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Know. (All): 1d20 + 1 ⇒ (4) + 1 = 5 If it's an humanoid add +4 to the score
Nesterok tried to remember what type of creature it was before making any mistake.
Net remember in anything he said
Looks like the creature just want to go ! I will try something
Nesterok drop his weapon and came empty handed in a gesture of peace, trying to calm the creature
Bluff (to try to communicate with the creature): 1d20 + 2 ⇒ (4) + 2 = 6

GM Crash |

The creature just repeats "Okdzrd kds ld fn." but from it's direction, you hear rags dragging on stone in your direction.
When Valandil spoke Celestial, it hissed a little, like an inhalation through it's teeth.

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Within the darkness, Fr. Yefimovich's voice can be heard whispering, "показ мне магия, о барыня."
Unseen by normal vision, he softly walks towards the muttered gibberish he heard, using his magic to guide him more accurately.
Grigori is attempting to pinpoint the location of a spell caster, or a user of spell-like or supernatural abilities.

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"It's small and just seems like it wants to escape. May as well let it go" Pitbull shrugs.

GM Crash |

Everyone hears running footsteps from the creature, heading to the group.

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As noted before, Valandil has pulled back, out of the darkness so he can see whatever it is that may try to slip past us.

Zanaver Silverkin |

Feeling something brush against him, naturally he trys to grab hold of it. However, catching nothing. He looks behind him to the hall. He strains his eyes looking for a small creature. He advances slowly down the hall
Perception test: 1d20 + 9 ⇒ (18) + 9 = 27
"Garox, do you spot any traps in my path?"

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"Creature in darkness. We mean you no harm. I am no celestial, though I learned their tongue. Tell us what you know of this place and what has happened here."
Valandil calls out in Celestial. Valandil continues to back down the corridor to the "t" if necessary, taking the path the group has already been down to let the darkness escape. Still, he hopes to learn more.

GM Crash |

If noone stops it, the darkness just keeps going down the hall to merge with the rest of the darkness. As it runs past each member of the party, everyone hears little clinking sounds hitting the ground.

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stuff on the ground! could be money! could be caltrops! Creature is leaving, more worried about what's ahead.
Pitbull ignores the thing and let's it go, she instead looks about where it was to determine what it had been doing.

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As soon as the creature brushes past Garox he yelps.
"What IS it?! And what was it doing in this room? Did it steal stuff from here?"

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After the creature passes, Valandil utters a quick cantrip to assess whether any of the things dropped were magical.

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I don't know what it was but, wasn't menacing, just wanted to flee what's ahead of us. Don't think it was what we're looking for.
This time, no harm which is good.
Nesterok took back his falchion, ready to face any threat it could handle.

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Garox searches the room the little man was in.
perception: 1d20 + 6 ⇒ (9) + 6 = 15

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"You might want to turn your gaze this way Valandil. There seem to be some items in here, could be magical..."

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Valandil picks up the dropped items and heads over towards Garox to look at the things he found.

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Val will look at the items in some more detail.
Spellcraft checks (DC=15+caster level)
Cloak: 1d20 + 11 ⇒ (13) + 11 = 24
Scroll1: 1d20 + 11 ⇒ (20) + 11 = 31
Scroll2: 1d20 + 11 ⇒ (17) + 11 = 28

GM Crash |

Val finds out that the cloak is a cloak of resistance +1 and both scrolls are scrolls of delay poison.
Now that everyone is inside the room and there is no more darkness, everyone sees that religious carvings depicting the judgment of souls cover the walls of this room. A stone pedestal with a bowl-shaped depression on top stands in the northwest corner. Wooden cabinets and chests of drawers line the walls. There is another door on the other side of the room. What would you like to do now?

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Grigori examines the religious carvings, the bowl, and the accoutrements Garox spotted with interest. He also prays, "Guide and protect, o Prophetess," and gently touches whomever wants the next blessing on their upper back.
What does Grigori know about the old Pharasmin stuff?
Knowledge(religion): 1d20 + 5 ⇒ (18) + 5 = 23
Grigori casts guidance on whomever wants it.

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"The cloak will provide a small amount of protection from various enchantments and effects. However it won't stop a sword-swipe. The scrolls.."
He hands the scrolls over to Grigori. "They slow the onset of poison."

GM Crash |

Grigori realizes that the bowl shaped depression on top of the stone pedestal used to hold holy water, but it had evaporated long ago. And that this chamber was the diaconicon for the Grand Cathedral, a room where priests prepared for services. Everything is in extraordinary condition due to the ossuary's preservative magics.

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Pitbull is in favour of pushing through the next room and seeing what lies beyond (16)

Zanaver Silverkin |

Zanaver looks at the items gathered, his eyes darting to anything moving. He is eager to continue this quest, his fists clench and unclench in anticipation.

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With nobody else looking to claim the cloak, Valandil drapes is around his neck for the moment.
"Yes, the day wears onwards. Let us press on and see what lies beyond the portal."
The elf moves to catch up with the rest of the party.

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Garox moves up besides Pitbull and is looking for traps again.

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perception to listen at the door: 1d20 + 6 ⇒ (10) + 6 = 16

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Pitbull opens the door then, sword in hand.

GM Crash |

The theme of judgment in the afterlife is continued in the carvings on the walls of this room. A wide table stands along the north wall, draped with a heavy black cloth. A single candle burns in a tall, iron candlestick in the southwest corner, but the rest of the room is cloaked in shadows. As everyone walks into the room they hear a whispering coming from the table "Stop where you are. If you want to draw back the veil of mystery that cloaks the Godsmouth Ossuary and reveal all the secrets of the Ancients, you must pay me 1 gold piece per question."

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Muttering under his breath, Valandil checks the room for magic - in particular looking at the candle.
"Before we pay, you must answer for free. Who are you, and why should we trust you know the answers?"

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Fr. Yefimovich raises an eyebrow at the sight of a lit candle and the sound of the altar speaking to them. "Most curious," he says as he retrieves a gold piece and places it on the table, "Please tell me, Oracle Yrix, has anyone, or anything, recently come down into this ossuary with any dead bodies?"

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Valandil flicks a gold coin his way.
"What question will give me the most useful answer, Yrix?"

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Pitbull wracks her brain, but she's not that clever.

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"That is not an answer, that is a description. You claim to be an oracle. You know why we are here, and all about down here. I've paid my coin, now answer the question. Even for one of your kind that cannot be too hard, it even guarantees you another coin when I ask you for the answer."

Zanaver Silverkin |

Zanaver promptly places his coin on the table and speaks aloud in measure to the voice
"Why has this human Necromancer come here? Why would he choose THIS cathedral. What unique qualities does it possess?"

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Valandil puts another coin down. "Very well. How may we reach the Great Pit."

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Garox tosses a coin at the Oracle and asks
"What is the greatest and most valueble treasure inside that we can take with us and where can we find it?"
He takes a moment to ponder, leaves another gold coin and asks
"What traps are there in this place and where are they located precicely."

GM Crash |

Oop, almost missed that question Valandil.
"To reach the Great Pit, you must go down the hallway you came through to get to this room, take a right, then another right, and finally through the door at the end. A free word of advice though...do not tarry there, for a deadly guardian may attack you if you take too long crossing the Pit."
The voice then laughs. "Treasures and traps, huh? You may find the greatest treasure hidden near the pit, and yet in a different room. I also see that there are many more treasures...but not as valuable...throughout the ossuary. The worst traps can be found in the cathedral, however they also guard treasures."