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@Molos/party. if you look at Erdikhaans initial dialogue you will see the name in context. (copied here for ease of access)
""I am Erdikhaan, Palace Guardian of Runelord Alaznist. You dare defile this ancient resting place, you will now join those long dead." as the skeleton finishes speaking he turns his ranseur towards old Iron and steps to combat."

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"Well that was a pleasant chap," Saarai says as she begins to search the crypt the skeleton guarded.
take 20 perception: 20 + 9 = 29
Once she has completed her search, she cautiously opens the other secret door to see where it leads after searching it for traps. take 20 perception: 20 + 9 = 29

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The door swings open quietly, but the exit is blocked by a statue. You notice on the floor that the statue can be easily slide sideways.
You can see into the cavern around the statue, and the following is the description of that. Closer inspection of anything will require passing the statue first.
The ceiling of this cavernous chamber vaults to a height of sixty feet, forming an architectural wonder unsupported by any visible columns or buttresses. Forty feet overhead, a wide stone bridge with an elaborately carved railing arches over the chamber from north to south, joining two sets of massive bronze doors at either end. The central portion of the chamber contains an inlaid spiral symbol and is recessed into the floor, with eight staircases leading up to a wide ledge that encircles the room ten feet above. On this ledge stand bronze doors to the east and west. Eight larger-than-life statues stand upon the ledge as well, evenly spaced around the room's circumference - seven carved from white stone, and the eighth carved from black stone.
Identifying the statues:
Statue A
This status is a tall man with gems set in his forehead, wielding a flaming glaive.
Statue B
A beautiful woman with wild hair, holding a ranseur.
Statue C
A voluptuous nude woman wielding a two-headed guisarme.
Statue D
A short, smiling man holding a longspear.
Statue E
An obese man with rotting flesh, wielding a scythe.
Statue F
A handsome bearded man in extravagant clothes, wielding a lucerne hammer.
Statue G
An imperious, heavyset woman holding a mirror and a Halberd.
Statue H
This statue is carved from a 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.

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As Evad prepares to slide the statue to the side he examines it to be sure it's not trapped.
Perception (check for traps): 1d20 + 5 ⇒ (14) + 5 = 19
Once into the room he marvels at the size of the place and the interesting statues.
He attempts to identify them.
Know History: 1d20 + 3 ⇒ (3) + 3 = 6
bummer, GM if we fail the DC15 check, does that mean we can't try the DC20 checks? Not quiet sure whether to make a whole bunch of checks or not?

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Evad after looking the statue over you determine that it is not trapped.
Well at least you didn't think it was trapped. Unfortunately as you place your hands on it to slide it aside you get a hefty shock.
Shocking Grasp: 2d6 ⇒ (5, 2) = 7
Evad's Reflex: 1d20 + 3 ⇒ (8) + 3 = 11
As the electricity tickles Evad's palms, he is not able to pull away quickly enough aand takes 7 points of electricity damage.
Now seeing as Evad is still standing, the statue does slide aside with ease as the electricity dissipates. The way is now cleared into the main chamber.
To answer the question, someone has to make the DC15 check to identify the statues first, and then a separate DC20 for each statue will give you more info.

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Yeah that's what I figured just want to confirm that.
THANK YOU GOZREH for that shocking lesson, praise your holy electricity. Thank you for showing me my limitations and the need for patience, but also for sparing MY LIFE!
After the shocking incident, feeling quite lucky Evad touches himself with his wand a couple times till he is feeling normal.
wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
He now knows better than to cut in front of the true trapfinder and beefy fellow pathfinders.

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Knowledge Religion: 1d20 + 6 ⇒ (4) + 6 = 10
"If I had been more diligent in my studies, I would probably be able to tell you something about this place," Ahto says to no one in particular.

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"Oh, do be careful, Evad!" Saarai purrs. "This place is ever so deadly!"
She moves carefully and methodically and checks each statue for traps.
"Let me take a look, dear," she smiles.
perception take 20 on each statue: 20 + 10 = 30

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@ Saarai, It does appear as if all of the statues are trapped in a similar manner to the one that Evad activated. These are magical traps. The exception is the black statue. It is also trapped but seems to have slight difference.
To identify the spell on the white statues
To identify the spell on the black statue

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"Hmmm, shocking grasp on all the white statues, but dear Evad already discovered that for us. Something more devious on the black statue...I can't quite place it."
The tiefling slinks around the room like a cat.
"Do you want me to try to disarm some of these, or should we bypass them completely?" she asks.
spellcraft white: 1d20 + 8 ⇒ (14) + 8 = 22
spellcraft black: 1d20 + 8 ⇒ (10) + 8 = 18

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Spellcraft 1d20 + 8 ⇒ (1) + 8 = 9
Molos yet again couldn't figure out anything about the magics of this accursed place. "I can't figure it out, either. I'm not sure what kind of place this is, but it seems resistant to my magic."

