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Having taken a minute to calm down, Hangust looks around for any tracks that may tell him where the assailants went, f he finds none he'll turn a broader eye to the rest of the room.
Survival: 1d20 + 4 ⇒ (16) + 4 = 20
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Eldak, you can just edit your posts within an hour of making them, that way you don't have to post twice whenever you want to add another comment. This won't mess up your dice rolls.

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Nervous about being near a mausoleum, Noz keeps an eye on the corpses near the door, "we should be sure that those are dead-dead, Noz feels we may be walking into a trap..." Noz keeps an eye out for any danger/movement.
Perception: 1d20 + 6 ⇒ (11) + 6 = 17

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You quickly search the courtyard looking for any danger or movement, but nothing is moving. Hangust notices it looks like the recent traffic has been through the western double doors.
While Noz also examines the course and finds that they are only unconscious. The men seem to have lost a lot of blood. One seems to have had a dagger or short swords jabbed into his back, while the other has a deep slash across his chest.
What now?

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Are they stable? If not...
Heal: 1d20 ⇒ 2
Heal: 1d20 ⇒ 4
Hangust unsuccessfully tried to bandage their wounds, looking to the party he asks if anyone can help, or if they have healing magic to spare.
"Once we're sure they're okay, there are tracks headed west, we should follow them and get justice."

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"Yikes, these men are still alive!! We should help them and then investigate the mausoleum!"
Heal: 1d20 + 2 ⇒ (20) + 2 = 22
Heal: 1d20 + 2 ⇒ (18) + 2 = 20
Noz also retrieves a wand from his pack, "anyone know how to use this?"
It is a wand of infernal healing with 50 charges, but should be used in combat, not on these guys :)). Wow, I hope I didn't waste all of my good rolls!

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"i can attempt to use it. Shouldnt be too hard"
if only i made him the original instead of unchained lol... I made long before unchained but didnt relize spell changes when i chose to turn him
-Posted with Wayfinder

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We should investigate inside through those double doors. I'll open the door and head in, cover me.
Butharn goes to the double doors, does a cursory check to see if something looks suspicious and then opens the door if he doesn't find anything.
perception: 1d20 ⇒ 14

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Seeing the fallen taken care of Hangust nods at Butharn and follows him toward the doors, keeping his weapons at the ready.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

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Daveak will go ahead and SLA summon monster 1 an eagle with celestial template. It will last 2 min
-Posted with Wayfinder

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If you want to using any healing on the downed pathfinder go ahead and post it. Otherwise they are stabilized where they are.
Eldak peers through a window on the western wall and sees into a small room that seems to contain barrels and boxes, it looks to be a storage area. A hallway leads out of the room to the west.
Butharn and Hangust keep their eyes open for trouble open the double doors and begin to move into the Mausoleum. The entry hall here has several strange curved alcoves, after 20 feet passages go left and right. The entryway also continues and there is a room up ahead.
Post what you are doing, if someone makes a decisive action I'll assume other follow unless you post a different action.

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Since we have a wand I'll go ahead and heal the downed pathfinders.
CLW Potion: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Potion: 1d8 + 1 ⇒ (7) + 1 = 8
If the pathfinders wake up Hangust will question them about what attacked them and ask of they have any assistance they can offer.
That's one potion each.

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Hangust administers potions of cure light wounds to the fallen Mausoleum workers. They both wake with a jolt.
Dastardly Aspis Consortium Agents! Big group of them hit us fast! Tired to make a run for it but they just cut us down. There's a couple Potions of Lesser Restoration in the storage room in the Ossuarium.
They are willing to answer in other questions you have.
After they answer any questions they make for the safety of Center House.

