
| GM Andrew | 
 
	
 
                
                
              
            
            Seems the consensus is to get out of the way to let it go.
You all see the ball of darkness move past your and quickly make its way down the hall. It turns towards the Sihedron door that you found before to the North and keeps heading that way. It seems content to just leave all of you alone.
Description of the room now that you can see it
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's some jewelry laying on the table in here. Mostly pearls.
On Detect Magic...
There's a magical cloak hanging on a coat rack.
There's two magical aura coming from a cabinet, and upon searching it you see two scrolls.

|  Kayde Morson | 
 
	
 
                
                
              
            
            As the critter walks away, Kayde shrugs, "Here's to hopin' he ain't part of the reason the bodies are disappearin'."
Not sure how to help, and knowing the group has better investigators than himself by far, he uses the time to set down his burdens and lounge on his longspear ... ready to move on when the group deems it's time.
Once again, any unused loot goes in Kayde's bag-o-fun. :)

|  Lyteonira Ceilidh | 
 
	
 
                
                
              
            
            "this is more Malakiahs thing but here goes"
spellcraft: 1d20 + 4 ⇒ (17) + 4 = 21
spellcraft: 1d20 + 4 ⇒ (18) + 4 = 22
spellcraft: 1d20 + 4 ⇒ (5) + 4 = 9
"Do you want a magic cloak to protect ya from magic spells and stuff mister Maulaxe?"
ready to follow Amelie

|  Maulaxe, the Just | 
 
	
 
                
                
              
            
            Maulaxe's eyes light up for a moment "Ya know, normally people follow that mister with 'I'm going to have to ask you to leave,' I'll take the cloak."

| GM Andrew | 
 
	
 
                
                
              
            
            In the next room...
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.
A voice emanates from the table, with slithering syllables that resemble a snake. "May I ask who disturbs the shrine of Yrix, the mighty wormfolk of the depths? I do not ask in maliciousness, but in curiosity."

|  Malakiah Uzamar | 
 
	
 
                
                
              
            
            "On Detect Magic":
Spellcraft DC 18: 1d20 + 9 ⇒ (5) + 9 = 14
Spellcraft DC 23 #1: 1d20 + 9 ⇒ (16) + 9 = 25
Spellcraft DC 23 #2: 1d20 + 9 ⇒ (9) + 9 = 18
"Well, this scroll here can be used to delay the effects of a poison..." The wizard stops for awhile, then continues: "well, the rest... you know... I'll need more time to study them, so..."
He abruptly turns around and asks, "to where now?"
"May I ask who disturbs the shrine of Yrix, the mighty wormfolk of the depths? I do not ask in maliciousness, but in curiosity."
Perception DC 20: 1d20 + 3 ⇒ (4) + 3 = 7
Malakiah casts Detect Magic in the direction of the table.
"And who is asking this?", he inquired.

| GM Andrew | 
 
	
 
                
                
              
            
            "It is I, a mighty naga..."
Kayde leans down at this point and peaks under the cloth on the table. He sees a halfling size snake. A gray, lipless goblin head with serpent's fangs sits atop the sinuous black body of this greasy-scaled snake.
"Hey, this is sacred territory here!" The snake seems flustered.

|  Kayde Morson | 
 
	
 
                
                
              
            
            Kayde nearly jumps backwards at the sight. He looks uncertainly at the team as he points under the table. "It's some kinda ... goblin ... snake ... thing."
Recovering a bit, he leans back down, trying to get closer to being on its level. "I'm Kayde Morson, from the Pathfinder Society. The Pharasmins hired us to check out some missing body issues they're having down here. You know anything about that?"

| GM Andrew | 
 
	
 
                
                
              
            
            The snake starts pouting like a little child. "You weren't supposed to look under the table. I was just going to have some fun."
@Kayde: During your brief look under the table, you saw it has accumulated some gold and jewelry, although not all that much. Other than that, there's no loot in here.
@Malakiah: You detect no magic in this room.

| GM Andrew | 
 
	
 
