I'll assume that you guys will explore on:
1d20 ⇒ 10
1d20 ⇒ 1
1d20 ⇒ 8
1d20 ⇒ 3
1d20 ⇒ 15
1d20 ⇒ 19
1d20 ⇒ 1
1d20 ⇒ 10
Mercifully, the otyugh restrains himself from any violence and instead enjoys chewing on the corpse of a derro. Unpleasant cracking followed by slurping noises emanate from it.
Glad to be away, the four make their way further. Ten leads the way, until he stands at the entrance to a large hallway. The walls and ceiling are encrusted with dozens of yawning skulls - not etched or carved, but actual skulls, their mouths yawning revealing dark recesses into the wall.
Caulder and Pagrip appear slightly flushed.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Pagrip turns away from the otyugh, a pale look on his face. "Well, that was unpleasant," he says once they're away from the otyugh's chamber. "So, now we have half the body we're looking for. How are we going to carry it about?"
At the entrance to the skull hall, Pagrip, at the back of the line, is more intent on looking at his hands than what's up ahead. He nearly bumps into Esme when the party stops moving. "Hey Esme, do I look okay to you?" he asks.
"So, now we have half the body we're looking for. How are we going to carry it about?"
Didn't we find the abandoned wheelbarrow somewhere around these first few rooms? Let's put the pieces back in as we collect them. Caulder will volunteer to push it.
Perception 1d20 + 2 ⇒ (20) + 2 = 22
There was a wheelbarrow in the otyugh's den; he won't object to you using it.
You're indeed both diseased, but not (yet) so that you'd really notice (specifically not so that you'd have mechanical impact). I wanted to foreshadow it a bit, so I added a bit of a visible symptom earlier. That said, you don't know when you were exposed to it; but it wasn't recently.
"Don't be ridiculous," Caulder growls, waving off the alchemist's offer of help. "I feel fine. So which way do we go?" he asks Pagrip. "Don't you dwarves have some kind of weird ability to find your way underground?"
Assume the corridor goes as far as we can see in each direction? Pagrip can see 60 ft. each way from the intersection.
The hallway appears to dead-end towards the south, in a strange oblique alcove. To the north two passages open to the left and right. For a moment Pagrip wonders about the use of a skull motif for decorations - something tingles in the back of his mind, but he can't quite place it. Suddenly thin jets of caustic liquid spill from the skulls. Ah... thinks Pagrip, traps, of course.
Acidic attacks on Esmerelda
Ranged touch 1d20 + 5 ⇒ (13) + 5 = 18 damage 1d3 ⇒ 3 miss
Ranged touch 1d20 + 5 ⇒ (3) + 5 = 8 damage 1d3 ⇒ 3 hit
Acidic attacks on Caulder
Ranged touch 1d20 + 5 ⇒ (11) + 5 = 16 damage 1d3 ⇒ 2 hit
Ranged touch 1d20 + 5 ⇒ (5) + 5 = 10 damage 1d3 ⇒ 3 hit
Acidic attacks on Ten
Ranged touch 1d20 + 5 ⇒ (1) + 5 = 6 damage 1d3 ⇒ 1 miss
Ranged touch 1d20 + 5 ⇒ (11) + 5 = 16 damage 1d3 ⇒ 3 hit
Acidic attacks on Pagrip
Ranged touch 1d20 + 5 ⇒ (6) + 5 = 11 damage 1d3 ⇒ 3 miss
Ranged touch 1d20 + 5 ⇒ (19) + 5 = 24 damage 1d3 ⇒ 1 hit
Esmerelda takes 3 acid damage
Caulder takes 5 acid damage
Ten takes 3 acid damage
Pagrip takes 1 acid damage
1d20 ⇒ 19
1d20 ⇒ 9
1d20 ⇒ 8
1d20 ⇒ 14
1d20 ⇒ 5
1d20 ⇒ 19
1d20 ⇒ 7
Esmerelda 1d20 + 1 ⇒ (17) + 1 = 18
Caulder 1d20 + 0 ⇒ (14) + 0 = 14
Ten 1d20 + 1 ⇒ (14) + 1 = 15
Pagrip 1d20 + 3 ⇒ (16) + 3 = 19
Enemies 1d20 + 2 ⇒ (15) + 2 = 17
A number of the skulls appear to detach themselves from the wall - they actually slither along with surprising swiftness revealing a snakelike skeletal body topped with a humanoid head. Remarkably they balance well on their bony bodies, almost appearing to stand upright. Of the four heroes, only Ten manages to hear the rattle of the ribs on the stone in time to react.
Caulder's armor proves insurmountable, but both Ten and Pagrip feel the chilling touch of the cold fangs sink into their flesh. The pain, however, is numbed by the onset of paralysis. Ten's professional resistance to poisons ensures his safety - but Pagrip's less than hale dwarven constitution succumbs to the poison leaving him unable to move.
