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Behind the broken-down wall, a cave is revealed. Suspended upside down from above—thin, spiked wire cruelly wrapped around them from ankle to neck—are many brutalized corpses similar to those in the previous chambers. As air eddies out from the cave, carrying with it an unsettling odor of ancient decay, the dangling mummified faces, three feet off the floor, stare back.
These strange figures, 30 in all, comprise the remaining participants in bloody sacrificial rites. The wire-bound corpses hang by chains suspended on hooks fixed in the cave ceiling 40 feet overhead. In order to penetrate deeper into the cave, you must crouch beneath or push aside these veritable curtains of dusty cadavers. The corpses twist and swing when disturbed, the wire and preservation magic keeping their brittle body parts from coming loose. When they reach the southeast wall of the cave, the PCs find a ladder made up of iron runs affixed to the rocky face. It descends 15 feet to the platform and ledge below.
Further east, the platform narrows to a rocky ledge, and the floor drops off and is replaced by a 30-footdeep pit with a floor covered in sharp and jagged rocks. Winding around the lip of the pit, the precarious ledge requires a
Just as the party is crossing the ravine, and in fact just as everyone begins to slip half way across, suddenly the room's temperature, already chilly, drops a few degrees more. Within mere seconds, you can suddenly see your own breath forms as mist.
The light from the Wayfinder begins to fade slightly, blinking out a few times very rapidly as if it where a candle's flame being hit by a sudden wind, unsure if it has the strength to remain alive.
Balomar: 1d20 + 1 ⇒ (5) + 1 = 6
Kaylee: 1d20 + 2 ⇒ (7) + 2 = 9
Omar: 1d20 + 4 ⇒ (16) + 4 = 20
Piety: 1d20 + 2 ⇒ (8) + 2 = 10
Tûrak: 1d20 + 3 ⇒ (20) + 3 = 23
Zandu & Ogmios: 1d20 + 2 ⇒ (19) + 2 = 21
SURPRIZE ROUND (Move or Standard Action ONLY, even if you fell)
Turak
Zandu
Ogmios
Omar
Piety
==========
Encounter
==========
Kaylee
Balomar

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Just to be clear, I need an Acrobatics check first, to see if you fall, (landing prone), then the Perception/Religion check, which nearly happen at the same time), and then your action.

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Acrobatics: 1d20 - 4 ⇒ (20) - 4 = 16
Know(Religion): 1d20 + 3 ⇒ (3) + 3 = 6
Balomar works his way across the ledge, nearly slipping on occasion but miraculously makes it. Thank you for the gift of balance, Iomedae!

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Acrobatics, take '10: 16 = 16
Perception DC 20: 1d20 + 8 ⇒ (19) + 8 = 27
Tûrak can see the creature?

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No. No one can see any creature at all.

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Tûrak stands in total defense, waiting for the worst.
AC 24 for this turn.

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Omar and some of the others sense something below, and has he takes a quick peak into the pit, where the group's light barely reaches, suddenly his foot gives way and he falls into the darkness. Other try to reach out and grab him, but just miss. He lands hard, though it could be much worse. Down in the darkness, his wayfider continues to shed light, but it seems to grow weaker, the light paler. He feels cold, and a growing sense of terror building within him. He knows he is not alone down there. Turak slams his back up against the wall, the words of warning on his lips, but it's too late. . .
SURPRIZE ROUND (Move or Standard Action ONLY, even if you fell)
Turak (X, total defense)
Zandu
Ogmios
Omar (-13, prone) can still act
Piety
==========
Encounter
==========
Kaylee (X)
Balomar (X)
(X = did not fall)

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Thanks for the healing, Balomar!
Acrobatics: 1d20 - 1 ⇒ (13) - 1 = 12
Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Kn. religion: 1d20 + 5 ⇒ (2) + 5 = 7
assuming Piety also falls into the pit
Piety tries to get up from prone.