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"Noz thinks that stealth might be an asset here," whispers the tiefling while looking at the two rogues. "Perhaps Noz, the bird, and the elf should scout ahead?"
Take 10 on stealth for 10 + 6 = 16

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Hangust thanks the Pathfinders for their information. "Best if you lay low, you don't want to reopen your wounds. How many were in the group that hit you? Do you know of any traps that may lie ahead we should watch out for?"
Once done with his questioning the halfling follows the rest of the group into the next room and tries to spot anything helpful.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
At Noz's suggestion Hangust nods his agreement. "I'm small, easy to overlook I'll come too."
Stealth: 1d20 + 6 ⇒ (10) + 6 = 16

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There were 7 or 8 of them in total. Traps! I don't know, none that we would have set!
-----
Hangust moves into the building, moving stealthily, he reaches the intersection and looks around. To the north, the hallway opens to the east, ends in a door, and then continues to the left (west). To the south, the hall continues and the eastern wall contains two opening, and eventually a door in what looks to be a mesh wall; on the western wall another mesh wall with barrels sitting behind it. Straight ahead is a small room with a drain in the floor blood and gore can be seen in the drain, an adjacent room sits to the north.
No sign of foes.
Which way now?

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I recommend we head to the south and clear those rooms. We don't want anything sneaking up behind us.
With that Eldak begins to move down the hallway to south all the while sticking to the shadows and on the lookout for ambush or traps.
stealth: 1d20 + 10 ⇒ (12) + 10 = 22
perception: 1d20 + 7 ⇒ (10) + 7 = 17

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The tengu rogue moves ahead and takes the lead moving quietly to the south as Hangust guards the junction.
Eldak first reaches a small meeting room on his left, followed up a hallway that leads to the storage room he saw from the window outside.
Through the mesh walls he finds what appears to be a dissection room, for conducting autopsies. It is equipped with steel tables, lab equipment (medical and alchemical), and barrels of wash water.
The area appears empty.
Now what?

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Eldak explores the store room. He finds extra water barrels and embalming supplies but nothing else of value.
next?

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Butharn points to the blood drain area directly across from where we entered.
He waits for the more stealthy people to take the lead, since he knows he mostly resembles a short lumbering elephant.

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Near the computer and keeping the game going.
Eldak enters the dissection room. Searching for something worth taking away or aiding himself or comrades.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Stealth: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10

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Excellent!
Butharn points out the bloody drain, as Eldak continues his search in the dissection room. Various tools are there that you would except to see especially bone saws, clamps, etc. As he searches he unintentionally bumps some tools, they make some noise.
Nothing overly helpful here.

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Hangust creeps slowly along the western hallway, peering into the next set of rooms while his companions explore elsewhere.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Stealth: 1d20 + 6 ⇒ (14) + 6 = 20

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Feeling like these rooms to the south have been covered, Eldak rushes North now to rejoin his companions and head toward the drain. He tries to move as silently as he can but does go fast.
Full movement while in stealth mode incures a -5 penalty.
perception: 1d20 + 7 ⇒ (3) + 7 = 10
stealth: 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13

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As Eldak finishes searching the dissection room. Hangust moves to the bloodly drain, upon examination you believe it might be some kind of human waste disposal. You can also see into the Ossuarium. A workshop where skeletal remains are cleaned, reassembled and studied. If Aspis agents are still here they have not yet made themselves know.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Stealth: 1d20 + 7 ⇒ (8) + 7 = 15
Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24
Feel free to move forward.

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Eldak continues to move stealthly looking around he still doesn't spot the Aspis agents.
Hangust and Noz are the furthest forward right now. Feel free to keep it going.

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Hangust continues north, getting anxious for having found nothing but knowing the lodge must still be under attack.
Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Stealth: 1d20 + 6 ⇒ (12) + 6 = 18

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Eldak eases into the Ossuarium, in this workshop there are live beetles held in glass enclosures as well as kilns used to clean skeletons. Various tools lie around.
As Hangust advances in the room a well hidden Aspis agent suddenly breaks cover and sprints to the south.
intiative
Butharn: 1d20 + 1 ⇒ (8) + 1 = 9
Daveak: 1d20 + 6 ⇒ (9) + 6 = 15
Eldak: 1d20 + 4 ⇒ (4) + 4 = 8
Hangust: 1d20 + 2 ⇒ (17) + 2 = 19
Noz: 1d20 + 8 ⇒ (17) + 8 = 25
Phythor: 1d20 + 4 ⇒ (4) + 4 = 8
Aspis: 1d20 + 7 ⇒ (6) + 7 = 13
Round 1
Hangust
Noz
Daveak
Aspis
Butharn
Eldak
Phythor
Hangust, Noz, and Daveak may act. 1 Minute left on the eagle as it looks like about a minute for the previous searching.