Partial charge vs Ten 1d20 ⇒ 10 damage 1d6 ⇒ 5 Fortitude vs poison 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 safe
Partial charge vs Caulder 1d20 ⇒ 10
Partial charge vs Pagrip 1d20 ⇒ 8 damage 1d6 ⇒ 1 Fortitude vs poison 1d20 + 1 + 2 ⇒ (2) + 1 + 2 = 5 fail: paralyzed
Next up: Ten, Pagrip (paralyzed), Esmerelda, enemies, Ten, Caulder
Surprise! It's a trap!
Knoweldge(arcana): 1d20 + 4 ⇒ (19) + 4 = 23
Knoweldge(relegion): 1d20 + 5 ⇒ (11) + 5 = 16
"By the holy Vault, they are small reanimated naga necrophidius constructs! Have at them, Pagrip. Pagrip? Pagrip!"
In her turn Esme grabs Pagrip by the scruff of the neck and deposits him between Ten and Caulder.
Esme momentarily glows with a inner light. Swift lay on hands on self, 1d6 ⇒ 1 total: 6hp. I find this lack of faith disturbing.
Knowledge (arcana) 1d20 + 7 ⇒ (19) + 7 = 26
"Acid? Venomous bites? Just like a day in the lab, right Reginald, 33?" Still hurts though.
33 Slam 1d20 + 5 ⇒ (19) + 5 = 24
33 Pain 1d4 + 3 ⇒ (2) + 3 = 5
33 Grab 1d20 + 9 ⇒ (18) + 9 = 27
HP: 22; Con 12; AC 15, T 11, F 14, CMD 16
Regarding the knowledge checks: only 1 is accurate - in this case Esmerelda has both knowledges and successfully figures out that these are lesser necrophidii.
Ten effectively lays into the creature before him - dealing damage and grappling it. The paladin quickly intervenes before Pagrip can suffer more damage and calls upon Abadar to aid her; unfortunately not with great success.
Pagrip, on the other hand, shakes the poison off with aplomb!
Pagrip Fortitude vs poison 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23
The two creatures to the south raise even higher onto their hindquarters, and begin an elaborate swaying dance. At first glance the strange movements are not compelling, but after a moment Esmerelda and Caulder find themselves drawn in more and more. Esmerelda barely manages to draw her attention away - but Caulder's mind drifts off into a half-trance.
Esmerelda Will vs Dance of Death 1d20 + 5 ⇒ (7) + 5 = 12 safe
Caulder Will vs Dance of Death 1d20 + 5 ⇒ (2) + 5 = 7 dazed for 2d4 ⇒ (3, 2) = 5 rounds
The necrophidius that is trapped in 33's embrace struggles to free itself - and actually manages to slip out! It scuttles off slightly to the northwest.
Grapple to escape 1d20 ⇒ 17
Next up: Ten, Caulder, Pagrip, Esmerelda, enemies
Esme steps closer to the pair of necrophidii and attempts to cleave off their little heads with a swing from her greatsword.
5ft south, swing at the little skeletal snake construct south of Caulder.
Greatsword Swing: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16
"We are not going to let this little snake escape from us, right 33?" Ten asks as he steps towards the micro-necrophidius.
33 Slams 1d20 + 5 ⇒ (20) + 5 = 25
33 Damage 1d4 + 3 ⇒ (3) + 3 = 6
33 Grapples 1d20 + 9 ⇒ (5) + 9 = 14
33 Confirmation 1d20 + 5 ⇒ (19) + 5 = 24
33 Critical 1d4 + 3 ⇒ (1) + 3 = 4
Ten, slowly learning to fight with 33, tries to better time his own movements, drawing power from his waist and shoulder as 33 lashes out.
HP: 22; Con 12; AC 15, T 11, F 14, CMD 16
Ten's tenacious tentacle traps the thing, a loud crack going through the bones as he connects. Pagrip doesn't take long to shake off the last vestiges of the poison and follows up against the grappled creature. His warhammer effectively crushes more of the bones, leaving the construct precariously close to destroyed.
Esmerelda, for her turn, quickly covers for the dazed cleric. Her greatsword hews a massive cleft into the necrophidius - though she does note that her blade is not as effective as it may have been.
The vicious snakelike constructs rattle and attack fangs first at the four - but as if by Abadar's providence not a single attack connects.
Attack vs Ten 1d20 + 2 ⇒ (1) + 2 = 3 damage 1d6 ⇒ 2
Attack vs Esmerelda 1d20 + 2 ⇒ (8) + 2 = 10 damage 1d6 ⇒ 4
Attack vs Caulder 1d20 + 2 ⇒ (11) + 2 = 13 damage 1d6 ⇒ 1
Next up: Ten, Caulder (dazed), Pagrip, Esmerelda, enemies
Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
A dazed condition typically lasts 1 round.
By rule, Caulder can neither resist nor cooperate. A result of 10 doesn't beat his CMD, as there are no defensive penalties associated with the dazed condition, so he doesn't move.
