
|  Barred Kesswick | 
 
	
 
                
                
              
            
            "Sick of skeletons."
Barred again assaults the creature with his sword.
 CI Longsword: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
 Danage: 1d8 + 3 ⇒ (1) + 3 = 4
+flanking

| GM Ietsuna | 
 
	
 
                
                
              
            
            Barred swings his sword and strikes, but does not manage to do any damage.
The blue skeleton swipes at Jerrid with its scimitar and a claw.
scimitar: 1d20 + 0 ⇒ (4) + 0 = 4 Damage: 1d6 ⇒ 1
Claw: 1d20 - 3 ⇒ (3) - 3 = 0 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Neither strike hits.
Asar swings his sword at Barred.
longsword, power attack: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24 Damage: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Combat Round 3 - Bold May Act
Skeletons (Blue) 
Asar (Purple) (-11) 
Jerrid 
Barred (-14)
Qarma (Still has actions from round 1, 2) 
Alarien 
Alessio 
Geirahöð
Barred, I notice you are already 5hp down, so this puts you at 1 HP left?

|  Alarien Amankiir | 
 
	
 
                
                
              
            
            1d20 + 4 ⇒ (18) + 4 = 22
Crit confirmation: 1d20 + 4 ⇒ (1) + 4 = 5
1d8 + 3 ⇒ (5) + 3 = 8
Feinting and weaving, Alarien notices an opening in the armored skeleton's guard. With another shouted "Kiai!" she strikes Asar with a two-handed diagonal slash that catches him just below the neck.

| GM Ietsuna | 
 
	
 
                
                
              
            
            Alariens blade strikes the bones of the armoured skeleton, but does less damage than expected.
Combat Round 3 - Bold May Act
Skeletons (Blue) 
Asar (Purple) (-14) 
Jerrid 
Barred (-14) 
Qarma (Still has actions from round 1, 2) 
Alarien 
Alessio 
Geirahöð 

|  Barred Kesswick | 
 
	
 
                
                
              
            
            Bleeding badly Barred considers withdrawing for a potion but instead swings his sword again.
 CI Longsword: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
 Damage: 1d8 + 3 ⇒ (1) + 3 = 4
The moment the blade connects his shoulders slump and he regrets his choice.

| GM Ietsuna | 
 
	
 
                
                
              
            
            Again Barred connects, but his longsword does not seem to damage the skeleton.
Combat Round 3 - Bold May Act
Skeletons (Blue) 
Asar (Purple) (-14) 
Jerrid 
Barred (-14) 
Qarma (Still has actions from round 1, 2) 
Alarien 
Alessio 
Geirahöð

|  Jerrid T'Clur | 
 
	
 
                
                
              
            
            Seeing Barred seriously hurt, Jerrid moves up to try and take out the last supportive skeleton so he can go after the boss.
Punch vs Blue: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Free: 5' Step
Standard: Attack

|  Alessio Imeroni | 
 
	
 
                
                
              
            
            Alessio can't quite get to Barred to help with the healing. He sends over a vial of holy water to try to bring down the armored villain.
holy water: 1d20 + 2 ⇒ (17) + 2 = 192d4 ⇒ (4, 3) = 7

| GM Ietsuna | 
 
	
 
                
                
              
            
            Jerrid fails to make it through the blue skeleton's defenses.
Alessio however lobs a vial of holy water that smashes on Asar's armour and smoke rises as it sizzles him.
Combat Round 3 - Bold May Act
Skeletons (Blue) 
Asar (Purple) (-21) 
Jerrid 
Barred (-14) 
Qarma (Still has actions from round 1, 2) 
Alarien 
Alessio 
Geirahöð

|  Geirahöð Bjornsdottir | 
 
	
 
                
                
              
            
            Geirahöd quickly takes her shield again.

| GM Ietsuna | 
 
	
 
                
                
              
            
