Kali Starr |
"How disappointing, anyone hungry?" Kali asks with a chuckle, "I guess we should keeping moving then. Lead the way, Kragnor."
DM Carbide |
Anyone going to investigate the skeleton?
Senja Kala |
Senja joins Eva in taking a closer look at the skeleton, curious if it is the body of an adventurer or some denizen of this strange place.
Knowledge (things - all bonuses are the same): 1d20 + 8 ⇒ (3) + 8 = 11
DM Carbide |
Senja, since you're not in a fight or distracted you can take 10 if you'd like.
-Posted with Wayfinder
DM Carbide |
A bit of digging around reveals a couple of things. There are shreds of moldering cloth on the skeleton that look like they might once have been robes of some sort, the hilt of a sword is nearby (along with a linear pile of rust flakes that probably is what's left of the blade), there's no sign of flesh on the bones, and under the skeleton is a brass key, green with verdigris.
While the party is searching the area, Eva is the first to venture into the western end of the hall. (This is the part of the room that Kali couldn't see from the door...and Kragnor didn't roll well enough to detect anything either.) The monk doesn't notice the hairline gap around the trap door, but her superior reflexes allow her to jump to safety when the floor gives way under her. The moon spider in the pit stays in its niche, although everyone can hear something moving down there.
Fickle Finger of Fate, alphabetical order: 1d6 ⇒ 2
DC 20 Perception check: 1d20 + 8 ⇒ (2) + 8 = 10
DC 20 Reflex save: 1d20 + 4 ⇒ (19) + 4 = 23
DM Carbide |
Senja, some of your monster-identifying skills are only +5 or +6. However, taking 10 still gives you some further information. First, the skeleton is indeed that of a human. Second, the lack of flesh on the bones, particularly when some of the clothing survived, suggests to you that it was defleshed before the ceiling came down on it.
Kali Starr |
"Whoa, that was a close one!" Kali remarks on the trapdoor Eva nimbly avoided, "Is there another one of those creepy spiders down there?"
DM Carbide |
Ten feet, just like the other one. It fills the dead end.
Senja Kala |
Oops, sorry about the Knowledge bonus mistake.
"Think we can take the thing out while it's in the pit?" Senja asks. "I can make its life a lot more difficult."
He summons a cats-cradle of black web between his fingers, working it into an elaborate lattice of shadow and preparing to throw it at the spider.
Ready action to cast misfortune at spider if it moves out of pit.
Eva Baldursdóttir |
Ah, I missed the part where it's a dead end.
Eva frowns slightly. "It does not seem worthwhile, unless you believe there is a secret door on the other side?"
Kali Starr |
"It's worth taking a look, I guess." Kali says as she briefly examines the dead end.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
DM Carbide |
Kali finds no indication of a hidden door.
Kragnor Stonebreaker |
"Let's try this door here." Kragnor says, indicating the northern door.
Perception for traps and such: 1d20 + 9 ⇒ (20) + 9 = 29
Kali Starr |
Despite it being clear Kragnor's examination of the door is quite thorough, Kali's agitation leads her assist in the search, "Let me help you check that out, Kragnor."
Perception (aid another): 1d20 + 4 ⇒ (3) + 4 = 7
DM Carbide |
How did you know the trap was DC 30 to detect, Kali?
Seriously, though....
The door opens without incident. This room, unlike all of the others you have seen in the Cellars, lacks even a trace of the otherwise-omnipresent luminescent moss. There are two clusters of four stone caskets each. Between the two groups, in the center of the room, stands an empty, unlit iron brazier. The usual banners of dust-covered spiderwebs hang from the ceiling, wafting gently back and forth in the breeze of your passing and casting odd shadows on the walls. There is nothing else moving in the room.
What do you do?
Senja Kala |
"Okay, even I think this place is creepy, and I wrap people in shadow and blight them with bad luck," Senja comments. "I guess we should check out those caskets, but just saying those words make me hesitate."
He raises a hand and scans for the presence of magic in the room.
DM Carbide |
Senja detects a faint aura from the southwesternmost casket.
Senja Kala |
He informs his companions what he's found, and continues to study it until he learns a bit more.
Knowledge (arcana) to identify school of magic: 1d20 + 8 ⇒ (20) + 8 = 28
Handy link to calculate DC, if you wish.
DM Carbide |
Senja, it's conjuration magic.
Eva, the brazier is covered with soot and dust, and smells like old smoke. As you approach it, a chill breeze comes up. Its intensity increases rapidly until it is literally howling through the room...although the spiderwebs are untouched by it. The room seems to darken, and in the sudden gloom scores of small spectral eyeballs appear, blowing like thistledown on the wind. They peer intensely at you before fading away as the wind dies down and the light returns.
