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DM Rah |

With the tales of their adventures within the Crypt of the Everflame, the Heroes of Kassen have earned a name for themselves in the north. Spread further by the network of Flaxseed and Linseed members of the Pathfinder Society it was only a matter of time before word arrived from the Society seeking their assistance with a delicate task.
Valanthe Nerissia, of the Church of Pharasma in Kaer Maga, is in need of adventurers without significant local ties for a mission into the catacombs beneath the famed Godsmouth Ossuary, catacombs supposedly sealed for centuries. The unsealed parts of the Ossuary are normally off-limits to all but the Pharasmin clergy but an exception has been made for your small party.
Leaving Kassen, you travel west up the Tourondel River, then cross between Bloodsword Vale and the Mindspin Mountains, pass through the great dwarven city of Janderhoff, and follow the Storval Rise to the cliff-top city of Kaer Maga. Built inside the ruins of an ancient fortress that stretches more than a half mile in diameter and is topped with towers of every shape and design, Kaer Maga has served as a refuge for exiles, misfits, and ne'er-do-wells fleeing persecution and prosecution for thousands of years. It is known throughout Golarion as a place where anyone can fit in, and where anything can be bought and sold.
Eventually you come to the Godsmouth Cathedral, where Valanthe Nerissia greets you and tells this tale:
"There is an entrance to Kaer Maga's Undercity through the mouth of one of the giant faces carved into the cliffs outside the city. It leads to the Godsmouth Ossuary, still the most prestigious place in the city to be interred. We who maintain it, though, have recently noticed that bodies have been disappearing from the ossuary. It was only a few at first, several months ago, but in the past few weeks the number has increased dramatically. There is no sign of how the body thief has accessed the crypts. I believe, however, that the thief must be coming from the sealed levels of the crypts."
"If you are willing, I will pay you handsomely for entering the sealed levels, determining if the body thief is there, solving the problem of the thief if possible, and exploring and clearing the topmost of the sealed levels. Any valuables you find are yours to keep, unless they are obviously Pharasmin relics or treasure."
"I must impress on you in any case the need to keep this secret. Feel free to make preparations, or settle your affairs, but I would like to have you enter the Ossuary no later than tomorrow morning."

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"This shall be an adequate test of my skills learned in the Tomb of Kassen." Thomas replies, bowing before setting out to purchase gear and provisions.

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Skip nods. "Agreed, Thomas! I hope we are all better prepared this time. I ran out of supplies and magic fairly quickly but I feel more prepared now."
"Good to see you all again!" he notes to the others. "I am ready to go when you are. It sounds like a worthy cause and ripe for adventure and discovery!"

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Oh, it'll be fine! Really! We're experts now!

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"We'll be ok as long as we're prepared." Turning to Valenthe, "Don't worry, we can be discreet. Besides, who will notice a group of halflings?"
Cade will purchase a warhammer as a part of his preparation.

DM Rah |

Valanthe and a silent acolyte lead you down the narrow, twisting cliffside path to the Ossuary entrance. The level of detail in the craftsmanship of the unknown sculptors who carved the Unnamed King even extends to teeth inside the mouth cavity; the keepers of the Ossuary have elected to build a walkway over them instead of breaking through them. Past the teeth, you enter the ossuary proper. Here there are more Pharasmin priests, some clad in formal robes and tending to the deceased, others clearly assigned to cleaning duties; all are silent in their service, and all defer to your guide, bowing and standing aside for the Cryptmistress. The acolyte hands Valanthe a pack and remains near the entrance while she leads you through luxuriously appointed catacombs filled with bodies, down several stairways, and into an area that has clearly seen little recent use--there is dust on the floor, most of the burial niches are empty, the air is musty and close, and even the sounds of the priests moving has died away in the distance.
Here, Valanthe stops in front of an ornate door. "This is the only known entrance to the sealed levels, and I have the only key. Once you enter I will lock it behind you. Here, though, is something you can use to open it from the other side." She hands you a hollow mithral tube about a foot long. "This is a chime of opening--you are familiar with such things, I trust--with five charges remaining. With it you can unlock the door from the other side once you've completed your task, as long as you have left a charge for that purpose. Since you will be cut off from any other assistance we can give, here are some other items you may find useful." She hands you the pack she carries; inside, you can hear muffled clinking. "There are six bottles of blessed water inside, and five minor curative potions (Cure Light Wounds). Good luck, and may Pharasma guide you and protect you." She sketches a sign of blessing in the air over your heads before producing a large iron key and unlocking the door. It opens with a creak, revealing the top of a spiral staircase.
The spiral stairway descends down a cramped vertical shaft to the second level of the Godsmouth Ossuary. There is a narrow gap between the stairs and the corners of the square shaft, but it is too small for a those of normal size to fit, and a tight space (Escape Artist skill required) for your small group.
Marching Order?