            The blue skeleton attacks Jerrid again.
Scimitar: 1d20 + 0 ⇒ (15) + 0 = 15 Damage: 1d6 ⇒ 1
Claw: 1d20 - 3 ⇒ (18) - 3 = 15 Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Both strikes glance off his armour
Asar takes a step forward to attack Alessio (the source of his latest damage).
Longsword, Power Attack: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15 Damage: 1d8 + 5 + 2 ⇒ (1) + 5 + 2 = 8
The sword takes a chunk out of Alessio.
Combat Round 3 - Bold May Act
Skeletons (Blue) 
Asar (Purple) (-21) 
Jerrid 
Barred (-14) 
Qarma (Still has actions from round 1, 2, 3) 
Alarien 
Alessio  (-8)
Geirahöð 

| GM Ietsuna | 
 
	
 
                
                
              
            
            Botting Qarma for 3 rounds. Without a flank and thus sneak attack damage she cannot do enough damage to bypass the DR, so I will just roll for this round.
+1 Dagger, Flank: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 Damage, Sneak Attack: 1d4 + 1 + 1d6 ⇒ (3) + 1 + (3) = 7
Qarma fails to get through Asar's defenses.

|  Alessio Imeroni | 
 
	
 
                
                
              
            
            EEEP! That smarts! Fall, you bastard. Alessio steps back and tosses the last of his holy waters.
holy water: 1d20 + 2 ⇒ (1) + 2 = 32d4 ⇒ (3, 3) = 6
holy water, folio reroll: 1d20 + 2 ⇒ (16) + 2 = 18
FYI, i have a longspear so i threaten at this range if someone wants some help on the other side :)

| GM Ietsuna | 
 
	
 
                
                
              
            
            Holy Water Damage: 2d4 ⇒ (4, 2) = 6
Combat Round 3 - Bold May Act
Skeletons (Blue) 
Asar (Purple) (-27) 
Jerrid 
Barred (-14) 
Qarma 
Alarien 
Alessio (-8) 
Geirahöð 

|  Jerrid T'Clur | 
 
	
 
                
                
              
            
            Jerrid tries to ram his knee into the skeleton he is facing, hoping to finally finish it off.
Knee vs Blue: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

|  Barred Kesswick | 
 
	
 
                
                
              
            
            On his last legs Barred sighs and hides behind his shield has he withdraws a few steps.
"Be right back, need a potion."

| GM Ietsuna | 
 
	
 
                
                
              
            
            Jerrid throws a knee at the skeletal minion but again cannot manage to hit the bony foe.
Alarien covers Barred's retreat, but manages only to distract Asar and not do any damage to him.
Combat Round 3 - Bold May Act
Skeletons (Blue) 
Asar (Purple) (-27) 
Jerrid 
Barred (-14) 
Qarma 
Alarien 
Alessio (-8) 
Geirahöð 

|  Geirahöð Bjornsdottir | 
 
	
 
                
                
              
            
            Geirahöd dropps her kukri and  smashes her shield boothhanded into Asar.
Attack: 1d20 + 6 ⇒ (17) + 6 = 231d4 + 10 ⇒ (4) + 10 = 14

|  Barred Kesswick | 
 
	
 
                
                
              
            
            Despite beeing bloodied Barred lets out a little woop as Asar falls before Geirahöd.

| GM Ietsuna | 
 
	
 
                
                
              
            
            I am going to hand wave the last skeleton. He has 4 hp and will go down this round in all probability.
Looking toward the sarcophagus at the back of the room you see the unconscious body of a woman.
You approach the flickering flame in the crypt and use it to light your lantern. Major plot point that we missed perhaps. At the beginning of the adventure we were given a lantern by the towns people. We had to come in here and light it from the continual flame in Kassen's crypt
As the flame jumps to life inside the lantern the spirit of Kassen rises from the sarcophegus and speaks to you. The spirit reaches inside the stone resting place and draws forth a bag of holding (type I), a +1 bashing shield, an elemental gem (water), and one scale from his armor for each of you. Kassen explains that these scales will grant them his boon in their hour of need.
Do what you like here in the main crypt. There are also sub-crypts the east and west. You can move to investigate each if you like, just let me know which way you are going.

|  Alessio Imeroni | 
 
	
 
                
                
              
            
