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Ah, for some reason I thought he moved further. Never mind.

DM Rah |

Regarding the bridge: actually I goofed a little on that. Ignore the dotted lines. There is a gap in the hallway ahead that drops down 20' to a cross-passage below.
Miss deviation for alchemist fire: 1d8 ⇒ 2
Dodging attacks, the alchemist tries to hurl his flaskat Cade but it slips and falls just to his left, bursting and singing both Cade and himself in the process.
"Oh, come ON!" He screams at his blunder and stumbles right into Culsar's eidolon.
*Crunch!!*
The man chokes as the eidolon's jaws clamp around his throat. "Urghk! Ghak! Damned halfli..."
His eyes rolling up in his skull, his loses consciousness and falls limp to the floor.
Combat Over!
Searching the mad alchemist you find quite a few items of interest. He has potions of cure light wounds (2), potions of enlarge person (2), wand of command undead (13 charges), acid (2), alchemist’s fire, smokesticks (2), tanglefoot bag, thunderstones (2), masterwork studded leather, +1 spear, masterwork embalming tools, formula book (contains the formulae for bomber’s eye*, expeditious retreat, shield, crafter’s fortune*, cure light wounds, and enlarge person), and thieves’ tools,
If removed from the ossuary, his equipment counts as a full alchemist’s lab. In addition, the alcove holds the books and notes of the Chymists of Life in Death. The entire collection is worth 500 gp to an alchemist or arcane scholar, but the church of Pharasma considers the books heretical and attempts to confiscate the proscribed texts if they learn of their existence.

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Wow, this guy had a lot of neat stuff. Strange books, though. Culsar starts to pick up some of the more common and useful things. Anyone need to use a potion?

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Skip makes a disgusted face at the thought of controlling undead minions. "Yes, I can try to use it. Not exactly my forte but it would be useful, I guess."

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Thomas will spend some time to move anything of value to the entrance of the Ossuary, to join his pile of treasure.
Once he is done, Thomas will lead the group with Cade to the next area north of the Alchemist's room. "We should continue on."

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Actually, I'd prefer to check out 9b as planned before we forget about it.
"We should split the acid and alchemist's fire. It'll come in handy versus future swarms. I'll take an acid. Thomas and Culsar, split the rest? The potions of enlarge person would be entertaining for Culsar's pet."

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OK, that's good. Let's go!
So it seems I'm taking the Enlarge Person potions for the eidolon, will it work on him though?

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it just occurred to me that maybe Kryspi should take the thunder stones and tanglefoot bag, since she tends to not have a lot of combat actions in the early rounds. It'll give her more choices.

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it just occurred to me that maybe Kryspi should take the thunder stones and tanglefoot bag, since she tends to not have a lot of combat actions in the early rounds. It'll give her more choices.
I have a longbow, but my line is usually blocked in this dungeon.

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RE: enlarge person, it may be a DM call? I see arguments for enlarge person working on an Eidolon, but I'd have to dig more for enlarge person as a potion on an Eidolon. link

DM Rah |

Backtracking through the Ossuary, you open the secret door discovered earlier. Beyond you find seven alcoves arranged along a 5-foot-wide corridor, with niches in the walls to hold the bodies of the deceased.
Within the closest niche you see gold and jewels, but before you can get a closer look Cade notices two cold blue lights glowing in the dim light ahead. A tall skeleton wearing ancient half-plate armor engraved with runes steps forward - in its bony grip it holds an elaborate ceremonial ransuer.
"Come to steal from the rulelords?" It asks in a hollow voice, the blue light from its eyes flashing angrily. "I am Erdikhaan, and if you think to take it, you must first survive my wrath."
This is a skeletal champion. You have faced one before in the Crypt of the Everflame. They are intelligent, and hard to kill with edged or piercing weapons.
INITIATIVE
Skip: 1d20 + 2 ⇒ (18) + 2 = 20
Thomas: 1d20 + 4 ⇒ (3) + 4 = 7
Culsar: 1d20 + 5 ⇒ (13) + 5 = 18
Kryspi: 1d20 + 3 ⇒ (4) + 3 = 7
Cade: 1d20 + 3 ⇒ (4) + 3 = 7
Skeleton: 1d20 + 5 ⇒ (11) + 5 = 16
INITIATIVE
Skip ⇒UP!
Culsar ⇒UP!
Skeleton
Thomas
Kryspi
Cade

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Oh no! Something esle that doesn't like us!
The eidolon takes to the new enemy!
Bite: 1d20 + 4 ⇒ (4) + 4 = 8 for Teeth: 1d6 + 2 ⇒ (3) + 2 = 5
Trip: 1d20 + 4 ⇒ (14) + 4 = 18

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I moved the enemy back for you.
The eidolon steps forward and full attacks!
Bite: 1d20 + 4 ⇒ (10) + 4 = 14 for Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Trip if hit: 1d20 + 4 ⇒ (19) + 4 = 23
Claw: 1d20 + 4 ⇒ (20) + 4 = 24 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw Crit?: 1d20 + 4 ⇒ (19) + 4 = 23 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Culsar then moves up and casts a spell!
Rejuv Eidolon: 1d10 + 2 ⇒ (7) + 2 = 9

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Thomas will wait for Cade to act, but he will step into the hallway and draw his sling. He loads a bullet and flings it at the skeleton.
Sling: 1d20 + 4 - 4 - 2 ⇒ (9) + 4 - 4 - 2 = 7
But the combination of the people in the way and the combat occurring causes his bullet to go wide.

