fires off another round of arrows at each man in the room.
1d4 ⇒ 2
Nonlethal Damage: 1d8 ⇒ 4
Attack 2: 1d20 + 10 ⇒ (7) + 10 = 17
Nonlethal Damage: 1d8 ⇒ 3
Nonlethal Damage: 1d8 ⇒ 1
Attack 2: 1d20 + 10 ⇒ (20) + 10 = 30
Nonlethal Damage: 1d8 ⇒ 5
Crit Conirm vs. Rayne?: 1d20 + 10 ⇒ (9) + 10 = 19
NL Damage: 2d8 ⇒ (8, 3) = 11
Whew. I think even with confirmed critical hit against Rayne, he is still standing (19 total NL damage). Since everyone is close enough to reach the exit - thanks to Jerrik holding the door. So, I may fast-track this a bit.
After the 2nd round of arrows (which Farris manages to dodge completely), Rayne is able to drag Argus back through the way they came in past Jerrik. Farris stands and follows them. Vitor, unable to head back into the room, makes his way back through the crypt to meet up with the party back in the chamber with the stone bench.
Jerrik stays by the door, and after about a minute, he notices that the arrows stop firing from the pillar in the round room. A quick peek confirms that the pillar is no longer firing arrows, and dozens of the blunt arrows litter the floor.

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What did you guys do in there? Jerrik asks, holding out the healing wand. Roll for what you need please. Now confident that the worst is over, Jerrik will enter the room now that the trap is exhausted and look around, picking up a number of blunt-tipped arrows in case they meet more skeletons.
Take 10 for 16 on Perception

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University work :)
Farris begins using the wand the villagers had left for him on the party.
Argus
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Vitor
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Rayne
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
8/10 charges used. What does that put everyone on?

Signboy77 |

If my math is correct (it may not be) Vitor currently has 2 NL damage. Otherwise, everyone is back in fighting shape.

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Shaking his head groggily as the healing takes its effect, Argus sits ups and takes stock of whats going on.
"Well, I'll have to say, I'm glad the villagers made that one safe." He winces a bit as he rolls a sore spot out of his arm. "Still hurts, but we're still breathing. Thank you Farris."
Argus then goes and takes a couple of good pulls from his hip flask.

Signboy77 |

With the arrow trap expended, the party is able to safely enter the chamber. Vitor is able to report that the western door leads back to near Roldare's little hideaway.
Let me know when you're ready to head through the south door.

Signboy77 |

Vitor opens the door, which gives some resistance on it's old, rusty hinges. The walls are oddly decorated. A continuous carving of mourners runs along the walls here, leading to a staircase on the south side of the room.
As the party enters the room, a number of figures rattle to life within. Four skeletal figures, seemingly drenched in blood, shamble themselves up off the floor and make to attack the party.
Argus: 1d20 + 4 ⇒ (7) + 4 = 11
Ezren: 1d20 + 2 ⇒ (20) + 2 = 22
Farris: 1d20 + 1 ⇒ (1) + 1 = 2
Jerrik: 1d20 + 3 ⇒ (10) + 3 = 13
Rayne: 1d20 + 4 ⇒ (2) + 4 = 6
Vitor: 1d20 + 3 ⇒ (13) + 3 = 16
Skeltons: 1d20 + 6 ⇒ (15) + 6 = 21
Ezren
Skeletons
Vitor, Jerrik, Argus, Rayne, Farris
Ezren's UP!