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Nilfyr looks to the others, "Be prepared - there may be undead in those caskets." With that, he begins making his way into the room, fauchard held at the ready.

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Artemus casts Detect Magic as he admits I have a strange desire to light a fire in that brazier. After detecting magic in the area he moves his dancing lights into the room, scanning it with the lights.

GM BPChocobo TK2 |

@Artemus: There is a moderate illusion aura coming from the room!
Artemus Spellcraft: 1d20 + 8 ⇒ (3) + 8 = 11
Unfortunately, you do not know what spell it is.
Nilfyr steps into the room, wary from possible undead AND Artemus' warning about the magic.
Artemus Will: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Kristoff: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Nilfyr: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Thunderstealer: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Belcher: 1d20 + 3 ⇒ (19) + 3 = 22
A chill breeze seems to arise from nowhere with an eerie howl. The room darkens, and then from the sudden gloom, scores of spectral eyeballs appear, drifting with the breeze. The peer intensely at everyone before eventually fading away.
Thanks to Artemus' warning, most everyone seems to deduce that the change of lighting effects, the false sensation of a chill, and the spectral motes moving about are a fake, but an illusion (Belcher just didn't smell anything edible). Kristoff, though, seems unnerved, but otherwise unharmed.

GM BPChocobo TK2 |

The brazier seems cold to the touch, as if it hasn't been lit over some long period of time. It can be imagined that this was used for some funerary service. Enough wood seems to remain to get it started, but only for about an hour before it would be extinguished.

GM BPChocobo TK2 |

The smell is almost overpowering, decades of dust incinerating under the newfound fire. The warmth is comforting in the chilled tomb, but nothing else happens other than smoke slowly filling the room, dispersing in the lofty ceiling above.

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Nilfyr coughs quietly, then looks at Artemus. "Well, if anyone was not aware of our presence before, the smell will surely alert them." He makes his way to the door in the eastern wall and listens.
Perception: 1d20 + 11 ⇒ (6) + 11 = 17

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Nilfyr casts a spell, searching for magical auras in the room.
Cast detect magic
Nilfyr opens the eastern door, fauchard held at the ready.

GM BPChocobo TK2 |

Nilfyr, not detecting any magic, opens the door...
The floor of this small hallway is partially blocked by heaps of stone rubble. A skeletal human hand protrudes from one pile of rubble. The debris looks old, and the few sagging strands of web draped over the rubble seem to have been here for some time.
From Nilfyr's location near the door, he can tell that the rubble was caused from debris from the ceiling above falling.
The debris squares are difficult terrain, but not hazardous.
Map updated!

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Once again, Nilfyr detects any magical auras, then steps into the small room, heading for the door on the left.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19

GM BPChocobo TK2 |

@Nilfyr: No magical auruas. However, as you move closer to the debris, you can see that there's actually a narrow, but somewhat climbable shaft in the ceiling over where the debris landed. This is marked by the gray circle on the map
Nilfyr inspects the next door, finding nothing weird on it. The sounds of moaning and sobbing can be heard from the other side. However, Nilfyr finds out that the door is locked!

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Nilfyr motions to the others, indicating that there are creatures on the other side of the door. He suggests that everyone get in a good position, then checks to see if the key they found fits the lock.

GM BPChocobo TK2 |

@Nilfyr: The key does not fit! DC 25 Disable Device to open it, DC 20 Strength check to break it down. There's enough room for 1 person to aid

GM BPChocobo TK2 |

[ooc]So what does the party do? Open sarcophagi? Try to pick open the door? Break the door down? Something else completely unexpected?![/b]

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Nilfyr listens at, then tries, the other door, after confirming that everyone is ready to proceed.
Perception: 1d20 + 11 ⇒ (4) + 11 = 15
If there's a desire to open the sarcophagi, that's fine, but you'll need to actually say so..:-P

GM BPChocobo TK2 |

@Nilfyr: You can hear the faint, intermittent clinking sounds, as if two small pieces of metal are striking each other gently.
Want to hear what anyone else wants to do first. Thunderstealer is being very quiet... strange for such a boisterous man! Not unexpected from the Achaechekite, though.