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Skip uses a wand to put up mage armor as the party descends. He keeps a pair of scrolls in his hands and takes position in the middle of the group, prepared to cast or stab as needed.

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Thomas checks his new weapon before wrapping it around his torso and tests the new links of Midnight Lord's chain barding before moving through the small opening.
Take 20 for both to get through the gap.
Marching Order is probably: Cade; Thomas; ML; Eidolon; Kryspi; Culsar; Skip

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Culsar also uses Mage Armor on himself and his eidolon before carefully squeezing inside.

DM Rah |

The gap is not a shortcut down the stairs, just an odd feature. But since this whole group is actually small enough to take that route, and Thomas and Culsar expressed interest in it...
As Thomas and Culsar slip into the gap, they notice something below. Like a hideous octopus, its thin, hook-lined tentacles connected by a fleshy web, the creature slowly unfurls.
Perception Thomas: 1d20 + 8 ⇒ (15) + 8 = 23
Perception Culsar: 1d20 + 8 ⇒ (10) + 8 = 18
INITIATIVE
Skip: 1d20 + 2 ⇒ (6) + 2 = 8
Thomas: 1d20 + 4 ⇒ (11) + 4 = 15
Culsar: 1d20 + 5 ⇒ (13) + 5 = 18
Kryspi: 1d20 + 3 ⇒ (2) + 3 = 5
Cade: 1d20 + 3 ⇒ (18) + 3 = 21
Darkmantle: 1d20 + 6 ⇒ (2) + 6 = 8
This is a darkmantle.
The darkmantle isn't a particularly good climber, but it can cling to a cave roof like a bat, hanging by the hooks at the ends of its tentacles so that its dangling body looks nearly indistinguishable from a stalactite. In this hidden position, the darkmantle waits for prey to pass beneath, at which point it drops and swoops down to attack its victim, slamming its body against the foe and attempting to wrap its webbed tentacles around the target. If the darkmantle misses its prey, it swoops back up and drops again until its prey is vanquished or the darkmantle is grievously injured (in which case the creature flutters back up to the roof to hide and hope its “prey” leaves it alone).
Darkmantles prefer to dwell and hunt in the caves and passageways that are closest to the surface, as these tend to possess more traffic for the monsters to feed upon. Yet they do not confine themselves to these dark caverns, and can sometimes be found dwelling in ruined fortresses or even in the sewers of bustling cities. Anywhere food is plentiful and there's a ceiling to cling to is a possible den for a darkmantle.
The darkmantle's inborn ability to cloak the area around it in magical darkness gives it an additional advantage over foes that rely upon light to see.
INITIATIVE - Surprise Round!
Culsar ⇒UP
Thomas ⇒UP
Darkmantle

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Thomas and Midnight Lord recoil from the weird sea creature in front of them.
Thomas lashes out with his Spiked Chain as Midnight Lord circles around the beast to flank it.
Bite: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Trip: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Spiked Chain: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Adjusted the tokens so they were in squares.

DM Rah |

The creature is in the small gap between the stairs and the wall. Thomas can attack it, but Midnight Lord is medium sized, so it can't get into the gap from the other side.
Thomas sends Midnight Lord to attack. The Wolf bounds down the stairs, but cannot get to the creature. Thomas' chain, however, finds it easily, giving it a bloody gash on its hide.
Culsar is up!
I've placed those in the gap in the left squares of the stair. Those on the stairs are in the squares to the right (Cade, Skip, Kryspi, and the Eidolon and Wolf).

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Wait, so does that mean it is a small area where it would basically be one-on one? If so, Thomas would retreat out of the area to engage it with the group, rather than try to solo it.

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In either case, Culsar will try to shoot it!
Crossbow: 1d20 + 5 ⇒ (7) + 5 = 12 for Damage: 1d6 ⇒ 4

DM Rah |

Thomas, since this a surprise round you'll only be able to retreat.
Thomas warns the group and scrambles back out of the gap. Culsar fires his crossbow, which clatters off the stone inches from the creature.
Then, suddenly, everything goes dark!
INITIATIVE
Cade ⇒UP
Culsar ⇒UP
Thomas ⇒UP
Darkmantle
Skip
Kryspi

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If I use Bond Senses, can I see via the eidolon's darkvision here?

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Excellent. I'll use that. What does my eidolon and I see? If the enemy has come out then the eidolon will want to do something about that.