DM Rah |

Culsar's eidolon bounds up and tackles the skeletal champion, ripping off an arm and shaking it like a puppy with a chew toy.
"Noo! Noo.*"
The monster's hollow voice fades into echoes as Skip's magic cracks its skull and ends it's unnatural life.
Combat Over!
The skeleton wore half-plate (non magical) and carried a masterwork ranseur. Looking around the secret passage you find nearly a hundred gold in gems, jewelry, and funeral offerings.
The far side of the passage opens up behind a statue in the central chamber of the ossuary.

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DM Rah |

Returning to the passage leading north from the alchemist's chambers you come to a sort of bridge that crosses over another passage below. A grisly heap of decaying body parts lies at the bottom, and the air is rank with the smell of rot, corruption, and pungent chemicals.
Something moves below, then disembodied hands claw their way out from the pile and begin ascending the walls in your direction!
INITIATIVE
Skip: 1d20 + 2 ⇒ (9) + 2 = 11
Thomas: 1d20 + 4 ⇒ (6) + 4 = 10
Culsar: 1d20 + 5 ⇒ (10) + 5 = 15
Kryspi: 1d20 + 3 ⇒ (1) + 3 = 4
Cade: 1d20 + 3 ⇒ (3) + 3 = 6
Crawling Hands: 1d20 ⇒ 12
INITIATIVE
Culsar ⇒UP
Crawling Hands
Skip
Thomas
Kryspi
Cade

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"Oh god! We need to get a HAND-le on the situation!" Thomas yells, clearly smirking a bit too much for the possible death to ensue.

DM Rah |

Botting Culsar.
Culsar's eidolon rips and tears at the hands near it.
Bite: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Claw: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
The hands jump from the walls to attack!
One leaps for Cade, grabbing him by the throat and strangling the breath from him!
Crawling Claw on Cade: 1d20 + 6 ⇒ (14) + 6 = 20 3 damage + grab
Grab: 1d20 + 1 ⇒ (15) + 1 = 16
The other two jump for Midnight Lord and the eidolon, but neither finds a soft target to tear into.
Crawling Claw on Midnight Lord: 1d20 + 6 ⇒ (4) + 6 = 10 3 damage + grab
Grab: 1d20 + 1 ⇒ (14) + 1 = 15
Crawling Claw Eidolon: 1d20 + 6 ⇒ (8) + 6 = 14 3 damage + grab
Grab: 1d20 + 1 ⇒ (14) + 1 = 15
INITIATIVE - Party up!
Skip ⇒UP
Thomas ⇒UP
Kryspi ⇒UP
Cade ⇒UP
Culsar ⇒UP
Crawling Hands

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Scrolls in hand, Skip rushes to the aid of Midnight Lord and stabs!
I'm guessing it won't provoke moving around them because they are tiny-sized iirc.
scroll blade: 1d20 + 6 ⇒ (8) + 6 = 14
damage: 1d4 + 1 ⇒ (3) + 1 = 4

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Knowledge Religion: 1d20 + 6 ⇒ (3) + 6 = 9
Kryspi bursts out in another celestial song, "ಮನೆ ಸಂಗ್ರಹಾಲಯವಾಗಿದೆ. ಜನರು ಅವರನ್ನು ನೋಡಲು ಬಂದಾಗ. ಅವರು ನಿಜವಾಗಿಯೂ ಒಂದು ಸ್ಕ್ರೀಮ್ ಇವೆ. ಆಡಮ್ಸ್ ಕುಟುಂಬ."
Channel Positive vs Undead (DC 14): 1d6 ⇒ 4
"The house is a museum. When people come to see them. They really are a scream. The Addams Family."

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OK, back from vacation and trying to get caught up. Looks like another battle!
The eidolon slashes at the enemy!
Bite: 1d20 + 4 ⇒ (14) + 4 = 18 for Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 4 ⇒ (5) + 4 = 9 for Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 ⇒ (15) + 4 = 19 for Damage: 1d4 + 2 ⇒ (3) + 2 = 5

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Thomas and Midnight Lord turn on the crawling hand that is trying to assault the wolf.
Bite: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Trip: 1d20 + 4 ⇒ (14) + 4 = 18
After Midnight Lord tries to clamp down on the hand, Thomas follows up with his spiked chain.
Spiked Chain: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

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Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Thomas yells to his compatriots. "Take cover! Sounds like someone is casting a spell!" he shouts before taking cover behind the wall to his right.

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Can't identify a spell as it is cast without both seeing and hearing it. :(

DM Rah |
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The rules for identifying spells are lame.
Also, the cross hallway is 15 feet down, and so not really available to "jump into". Regardless, no spell effect comes immediately rushing down the hallway. You can readjust your positions if desired.
Giving Culsar and Skip a chance to react before moving on.

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Culsar will command his eidolon to seek out the source of the casting, hoping it will be able to identify its exact position. The eidolon will move in the direction of the voice while Culsar will follow him.
Perception?: 1d20 + 8 ⇒ (9) + 8 = 17