
Keith S. |

Make some perception checks, those that are searching.

Keith S. |

I assume you are searching the room, not the body.

Keith S. |

The skeleton's glaive looks well made (masterwork), the rest is just normal armor.
You find naught but old bones in the niches and etc - but a secret door at the end sort of opposite where you came in.

Keith S. |

Who goes to the door? Check it out first or just blast through?

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Blast through! It's the dwarven way. :)
Mildly impressed by the quality of the glaive, Rogdar takes it.
Once the group is ready, Rogdar kicks the door open, his waraxe drawn.
Hmm, just a thought, if anyone else wants the glaive then just ask. It might be better suited for someone who would prefer to keep foes at a distance.

Keith S. |

The door opens into a wide, tall room. Something tall and ominous looms beyond the door - but as the parties light settles on it you see it is some sort of statue of a tall woman with long, wild hair. She holds a glaive in a combat position.
You have not left the small room yet. Beyond the secret door, the big room has a ledge; the stairs below lead down to a level 10 foot below.
Thirty feet above a bridge runs north to south. Around the room are 8 statues evenly spaced around the room. 7 of the statues are white; the 8th is black.
Here is a map of the all you know so far of the Ossuary.
There is a map error. It shows your path to get to this room as level; but you ended up 30 feet below grade. Just assume somehow you ended u at a lower level.

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Since she can't see much from near the rear of the group, Paewyn asks Rogdar up at the front of the line "Can you see any movement out in the chamber? Any footprints in the dust, or anything like that?"

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Rogdar glares at the massive chamber beyond.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6 and... sees nothing.
"Huh, impressive. Nah, nothin' movin' at the moment. Some interestin' statues around though." he replies to Paewyn with a grin.
He listens to the druid's suggestion thoughtfully, taking his time before responding. He continues to stare into the Ossuary, his grin slowly fading from his scarred face.
"Aye lad, ya might have a point. I say we go back, hug tha' corridor headin' north, and work our way 'round."
By that I mean go back through the chamber (where the undead was), back through the secret door, leave the room (6f), head down the corridor, turn to the west, and work our way north.
I'd rather enter the Ossuary via a main door when we do decide to go in.

Keith S. |

No footprints in the dust of the big room.
I will await your final decision on the path you take.

Keith S. |

Before you leave, Luthor detects a patch of magic on the floor in front of (in the big room) the secret door. The secret door is behind the statue, and the magic patch is between the statue and the door.
This holds true for every white statue (seven of them); the black statue itself radiates magic.
You make it around to the main door without issue.
The corridor does continue north at the point where you make a right to go to the big room.

Keith S. |

Well, like most on line map making endeavors, I guessed you would not go that way....
However, you scout around the north corridor and go as far as you can without opening a door and you see the following:
MAP of what is known as of 7-18
You only took a cursory glance in rooms 12 and 15.
Room 12 is empty save for a suit of armor on a stand against the far wall.
Room 15 is empty and dark.
You gather back in the corridor east of the big room to discuss the situation.
If you squint at the map you can see the doors you have found.

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It's something of a d&d tradition to go left/west. I'd like to check out the set of double doors in the western side of the dungeon. (the doors south of area 19)

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"Let's check out the armor? Wiggle ye fingers, see if it magical or whether there's some clues onnit? Maybe it be of historical value. After that, we can head north and take the big double door to the left?"
Perception/detects on the armor, then to the big double door seems like a good idea to me. The way it was described probably means its nothing, but hey, who knows!

Keith S. |

No magic is detected. But as you stand there and look closely, you see a skeleton lying behind the suit.

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Avis's tongue flicks out like a snake's would and he hisses. "Always deh undeads! The spirits around here surely are restless.. because by now I'd be truly amazed if that thing doesn't move when we touch deh armor."