                
                
              
            
            Seems the weird creature is beyond reason now and has no interest in talking. It just sulks under the table.
Since we are speeding this up, if you open the door to next room, it's just a staircase that heads to a different level of the Ossuary, outside of this particular crypt. I uncovered that section.
Where to now? There's the 6 rooms with trapped statues in front of them in the main room, the hallway near the entrance, and one undiscovered room in the west hallway.

| GM Andrew | 
 
	
 
                
                
              
            
            Moved the tokens to the appropriate room.
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.
You see rather large (but still diminutive) cockroaches crawling in and out of the armor, like there may be more inside. The armor is a masterwork suit of banded mail.
There's also a masterwork bastard sword lying on the ground near the armor and two daggers near the skeleton ten feet away from the suit of armor.
For the design of the armor...

|  Amelie Tucker | 
 
	
 
                
                
              
            
            Seeing the odd arrangement of the skeleton and suit of armor gives Amelie the chills. "I wonder what happened here. I wonder if someone was stuck in that suit? That would not be fun if you ask me."

|  Kayde Morson | 
 
	
 
                
                
              
            
            "Nope. Not suspicious at all." He backs away, dropping his burdens at the intersection north of them, then returning, longspear ready.
"So ... what do we do? Someone go grab the chain and see what kind of trap this is?"

|  Thessaly | 
 
	
 
                
                
              
            
            (Sorry, very hectic weekend)
"That is disgusting," Thessaly says of the cockroach-infested armor. "What the hell are they doing in there? Ain't nothing in there for bugs to eat... or is there? Maybe there's a body rotting in there. Oughta douse the whole thing in oil and light it the hell up, you ask me."
She uses the tip of her long glaive to drag the sword and daggers closer, without stepping any closer than she has to.
Kn Local: 1d20 + 4 ⇒ (1) + 4 = 5
"The armor looks fancy, though," she offers. "Probably worth money, though I wouldn't tell the buyer there were feckin' roaches in it. That'd knock the price down for sure."

| GM Andrew | 
 
	
 
                
                
              
            
            Bodies wrapped in age-yellowed linens lie in alcoves lining both sides of this wide corridor. Thick cobwebs hang from the ceiling and drape the walls of the crypt; everything is coated in a deep layer of dust.
You see four spiders that look like they have small sized skulls for heads come out of the alcoves. You recognize them as skull spiders. They attack and you promptly beat them to a pulp. This was one of the lame fights that is being "speeded." :p They are CR 1/4.
All along the walls of this room are the older symbols of Pharasma.
Upon inspecting the bodies, they look very, very old.
No treasure in here.
Will go to the next section soon, but it's probably about time for Thessaly to give us some disable device checks on some of these statues, or someone can take the damage and move it out of the way. There's 6 of them in total in front of 6 different secret doors.

| GM Andrew | 
 
	
 
                
                
              
            
            PS, think it's time for one more charge of Mage Armor if you want to Malakiah. Then (hopefully...) you won't have to worry about it for the rest of this module. :)
Lyteonira, your last Magic Stone spell was close enough that if you have any stones left, they should be good for (hopefully...) the rest of the module.

|  Malakiah Uzamar | 
 
	
 
                
                
              
            
            In the previous room...
knowledge (local) DC 15: 1d20 + 8 ⇒ (13) + 8 = 21
"This armor is in a style favored by the mysterious men of the Iridian Fold, from the continent of Casmaron. They always travel in pairs", Malakiah points to the one in the strange armor, and the other swathed in veils.
Charge spent! Malakiah is constantly casting Detect Magic in every room they pass.

|  Thessaly | 
 
	
 
                
                
              
            