GM BPChocobo TK2 |

One for opening sarcophagi, one for moving forward. Anyone else?
-Posted with Wayfinder

GM BPChocobo TK2 |

Nilfyr relents to Artemus' curiosity.
Sarcophagus chosen: 1d8 ⇒ 3
The half-elf helps the wizard open one of the sarcophagi; with a bit of strength, the two manage to lift the stone lid, unearthing a cloud of ancient dust. A skeleton, garbed in faded robes, lies still. But only for a moment it begins to rise as five other sarcophagi begin to rattle.
Mwa ha ha ha ha
Skel Red: 1d20 + 6 ⇒ (12) + 6 = 18
Skel Blue: 1d20 + 6 ⇒ (9) + 6 = 15
Skel Yellow: 1d20 + 6 ⇒ (4) + 6 = 10
Skel Green: 1d20 + 6 ⇒ (9) + 6 = 15
Skel Black: 1d20 + 6 ⇒ (10) + 6 = 16
Skel Purple: 1d20 + 6 ⇒ (6) + 6 = 12
Artemus: 1d20 + 2 ⇒ (4) + 2 = 6
Kristoff: 1d20 + 3 ⇒ (10) + 3 = 13
Nilfyr: 1d20 + 3 ⇒ (11) + 3 = 14
Thunderstealer/Belcher: 1d20 ⇒ 4
Four more skeletons push aside their granite coffins and stand up, ready to strike at the group that dare desecrated their rest!
Init Order (bold = up)
Skelly Red
Skelly Black
Skelly Blue
Skelly Green
Nilfyr
Kristoff
Skelly Purple (still in sarcophagus)
Skelly Yellow
Artemus
Thunderstealer/Belcher
Map updated!

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"Hey, let's go poking around some sarcophagi; it'll be fun!" Thanks, Artemus...:-P
Nilfyr gasps as the sarcophagi lids collectively slide onto the ground, then calls upon the favor of Desna to grant him power as he strikes with his cestus at the undead creature next to him!
Swift action: Fervor (Cast divine favor)
Standard action: Attack yellow skeleton
Attack (Cestus, Divine Favor): 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage (Cestus, Divine Favor): 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6

GM BPChocobo TK2 |

With a satisfying crack, Nilfyr one-hands his polearm as he punches the skeleton with his gloved fist.
Botting Kristoff at 1pm MST
Init Order (bold = up)
Skelly Red
Skelly Black
Skelly Blue
Skelly Green
Nilfyr
Kristoff
Skelly Purple (still in sarcophagus)
Artemus
Thunderstealer/Belcher

GM BPChocobo TK2 |

Kristoff's blade goes right through the fleshless ribs, causing no harm.
The last skeleton finally rises from his tomb.
Skelly Red
Skelly Black
Skelly Blue
Skelly Green
Nilfyr
Kristoff
Skelly Purple
Artemus
Thunderstealer/Belcher

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After moving to a safer spot Artemus uses a point from his Arcane Reservoir to rapidly summon an eagle (see little cloud for location) that immediately attacks the skeleton near it.
The Eagle swiftly uses his smite ability to try to end the creature.
talon: 1d20 + 3 ⇒ (4) + 3 = 71d4 + 3 ⇒ (1) + 3 = 4
talon: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 3 ⇒ (4) + 3 = 7
bite: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 3 ⇒ (3) + 3 = 6 Only one hit but it is crushing damage.