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"Hold on Az, if Luthor didn't sense any arcane energy, then that skeleton shouldn't be undead, just dead." Moving cautiously into the room, Paewyn will approach the armor and the skeleton for a closer look, ready to leap for safety if something unexpected happens.
Perception, caerfully examining the room, the armor and the skeleton: 1d20 + 7 ⇒ (19) + 7 = 26

Keith S. |

The armor is coated in a layer of fine dust, but it appears to look like a fine piece of equipment. It appears to be laquered wood and metal plates arranged in an overlapping pattern (an exotic form of banded mail.
In addition, Paewyn spots a good sized sword (perhaps a bastard sword?) and two daggers lying under the skeleton.

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Rogdar shrugs and strides over to the skeleton.
"Aye, this one probably was explorin' like us an' dinna make it to far."
He inspects the skeleton before retrieving the bastard sword and the dagger. "Dinna think he'll be needin' em."

Keith S. |

Rogdar scoops up the bastard sword and daggers without issue.

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Rogdar leads the way north to the set of double doors set in the western wall.
He tries to hear any noises on the other side.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Keith S. |

The door opens stiffly, with the accumulated dust of ages in the hinges of the door. The room is 15 feet wide by 60 feet long. The door you enter is in the middle of a 60 foot side.
Balls of fire the size of your fist float gently through the room (looking like torches without the torch, so to speak). The walls are covered in a bewildering array of runes, sigils, and glyphs. Beneath these carvings, stacks of engraved stone tablets rest in recessed niches in the walls.
There are no other doors.
[I figure we can do without a map for this room]

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Axe at the ready, Rogdar skulks into the room, beckoning his fellows to follow.
Once insider, the dwarf first looks about for sign of any enemies, although he tries to read the inscriptions if possible.

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"I .. be wondering .. if there be two 'thingies' per corner of this place .. that correspond to deh map. We beat one big skeleton man and found one black statue .. I don't know..", the druid mutters to the others and half to himself.

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Pausing at the doorway to the room, Paewyn takes a good look around at the runes and symbols etched into the walls, and the piles of tablets laying in the niches. "Some sort of library, by the look of it. Although why you'd build a library in a tomb is beyond me, unless you're expecting someone or something to get up and do some light reading after a few centuries..." She casts detect magic and examines the entire area in detail.
Perception, using detect magic: 1d20 + 7 ⇒ (13) + 7 = 20
Knowledge (arcana) to try and deduce anything about the runes and sigils: 1d20 + 6 ⇒ (11) + 6 = 17

Keith S. |

Paewyn wanders the room studying the sigils and glyphs. None seem familiar to her. One, however, is unusual. It appears to be a carving and is set into the wall in a recessed pattern. It could possibly (probably?) be removed.
As you look at this, you here a grunt of surprise from Rodgar. A glowing rune has detached itself from the wall as is flying toward him. As it gets within 10 feet, flames erupt from it, covering the dwarf in fire!
Rodgar 3d4 ⇒ (4, 1, 4) = 9 damage; reflex save for half.
Any character may now go. No map needed. The glowing sigil is whizzing about the room shooting off sparks and flame, like an errant roman candle.
Paewyn does recognize this spell or spell like effect to be very similar to burning hands. Whoever wants to swing at it will put themselves in a position where the thing may get them in its 15 foot cone.

Keith S. |

And if no one swings at it, one of you will randomly be in its area of affect.

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Reflex save: 1d20 + 7 ⇒ (5) + 7 = 12 (Assuming it's a spell or spell-like effect)
Not a great roll. Regardless, I don't know the DC of the reflex save so I have no idea if I succeeded or not.
Shocked by the sudden attack, Rogdar's surprise quickly turns to rage as he hurls himself at the strange glowing creature.
Waraxe attack: 1d20 + 4 ⇒ (12) + 4 = 161d10 + 3 ⇒ (5) + 3 = 8

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Similarly caught off-balance by the eruption of magical mayhem, Paewyn will attempt to hit the thing with a conjured orb of acid, while mentally she tries to identify what it could be...
Acid splash, ranged touch attack, into melee: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
Acid splash, damage + bonuses: 1d3 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Knowledge (arcana) to identify the glowing rune which attacked: 1d20 + 6 ⇒ (14) + 6 = 20
Spellcraft to try and identify the spell or spell-effect it used: 1d20 + 6 ⇒ (10) + 6 = 16