            Alessio's bones ache and face bleeds but he'll live. He puts a tiny paw on Geirahod's shoulder. That could not have come a moment too soon. WHEW, I am going to sleep for 3 days after this.
Turning to the unconcious, heal: 1d20 ⇒ 19.
Alessio tries to wake her up. Help me over here. She's still alive.

|  Jerrid T'Clur | 
 
	
 
                
                
              
            
            Jerrid approaches the unconscious woman. "I still have that potion of healing earlier, but should we give it to her or perhaps Barred. He is hurt pretty badly."
1=East: 1d2 ⇒ 1
After checking the woman, "Lets check the east crypts first."

| GM Ietsuna | 
 
	
 
                
                
              
            
            Jerrid moves through and investigates the eastern sub-crypt.
This crypt is the resting place for a number of villagers, each one entombed inside a stone sarcophagus. Unlike Kassen, none of them appear to be disturbed.

|  Jerrid T'Clur | 
 
	
 
                
                
              
            
            Jerrid does a thorough search of the eastern sub-crypt.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5

| GM Ietsuna | 
 
	
 
                
                
              
            
            Jerrid does not find anything more of interest in the Villager's Crypt.
Alarien moves to the Western crypt.
This crypt contains the resting place for some of the raiders that attacked Kassen so many years ago. The central sarcophagus has been disturbed, its lid lying broken on the ground in front of it. The corpse of a masked man lies beside it.
The dead man is wearing gray robes and an iron mask that covers his face. The stench of rot hangs heavy around him.
The dead man has a few items of interest on his person. A search of his decayed body finds a map leading to the crypt, a note that reads “The amulets are entombed with Kassen and Asar”, a wand of magic missile (CL 3rd, 22 charges), bracers of armor +1, a horn of fog, 354 gp in newly minted coins, and a spellbook that contains the following spells: cause fear, enlarge person, expeditious retreat, false life, levitate, mage armor, magic missile, ray of enfeeblement, and all wizard cantrips.

|  Alessio Imeroni | 
 
	
 
                
                
              
            
            Alessio follows Alarien to the other crypts. This is a real shame. May his spirit rest in the afterlife. He closes his eyes and is silent for a moment.
Should we seek out these amulets? ... I have some use for this spellbook. Let me copy some spells out of it.
spellcraft, Enlarge Person DC 16,: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
spellcraft, Expeditious Retreat DC 16: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
spellcraft, False Life DC 17: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
spellcraft, Levitate DC 17: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19

|  Jerrid T'Clur | 
 
	
 
                
                
              
            
            Finding nothing on his end, he rejoins the others in the center. "Nothing on the eastern sub-crypt. Looks undisturbed."

| GM Ietsuna | 
 
	
 
                
                
              
            
            This is the end for us, my dear players. The adventure is over
The journey back to Kassen is somber and uneventful. Roldare is thrilled to see Dimira again and seems to most (but not all) of his sanity.
When you finally return to Kassen, you find a celebration underway in your honor. Mayor Uptal is there to greet you at the gates, but his joy at your return quickly turns to horror when he finds out what has happened. The news quickly spreads throughout town and the harvest celebration turns melancholy. The folk do not blame you for what happened, and most are rather grateful that this new menace is ended. The grand feast is still held in your honor, but it is not the same as it was in previous years. This year, many are drinking to help forget that they have lost friends and loved ones. Plans are made to
return to the crypt and bury the slain townsfolk.
During this celebration, you are approached by Cygar, who is a PFS agent. Cygar has taken an interest in the recent events, and he is sure his organization would like to see the tomb robbers that caused this mess called to account for their actions. He then asks if you might be interested in getting to the bottom of this puzzle. With that he blends back into the crowd and disappears.
 This is the hook for the sequel adventure Masks of the Living God. Thanks so much for bearing with me at this table.  I am still gaining experience as a GM and I hope it was an enjoyable experience. 
I will get Chronicles up in the next day or 2.  If you have any feedback for me on my GMing please let me have it, or if you want to be anonymous Shifty has offered to serve as an intermediary.
 
	
 
     
    