GM BPChocobo TK2 |

The newly summoned eagle squawks and tries to maul the skeleton, but its bite crushes the skull and finishes the skeleton off.
Init Order (bold = up)
Skelly Black
Skelly Blue
Skelly Green
Nilfyr
Kristoff
Skelly Purple
Artemus
Thunderstealer/Belcher

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"Belcher, attack"
Belcher attacks green
bite: 1d20 + 4 ⇒ (9) + 4 = 13 for damage: 1d6 + 5 ⇒ (5) + 5 = 10
bite: 1d20 + 4 ⇒ (2) + 4 = 6 for damage: 1d4 + 5 ⇒ (3) + 5 = 8
bite: 1d20 + 4 ⇒ (6) + 4 = 10 for damage: 1d4 + 5 ⇒ (1) + 5 = 6
Thunderstealer attacks purple
horsechopper: 1d20 + 7 ⇒ (10) + 7 = 17 for damage: 1d10 + 7 ⇒ (3) + 7 = 10

GM BPChocobo TK2 |

Belcher can't seem to get a bite in, although Thunderstealer's horsechopper shatters bones with little effort.
The remaining skeletons begin their counterattack!
@Thunderstealer: You get an AoO @ Skelly Black; if you destroy him, then ignore this attack.
Skelly Black claw @ Thunderstealer: 1d20 + 2 ⇒ (15) + 2 = 17
Damage on hit: 1d4 + 2 ⇒ (4) + 2 = 6
Skelly Blue claw @ Kristoff: 1d20 + 2 ⇒ (9) + 2 = 11
Damage on hit: 1d4 + 2 ⇒ (3) + 2 = 5
Skelly Green claw @ Belcher: 1d20 + 2 ⇒ (1) + 2 = 3
Damage on hit: 1d4 + 2 ⇒ (2) + 2 = 4
Skelly Green claw @ Belcher: 1d20 + 2 ⇒ (19) + 2 = 21
Damage on hit: 1d4 + 2 ⇒ (1) + 2 = 3
Belcher gets a minor scratched and currently until AoO is resolved Thunderstealer's chest is ripped by the assaulting skeletons. Kristoff easily avoids the bony swipe.
Init Order (bold = up)
Skelly Black
Skelly Blue
Skelly Green
Nilfyr
Kristoff
Artemus
Thunderstealer (normal turn + AoO @ Skelly black, 6 damage if Black lives)
Belcher (3 damage)

GM BPChocobo TK2 |

Gotcha, noted for later!
Thunderstealer smashes another skeleton as it comes! However, he fails to hurt the one on Kristoff and Belcher can't seem to get a bite on the skeleton that wounded him.
Init Order (bold = up)
Skelly Blue
Skelly Green
Nilfyr
Kristoff
Artemus
Thunderstealer
Belcher (3 damage)

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AoO (Fauchard (2H), Divine Favor): 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage (Fauchard (2H), Divine Favor): 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Nilfyr slams his cestus into the nearest skeleton!
Standard action: Attack skelly (blue, if it survived the AoO, or 5' step and attack green, if not)
Attack (Cestus, Divine Favor): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Damage (Cestus, Divine Favor): 1d4 + 3 + 1 ⇒ (4) + 3 + 1 = 8

GM BPChocobo TK2 |

Yeah, missed your AoO since you used the cestus last round! But since it's a free action to switch, it's ok. Is that going to be your regular process punch with the cestus then switch back to holding the fauchard after?
Nilfyr narrowly misses hitting anything on the skeleton. However, the follow up punch finishes it off!
Only green remains!

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Yeah - I fully plan to use the fauchard as the primary, since he's got Weapon Focus with it, but the cestus makes for a sufficient backup for close combat.

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Artemus sends the celestial eagle to flank and attack the remaining skeleton,
Bite: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 71d4 + 2 ⇒ (4) + 2 = 6
He begins to search through the nearest sarcophagus.

GM BPChocobo TK2 |

The lsat skeleton's down to a single hit point... I think I'm going to call it :)
The party finishes off all of the undead. Luckily, this time they don't come back for a second round.
Looking through the sarcophagi, all of them that were opened are empty, save for what bones were strewn in from battle. The two unopened ones bear skeletons that have fallen apart due to time and were not good candidates for striking the party. However, one of them bears a single bugle, clutched in the two bony fingers.

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Unless someone else speaks for the horn he will take for now and hand it upon his belt. My eagle will stay with us but for a few moments more. Shall I send it into the next room? He motions for someone to check and open the door to the east.