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Valandil skirts the monolith.
"What Dark rider?" he asks, then realising the others didn't hear it, says "I just got some message about a dark rider coming."
He pauses a moment.
"I think we should press on if we still have the means to do so."
The elf sends his lights ahead, illuminating the passage.
"Lead on good trapsmith."

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Pitbull gets back up front to lead on with her trusty roguish companion.

GM Crash |

With regular marching order, the group marches on down the hallway 85 ft until they came to some steps that went down 10 ft. At the bottom of the steps was an intersection, straight or right. Straight were more stairs that went back up 10 ft while right went 20 ft down to a door.
Using Valandil's dancing lights they see as if the hallway never ends.
Which way do you want to go?

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Fr. Yefimovich quietly thinks to himself as the party walks to the intersection. Bloody runes of necromancy and gluttony... preserved beneath an ossuary to my Lady? Something is not right here... not right at all.
As the party considers which direction to go, the priest recalls the temple from earlier, the one with eight statues that they walked a bridge to pass through. "Hmmm. Perhaps we should first check the passage to the right. I believe we might be near the great temple room from earlier, with the eight statues. I for one would like to get a better look at that room."

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"It may be this door is also at a lower level. We still need to find the necromancer as well."
Valandil follows the group down the steps.
"Right?"

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"I am fine with either. Best we hurry this though. This place is giving me the creepers." Garox says

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"Lets look at the statues then"

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Valandil follows Pillbull and the others northwards

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They all look like a pile of old rocks to Pitbull, she instead moves to guard an entrance (not the one they entered by).

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The priest of Pharasma recalls to mind that seven statues were of the Runelords of old, and seven of the eight statues are white, so he eyeballs the black statue first, figuring it may be an old depiction of his Lady of Graves.
What does he see?
Perception: 1d20 + 3 ⇒ (9) + 3 = 12

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Garox studies the studies, starting with the black one.
He takes his time doing so, they might be trapped after all.
take 20 for 29 on traps

GM Crash |

The eighth statue is carved from dark diorite and is threefold in form, portraying a tall woman with three faces looking in three different directions. One side has a kind face and cradles a baby in its arms, while a second side displays a more stern expression and holds an hourglass. The third face has a crazed look; its hands are empty, but thornless roses twine up both arms.
Garox finds a trap on each statue. Nesterok finds that each statue lights up with magic.
EDIT: There is a trap on each *white statue, but not on the black one. It still lights up.

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"Don't touch 'em then" Pitbull adds, rather helpfully.

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Valandil looks at the statues
know-religion: 1d20 + 10 ⇒ (20) + 10 = 30
perception: 1d20 + 3 ⇒ (20) + 3 = 23
Woo!
"That is Pharasma ! And look, over there. A door!"
Fills in party on spoiler text

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"Yes, I see." Fr. Yefimovich forms a spiral in the air before his heart and says a few short prayers before the black statue.
Noticing his musical companion casting a now familiar spell, "Nesterok, what form of magic do you see?"
Per GM request:
Knowledge(religion): 1d20 + 5 ⇒ (12) + 5 = 17
Grigori casts guidance for each interested person.

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Which statue is the door behind? One of the trapped ones?
Valandil also summons his magical sight, trying to understand what lies before him.
Casts detect magic; Spellcraft1d20 + 12 ⇒ (13) + 12 = 25

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Fr. Yefimovich speaks a short prayer and sees the statues' auras of magic for himself. But his skill at magical discernment is a bit unpracticed, "Hmmm, yes, yes. I see there is magic about these statues. But I'm afraid it is beyond me to discern." He then looks back and forth between Nesterok and Valandil for information on the magic in place on the statues.
Cast detect magic, observing the statues in particular.
Btw GM Crash, Valandil did a nice Spellcraft check, what does he find?

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Valandil thinks about the magical auras...
knowledge(arcana): 1d20 + 10 ⇒ (9) + 10 = 19

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"Sorry, I can't figure out the magic here."
So the statue with the door behind it does have a trap?

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"Maybe just push it, gently? Risky with that spell though. Still, if you were a necromancer, what better place to hide?"

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Grigori looks concerned as his strokes his bearded chin, "Hmmm. It is best not to meddle with unknown magic, if it can be helped. Perhaps our musical companion knows what it is?"
The priest looks expectantly at Nesterok.

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Valandil approaches the statue.
"Less us pass in the name of Pharasma " and reaches out to touch the statue. Seeing if he can gently twist it aside.

GM Crash |

As Valandil touches the statue, the light from detect magic on the statue dims a little but doesn't go out completely.
He is able to move the statue out of the way of the door's access.

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Pitbull pushes on.

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Feeling confident, Valandil gestures for the rogues to lead the way through the door.

GM Crash |

1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (4) + 3 = 71d3 ⇒ 11d3 ⇒ 1 Zanaver took 1 Dex and 1 Con damage due to filth fever for 1d3 ⇒ 2 days.
The company sees quite a few catacombs in this room. They see bodies that have long turned to dust, and the ones that haven't do when touched.
With a brief glance, the party finds several ancient silver holy symbols of Pharasma.

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The Pharasmin priest is quite impressed with the silver symbol collection. "Ah. These should be returned to the pries... Don't touch!" His admiration is interrupted when he scolds Zanaver. Alas, he does so a bit too late.
Grigori then spends some time examining the bodies without touching them. As a skilled mortician, he's obviously rather passionate about this profession. In fact, he's so intense in his examination, it could be disquieting to some...
Eventually, he notices Zanaver not looking so well. "Uy, I'm afraid it is filth fever," he announces after a brief examination. He takes the ailing monk back into the open temple, and spends around ten minutes administering a few herbal ingredients he has on hand to boost Zanaver's immune system.
Examine the bodies thoroughly, no touching (take 20):
Perception: 20 + 3 = 23
Profession(mortician): 20 + 7 = 27
With his agreement, treat Zanaver's filth fever. Zanaver gains a +4 bonus on his next saving throw:
Heal: 1d20 + 7 ⇒ (11) + 7 = 18

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"Does the passage extend further?"
asks the elf, anxious to be away from the disease.

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"So none of them started the trouble then" Pitbull makes her comment as she chuckles abrasively, then fixes her eyes ahead again and deeply inhales the air... "Just checking for any strange scents, you'd think by now I'd have smelled man-stink"

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"Sorry, that was me love." Garox jokes.
-Posted with Wayfinder

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Perception 1d20 + 5 ⇒ (13) + 5 = 18
Pitbull just keeps moving forward...