Unfortunately, despite Pagrip's relentless effort, the dwarf's lack of bulk foils any attempt to move the armored cleric.
The boneborn construct before Esmerelda starts swaying again in an elaborate spiral, drawing the full attention of the paladin. Fortunately her iron discipline in the faith to Abadar is unbreachable. Likewise the bulk of Caulder's armor that foiled Pagrip's effort also protects against the fangs of the second necrophidius.
Esmerelda save vs Dance of Death 1d20 + 5 ⇒ (10) + 5 = 15 success
Necrophidius attack on Caulder 1d20 + 2 ⇒ (6) + 2 = 8 misses
Next up: Ten, Caulder (dazed 2 rounds), Esmerelda, Pagrip, enemies
"Ten, did you just a call Caulder... uh... heavy?"
And for the third time she attempts to swipe the injured constructs head off.
Greatsword Swing: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Laughing inwardly at Tens little joke, she doesn't but much strength behind the swing
Pagrip utterly fails to budge the cleric, who exhibits dwarf-like immovability. The does have the good fortune to be well out-of-the-way of the attacks that the undead-like constructs mount against the Abadarian wall. Both bites turn out harmless, neither finding a chink in the extensive armor.
Necrophidius attack against Esmerelda 1d20 + 2 ⇒ (1) + 2 = 3
Necrophidius attack against Caulder 1d20 + 2 ⇒ (10) + 2 = 12
Next up: Ten, Caulder (dazed 1 more round), Esmerelda, Pagrip, enemies
Neither Esmerelda nor the Pagrip are blessed in their efforts - in both cases the attacks fail abysmally. In the case of Esmerelda, her attack exposes a delicate part of her thigh that suddenly experiences a searing pain as one of the necrophidii snaps its jaw shut on it. For a moment the paladin's leg threatens to give in, but she manages to remain firm. Pagrip easily evades the bite that was aimed at him.
Caulder's body twitches suddenly and his eyes spring back to life as he regains his full faculties.
Attack vs Esmerelda 1d20 + 2 ⇒ (18) + 2 = 20 damage 1d6 ⇒ 6 save vs poison 1d20 + 7 ⇒ (8) + 7 = 15
Attack vs Pagrip 1d20 + 2 ⇒ (2) + 2 = 4
Next up: Ten, Caulder, Esmerelda, Pagrip, enemies
Ten takes a 5-foot step back and calls to Darkbane and Pagrip: "If the two of you can take a step back too, I'll blow those worms apart."
Reginald scampers down Ten's left sleeve before depositing a small glass vial into his master's waiting hand.
Ready action to throw a bomb at Darkbane's Necrophidius, once allies are out of the blast radius.
I suspect you missed a cue from Ten: Esmerelda actually follows Ten's instructions after attacking. I'll roll for her:
With a mighty swing the paladin's greatsword sunders the necrophidius before her in twain. She steps back a bit, quite self satisfied. Followed by a blast as Ten tosses in his unstable concoction.
Esmerelda attack Necrophidius 1d20 + 7 ⇒ (19) + 7 = 26 damage 2d6 + 6 ⇒ (5, 2) + 6 = 13
Esmerelda confirmation 1d20 + 7 ⇒ (10) + 7 = 17 damage 2d6 + 6 ⇒ (6, 4) + 6 = 16
Her satisfaction extends ever more as her smile becomes fixated when she notices the strange gyrations of the remaining bone snake. Strangely hypnotic, slow and quick at the same time. Quite... quite... ......
Esmerelda's save vs Dance of Death 1d20 + 5 ⇒ (3) + 5 = 8 dazed 2d4 ⇒ (1, 1) = 2 rounds
Next up: Caulder, Esmerelda (dazed 2 rounds), Ten, Pagrip, enemies
"Oh, for...," Caulder mutters in disgust, as he shoves past the stupefied paladin and brings his morningstar down heavily atop the bony construct. Hopefully, anyway; that or the stone floor right next to it.
Move forward 10 ft.; Attack with morningstar 1d20 + 5 ⇒ (10) + 5 = 15 damage 1d8 + 3 ⇒ (6) + 3 = 9
Regardless of a successful bombing or not...
Ten follows after Caulder and lashes out with 33:
33 Slam 1d20 + 5 ⇒ (20) + 5 = 25
33 Damage 1d4 + 3 ⇒ (3) + 3 = 6
33 Confirmation 1d20 + 5 ⇒ (6) + 5 = 11
33 Critical Damage 1d4 + 3 ⇒ (1) + 3 = 4
33 Grab 1d20 + 9 ⇒ (10) + 9 = 19
Caulder turns and surveys the battered paladin, swaying on her feet. "Just like a woman," he sighs. "She just bought a new wand and can't wait to try it out." He retrieves the wand Esmerelda brought back and taps her with it four times. cure light wounds 4d8 + 4 ⇒ (6, 4, 4, 5) + 4 = 23