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Can Culsar 5' ste back and allow the eidolon to come in and fight the darkmantle? If so, Culsar would step back and fire a bolt,
XBow: 1d20 + 5 ⇒ (20) + 5 = 25 for Damage: 1d6 ⇒ 4
Confirm?: 1d20 + 5 ⇒ (11) + 5 = 16 for Damage: 1d6 ⇒ 6
[ooc]then the eidolon steps in,
Bite: 1d20 + 4 ⇒ (14) + 4 = 18 for Damage: 1d6 + 2 ⇒ (4) + 2 = 6

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Thomas will command Midnight Lord to seek out the squid-like creature. "Find the enemy!"
Handle Animal-DC 20: 1d20 + 9 ⇒ (16) + 9 = 25
Midnight Lord hears his command and begins to sniff around, he tracks down the creature and positions himself next to it.
Move Action to detect direction and Move Action to move towards it.

DM Rah |

Culsar fires a bolt into the gap, skewering the darkmantle. It squeals and twists about, then looses its grip on the wall and falls down the shaft, narrowly missing Thomas on the way. Following the scent of it Midnight Lord descends, and finds the unmoving creature at the bottom of the stairs. Slowly the darkness recedes and everyone can see once more.
Combat Over
Below is a square chamber. Old carvings cover walls thick with dust and cobwebs. Three sets of stone double doors stand in the three facing walls. Heavy bronze seals emblazoned with the symbol of Pharasma secure the doors against whatever lies beyond.
The carvings on the walls hearken back to an earlier age, when Thassilon was at its height, but many have since been defaced. Just as Valanthe said, the doors here are sealed with magic and will require the chime of opening to pass through.

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Knowledge (history): 1d20 + 7 ⇒ (1) + 7 = 8
Skip follows along, taking notes of the carvings and whatnot but not really catching on to the significance of it. "Which way? Eenie-meenie-minie-mo?"
left, right, center: 1d3 ⇒ 2
Edit: forgot:
Perception: 1d20 + 2 ⇒ (11) + 2 = 13

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Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Knowledge(History): 1d20 + 5 ⇒ (6) + 5 = 11
"I think we should go right. That really uhm... kind of... intoxicated rambling in the graffiti sort of inspired me that way."

DM Rah |

Cade leads the way through the eastern doors...
A large statue stands in the corner of this L-shaped room, depicting a tall feather emblazoned with a large open eye. Though apparently carved from stone, the statue gleams with a golden-green iridescence. A pair of stone doors stands in the east wall in the short leg of the L.
Carved into the floor between the western doors and the statue is the following inscription:
“Though veiled behind the plumage of the soul, the Eye still sees, unblinking, through all the ages, from the beginning to the end of time. When the Three are One, and the spirit becomes flesh, the Seal may be opened and the Sleepers awakened. And the glorious apocalypse shall consume us all.”
The doors to the east are featureless except for a strangely shaped depression where they meet.

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Knowledge (religion): 1d20 + 7 ⇒ (17) + 7 = 24
"Oh, this is interesting! I've read about this before but never thought I would actually find something about it! There is a mysterious and esoteric god of ancient Thassilon called the Peacock Spirit. The worship of the Peacock Spirit fell with the empire. This is quite a find! The Peacock Spirit was supposedly the god of mind, body, and soul. How interesting!"
After reading the inscription on the floor, Skip's face darkens though. "Well, I don't like the sound of that."

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No, me neither.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

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Perception: 1d20 + 8 ⇒ (17) + 8 = 25
"Interesting..." Thomas notes. He moves up to the statue and pulls forth a green feather and presents it to the group.
Detect Magic
"It's a magical item, but I am not adept at discerning such things. Flaxseed?"

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Thomas signals to Midnight Lord to heel and the wolf trots up to his side. He braces against the door to the east and tries to open it.
Placed myself against the door I mean.

DM Rah |

Thomas and Midnight Lord give it all they have, but the doors do not open. Upon closer examination, the “doors” to the east are featureless except for a strangely shaped depression where they meet - examining the doors reveals they’re actually one solid piece of stone carved with a seam to look like a pair of doors.

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Cade shrugs, "I think we'll have to come back to this one folks. Maybe there's some object that will fit in the middle here. Let's go check out the next room."
Cade will move to the northern door in the first room and attempt to open it.

DM Rah |

Moving through the northern doors, Cade finds bodies wrapped in age-yellowed linens in alcoves lining both sides of a wide corridor. Thick cobwebs hang from the ceiling and drape the walls of the crypt; everything is coated in a deep layer of dust.
These catacombs were used to house those deceased persons not sworn to one of the seven runelords or to Pharasma herself. Most of the bodies interred here were minor servants, prison guards, and foreign visitors to Kaer Maga; all are ancient beyond belief, and crumble into bone shards and dust if disturbed.

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Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Culsar looks around but doesn't notice anything in particular.