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acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
K. Religion: 1d20 + 8 ⇒ (2) + 8 = 10
Zandu's breath leaves his lungs in a sudden rush as he hits the floor and moans at the ache in his back. Bunching his legs below him, the story-teller pushes himself to his feet and looks around in the darkness, his banner hoisted in the air.
Stand up from prone

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acrobatics: 1d20 + 1 ⇒ (13) + 1 = 14
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Ogmios staggers to one knee as the ground collapses beneath them though the Psychopomp's head bounces off a jagged rock and it collapses to the ground, strange blood pouring from the wound.
-4/9

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With a sudden burst, the Haunt activates, sending a massive screaming flood of angry voices shouting in Thassalonian, calling for the blood of the living. A sudden wave of negatively charged wrath rushes over everyone, eating away at the soul and self.
Balomar: 1d20 + 8 ⇒ (11) + 8 = 19
Kaylee: 1d20 + 2 ⇒ (17) + 2 = 19
Omar: 1d20 + 4 ⇒ (14) + 4 = 18
Piety: 1d20 + 3 ⇒ (19) + 3 = 22
Tûrak: 1d20 + 4 ⇒ (17) + 4 = 21
DM Star Reroll: 1d20 + 10 ⇒ (9) + 10 = 19
Ogmios: 1d20 + 3 ⇒ (13) + 3 = 16
With that, the room goes silent, or perhaps simply dormant.
With that, there is only one last thing to do, so we will finish this up tonight when I get off work.

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Halla and the surviving workers greet the party with great enthusiasm when they return to the seaside excavation camp. They are relieved if Pel and Saala accompany them, and sobered by the lifeless body of Riemme if the PCs have retrieved it. The archaeologist provides food and drink, insisting on a full account of their adventure and details on the location. If the party left Riemme’s body behind, Halla strongly encourages them to go back for it, reminding them of their duty to a fellow Pathfinder and explaining that the ranger was a favored agent of Venture-Captain Sheila Heidmarch.
During the voyage, Halla examines any artifacts that the PCs have collected, exclaiming that they are amazing finds that will surely yield much valuable information on Bakrakhan with further study. If the party has not yet identified the acrimony veil, Halla does so at this time and also assembles it if the device is still in its separate parts. Halla explains that she has every intention of returning to the dig at the earliest opportunity in order to study the temple complex— it’s obvious from the party’s description that the most valuable information is painted and chiseled on the temple’s walls. Magnimar’s venture-captain is certain to recruit a new archaeological team now that the players have cleared out the obvious threats.
-Posted with Wayfinder

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"For all the gods, what was that? Are you ok?", Tûrak asks everybody as he tries to see his friends in the bottom of the pit.
"Does anybody here has a rope?"

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Zandu looks down at his Poor Eidolon and summons forth his inner power, Healing Ogmios in a bid to return him to his feet. As Ogmios pulls them self up from the ground Zandu thinks on what has just happened.
"I would think that was a Haunt, nasty magic left behind from the Thassalonian era. It was calling out for our blood in their ancient tongue. Very nasty indeed. Let us find that last piece and be gone from these accursed halls yes my friends?"
Rejuvenate Eidolon: 1d10 + 2 ⇒ (5) + 2 = 7

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"Yes, I should be quite satisfied to leave this place to the arcaeologists from now on. It should be safe enough, though even with its carvings and magic the temple holds no charm to me. Best of luck with the ruins, friends."

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Oh, sorry. I was trying to get the post out from my phone, and I completely forgot to include that part where the final piece is found just a few feet beyond the pit in a small alcove.
HERE are the Chronicle Sheets. Please let me know if there are any issues and I can fix it.

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Omar stands up...amazed he is still alive.
I thought the very gates of the Necropolis had been opened against us from that pit.
I am glad we were able to survive and return the mask pieces.
Well done. I was expecting to be trapped in the pit with a bunch of shadows or wraiths or something.

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Tûrak was happy to help his comrades to climb up to the top of the pit. After collect the last piece, the half-orc congratulated the team: "we made a good work here, buddies". He slaps everyone on the back.
With all the pieces in hands and the body of Riemme, Tûrak completes another mission for the Society and takes leave, as soon as the meeting with the venture-captain ends.
Thank you all for the game! :)
@DM Beckett waiting for the next... :P