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Saarai moves to the black statue and attempts to disarm its trap.[/ooc]
disable device: 1d20 + 12 ⇒ (16) + 12 = 28

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Knowledge religion: 1d20 + 5 ⇒ (13) + 5 = 18Knowledge history: 1d20 + 5 ⇒ (3) + 5 = 8
Petronicus is a bit out of his depth here, a situation that makes the know-it-all a bit nervous. Not knowing what else to do, he keeps a watch on the exit to make sure the Pathfinders aren't ambushed.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

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Saarai pours over the statue trying to find the trigger or a way to disable the trap on the black statue. At some point in her circling her tail comes a bit a close and brushes the statue. A magical energy pulses and runs up the devilish appendage.
For Saarai: 1d8 + 10 ⇒ (5) + 10 = 15

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"MMmmmmm," Saarai purrs. "That felt kinda good. I suppose we should just keep going unless anyone wants me to disable these. I'd rather not risk setting them off if we're not planning to get past them."
Do we want to go out this room west, north, or east? I'll give a second vote for any of those.

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Hum, wish I knew what these statues represented. Some kind of great warriors or maybe they have something to do with the Runelords?
This room has the feel of a central hub, I wonder if you can access the whole complex one way or the other from this room.
Let's take the double door here to the left, since we have already been exploring this side of the Ossuary. How's that sound?

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Petronicus mutters absent-mindedly: "This is an ossuary dedicated to Pharasma, which means it holds the bones of the honored dead, you can tell from the style of the architecture, but I'm not too sure who the people in the statues are supposed to be."
The half-Chelish man is happy to follow the half-elf through the double-doors, since he has no better ideas.

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Molos was generally questioning his career choices after her utter failure to figure out anything about this place. Despite that, he jumped in line following the group, continuing to explore. He kept his vision ready to Detect any Magical auras in the areas.

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As is his want, Yggdrar will stick close to the front of the group, first to leap into danger and pummel it into submission. His Flail kept out for now, lest they run into more skeleton guardians or some other such creature. Unable to offer any real insight to the statues surrounding the large room.

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The large doors of the ossuary proper open with relative ease. The party progresses into the hallway and come to a T. After a quick look to the left seeing that the hallway connects back to the previously explored area, you decide to turn the right. After a short hallway and another turn you reach second T and an octagonal room.
12:
A suit of elaborate lacquered armor stands sentinel against the far eastern wall of this octagonal chamber. Silver chains attached to the armor's neck and chest run across the floor of the room, their ends clutched in the bony hand of a skeleton sprawled on the floor ten feet away.

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knowledge local: 1d20 + 9 ⇒ (4) + 9 = 13
Can I get an assist here? Anyone can do DC 10 untrained, so all you have to do is hit 10 on the assist and I should have it.

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Knowledge (local): 1d20 + 5 ⇒ (4) + 5 = 9 *sigh*
Petronicus is quite wary of the skeleton on the floor, and is unsure whether it has been reanimated or not. He takes a few steps towards it, poking it with his guisarme and gets a better look. Perception: 1d20 + 7 ⇒ (16) + 7 = 23, Knowledge (religion): 1d20 + 5 ⇒ (10) + 5 = 15
"I know that the two brutes want to rush in and smash everything, but every once in a while, it IS best to go in carefully."
The skeleton has not been indicated on the map, so I am placing my token ahead a bit.

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My bad, then...disregard previous. Let's continue on, then...I'm guessing I'm the only one with it trained.

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From across the room, Saarai casts mage hand to try to search the skeleton and see if it moves.
If not, let's continue north.

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As you rummage around the skeleton you move one of the arms a bit which rattles the chains. The rattle shakes the armor just a bit, and then a bit more, and then a lot more. Your eyes follow the chain up the neck of the armor where you now see a thousand or so cockroaches come pouring out.
To identify:
Rolling initiative:
Evad: 1d20 + 3 ⇒ (6) + 3 = 9
Saarai: 1d20 + 9 ⇒ (14) + 9 = 23
Molos: 1d20 + 9 ⇒ (18) + 9 = 27
Yggdrar: 1d20 + 4 ⇒ (1) + 4 = 5
Crack-Jawed: 1d20 + 0 ⇒ (1) + 0 = 1
Old Iron: 1d20 + 2 ⇒ (3) + 2 = 5
Petronicus: 1d20 + 2 ⇒ (10) + 2 = 12
Baddy: 1d20 + 2 ⇒ (18) + 2 = 20
Molos and Saarai may now respond to the swarmy threat.

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"Uh oh...Tyr, quit touching stuff!" she yells as she removes a flask of acid from her bandolier and hurls it into the swarm.
ranged touch: 1d20 + 5 ⇒ (16) + 5 = 211d6 ⇒ 4
miss direction: 1d8 ⇒ 6
is a swarm ever flat-footed and subject to sneak attack?

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The swarm gets hit with the alchemists fire as it starts to move forward. It advances and overtakes Petronicus, covering his body in tiny legs and antennae.
Damage: 1d6 ⇒ 1
Petronicus' save vs Distraction.: 1d20 + 5 ⇒ (16) + 5 = 21
Petronicus suffers a few small bites but is able to steel his nerves against the vermin onslaught.
the rest of you may now act.

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Old Iron draws an alchemist's fire and throws it at the swarm.
He shakes his head. "Damn bugs."
Attack with Alchemist's Fire: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 ⇒ 2

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Evad moves up and casts guidance on Saarai.