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Hangust runs to the corner of the room, drawing his bow, and looses an arrow at the aspis agent.
Short Bow: 1d20 + 5 ⇒ (5) + 5 = 101d4 ⇒ 3
moving to the western corner of this room, on my phone and can't move my token.

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Daveak will move up a little and the eagle will move in and attack
claw smite evil: 1d20 + 3 ⇒ (7) + 3 = 10
dmg: 1d4 + 3 ⇒ (3) + 3 = 6
If not evil subtract 1 dmg
i will be in the field for a few days and may not get to post. Please Bot if necessary.
-Posted with Wayfinder

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Hangust moves toward the corner and fires his bow but is off target. Noz moves down the hallway. While, Daveak's celestial eagle also tries to attack the Aspis agent but misses as well.
The agent turns and swats at the eagle with his short sword.
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d6 + 2 ⇒ (5) + 2 = 7
Taking the eagle out of the sky. He then moves out of sight.
Round 1
Butharn
Eldak
Phythor
Round 2
Hangust
Noz
Daveak
Aspis
All pathfinders are up!

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Not sure where this guy went to. Eldak takes a chance and moves down the hallway between the two rooms to try and cut him off and sees....
What are the stars in the Ossuarium? Are those the Glass Enclosures?

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Not seeing any obvious targets, Butharn moves to cover the most possible angles and holds an attack on someone closing with him.

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Butharn moves up looking for foes. Eldak ducks into the small hallway and realizes it leads into the Kiln area and there are no exits points.
Stars are the glass enclosures.
Phythor, Hangust, Noz, and Daveak are up!

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Using my move action to check out the hallway where the agent was last seen, I still have a standard action left just waiting to see whatever it is I see when looking down that hallway.

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Hangust perception: 1d20 + 7 ⇒ (5) + 7 = 12
As Hangust move to look for the Aspis agent, he fails to notice a similar (but not the same Aspis agent) hiding in the shadows next to the wall. The agent lashes out with a readied short sword.
Ha! The man shouts.
short sword: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (2) = 9
But the Aspis agent had been holding still so long, as he went to attack his calf suddenly cramped causing him to swing wildly instead.
Additionally, the door behind burst open revealing another agent was waiting in the store room.
Hangust may finish his turn.

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Having narrowly avoided being hurt again, Hangust drops his bow and draws his melee weapons.
move action to draw, free action to drop bow, turn concluded

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@Phythor did you move you token? If not I can move it for you.
Okay Noz and Davaeak are up! After Noz posts I'll post for Daveak if he doesn't before them.

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As Phythor moves forward, Hangust draws his weapon.
Daveak moves up and summons another celestial eagle which attacks the Aspis agent.
talon: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d4 + 2 ⇒ (4) + 2 = 6
talon: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d4 + 2 ⇒ (3) + 2 = 5
bite: 1d20 + 3 ⇒ (15) + 3 = 18
damage: 1d4 + 2 ⇒ (2) + 2 = 4
The bite hits.
One of the Aspis agents step forward into a flank on Hangust and both agents attack.
Aspis 1 short sword: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
damage + sneak attack: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (5) = 11
Aspis 2 short sword: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
damage + sneak attack: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (2) = 9
Both attacks miss. Not raging, is that right?
Round 2 Serpents_2
Butharn
Eldak
Phythor
Round 3
Hangust
Noz
Daveak
Aspis 1 4 dmg
Aspis 2
Aspis 3
All pathfinders may act. Noz may go ahead and act twice.