Senja Kala |
Senja tries to understand what just happened, and whether it presents any threat to him and his companions.
Knowledge (arcana): 1d20 + 8 ⇒ (13) + 8 = 21
Spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
DM Carbide |
Senja, given the lack of interaction with inanimate objects in the room, this was probably some sort of programmed illusion. The brazier did not show any signs of a magical aura, incidentally.
Senja Kala |
Senja explains his conclusions to his fellow Pathfinders, then says, "I think the rest of us need to step into the room and sort out what's going on here. This seems like it was more of a trick than a threat."
DM Carbide |
As the rest of you enter the room, the eyeball storm phenomenon does not happen again.
Kali Starr |
Kali moves into the room for a closer look, "I might be the only one, but I kind of want to light the brazier and see what happens. We are supposed to explore, right? Otherwise, let's just check out that casket and move on."
Senja Kala |
"Or check out all the caskets," suggests Senja. "Only one has magic in or on it, but who knows what's in the others? Treasures beyond our wildest imaginings! Or, more likely, a bunch more spiders."
He moves into the room with Kali, uncharacteristically not entering last. "Let's start with the one with magic. How about you take a look for traps, and then we'll open it real carefully? Though it might be better if someone else helped you open it, I'll probably just make it harder."
Kali Starr |
"Sure thing, Senja. I'll be real careful." Kali takes two minutes to thoroughly check the magical casket for traps.
Taking 20 on Perception to check for traps for a 24.
DM Carbide |
There are no traps on the coffin lid. On opening it, you see a pile of bones and a horn. The bones, though, immediately begin to move, snapping together into a reasonably intact skeleton, which rises from its resting place. At the same time, you hear similar sounds from many of the other caskets.
Round 1:
Initiative order
Skeletons-acted
Kali
Senja
Kragnor
Asvald
Eva
Melody
Before any of you have time to react, five other caskets are opened from the inside, and skeletons rise up from them. The one in the already-opened casket reaches out to Kali with clawed hands, one of which leaves a shallow slash on the kitsune. Take 3 HP, Kali.
Eva Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Kali Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Kragnor Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Melody Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Senja Initiative: 1d20 + 8 ⇒ (11) + 8 = 19
Skeleton Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Claw on Kali: 1d20 + 2 ⇒ (11) + 2 = 13
Claw on Kali: 1d20 + 2 ⇒ (14) + 2 = 16
Claw damage: 1d4 + 2 ⇒ (1) + 2 = 3
Kragnor Stonebreaker |
"Now look what ye done!" Kragnor roars as he grabs his lucern hammer, steps back and swings at the one near Senja.
Attack, FE: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Damage: 1d12 + 3 + 2 ⇒ (6) + 3 + 2 = 11
DM Carbide |
Kragnor misses the skeleton.
For reference: AC16/T12/FF14/CMD14
Kali Starr |
Assuming skeletons are common undead and therefore are a Knowledge DC 10 or lower, I'm going to roll to identify to see if Kali knows to use bludgeoning weapons.
Knowledge (religion) untrained: 1d20 + 1 ⇒ (5) + 1 = 6
The ninja rolls through the skeleton's square to get to the west side of the creature, but forgets common undead tactics and attacks with her wakizashi. The error is moot as she misses anyway.
Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29
Wakizashi: 1d20 + 4 ⇒ (6) + 4 = 10
Senja Kala |
Senja studies the skeletons for a moment, considering what he knows about them - how to fight them, and whether his hexes will affect them.
Knowledge (religion): 1d20 + 5 ⇒ (18) + 5 = 23
My action this turn will depend on what I learn from that check.
Melody Flaxseed |
Knowledge (religion): 1d20 + 6 ⇒ (3) + 6 = 9
"What are those things?"
Melody conjures a bolt of lightning on the nearest skelly!
ranged touch: 1d20 + 2 ⇒ (11) + 2 = 13
electric damage: 1d6 + 1 ⇒ (2) + 1 = 3
DM Carbide |
Melody, identifying common monsters like this is a DC 6 Knowledge check; you know they're undead, and you have all applicable undead traits.
Senja, you identify them as standard humanoid skeletons; undead creatures, immune to mind-affecting effects, and resistant to non-bludgeoning weapons.
Eva Baldursdóttir |
Eva holds her sword up defensively and jabs at the nearest skeleton with her knees and elbows.
Flurry: 1d20 + 3 ⇒ (17) + 3 = 20
Bludgeoning Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Flurry: 1d20 + 3 ⇒ (13) + 3 = 16
Bludgeoning Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Asvald Bjornson |
Asvald brandishes his sword and begins a rousing chant to stir his allies's spirits.
Inspire rage. You know the deal.