            (Sorry, boards were down last night when I tried to post!)
Thessaly leaves the dead bodies unknown, having a healthy respect for terrible curses and the like. As they head back into the big room, she cracks her knuckles, wriggles her fingers, and psychs herself up for some trap busting.
"...I think I better take my armor off," she says reluctantly. "Frees up a little more wrist dexterity. Someone gimme a hand. I sure hope nothin' attacks us in here."
Taking off armor because of ACP -2, heh. Without that, she's at a +10 Disable Device. If permitted, she'd take 10 on the first statue so we can see if a 20 will succeed; if her 'average attempt' works, she'll use that; if not, here are some rolls! Start at the statue counter-clockwisef from the one we already did, go around the room. Also Thessaly would have someone activate her cure light wand on her in between statues if she takes damage, obviously.
#1: 1d20 + 10 ⇒ (8) + 10 = 18
#2: 1d20 + 10 ⇒ (10) + 10 = 20
#3: 1d20 + 10 ⇒ (9) + 10 = 19
#4: 1d20 + 10 ⇒ (3) + 10 = 13
#5: 1d20 + 10 ⇒ (13) + 10 = 23
#6: 1d20 + 10 ⇒ (4) + 10 = 14
Let me know if we need more rolls. *looks at rolls* ....okay those were crappy.

| GM Andrew | 
 
	
 
                
                
              
            
            Just to make it easy, the Disable Device DC is 26, so the take 10 actually sets off the trap. If you fail by 5 or more, you set off the trap. Right now, all but one of those rolls sets off the trap. However, you find that once you set one off a trap, it zaps you, and needs some amount of time to recharge before being able to zap again.
I'm going to go ahead and roll one damage for the first one, as I am assuming you explore after disabling one (Actually, another option is to take 20 after triggering one to permanently disable it). If you want to roll it on yourself, you welcome to as it is going to be 2d6 for every one of them.
Electricity Damage to Thessaly from First Trap: 2d6 ⇒ (1, 2) = 3

|  Thessaly | 
| 1 person marked this as a favorite. | 
 
	
 
                
                
              
            
            Boo! Yeah I got poor odds of hitting that. :P Okay, time to get some zapped. And yeah, since it's an option, she'll definitely go ahead and perm-disable them after they trigger, to make it safe for us to go around as needed. Rolling the damage all together for simplicity's sake, but basically Thessaly would stop and heal after each one, so it's really just a matter of knowing how much damage needs healing, I think.
Another disable attempt on the only one she didn't trigger: 1d20 + 10 ⇒ (11) + 10 = 21 ZAP!
Damage from triggered traps: 10d6 ⇒ (3, 1, 6, 3, 6, 3, 5, 6, 5, 6) = 44 Geez. I roll good damage on myself. :| So, a total of 47. If you'll permit average on CLW charges, it'll come out to 11 charges to have her fully healed. Let me know if we need to do this differently!
Thessaly settles in to take apart the first trap, her tools in hand and her armor laid to one side, revealing the padded gambeson beneath. She sticks her tongue out as she starts to work.... and receives a blast of electricity for her troubles. The half-Ulfen rocks back on her heels with a yelp of pain, her hair frizzed out into a zapped halo. "Uuurgh..."
Grimly, she settles back in to finish the job now that it's temporarily suppressed. "Someone hit me with my wand," she rasps. "Hopefully the rest of these'll go better."
They don't. It's a long, painful process; and by the last trap Thessaly's fingers are sort of shaking as she works to disable it-- her teeth gritted against anticipated pain-- which comes, just as she fears, in another jag of lightning. Finally, however-- with some cursing for good measure-- Thessaly wrecks the mechanisms of the last trap. She stands up haggardly and starts wordlessly re-donning her armor, gesturing someone to assist her.
"I. F%+*ing. Hate. Traps."

| GM Andrew | 
 
	
 
                
                
              
            
            Totally fine with average on CLW, but it would be 9 charges, not 11. :p (Going 5, 6, 5, 6...)
Thessaly disables the last of the traps after some pain and endurance. All statues in front of those 6 doors are able to be moved freely now so that the secret doors can be opened.
Start South and move clockwise was a suggestion I heard. Good as any for you guys? :p

|  Thessaly | 
 
	
 
                
                
              
            
            Woops, you're right, I was somehow brainfarting and doing a d6 not a d8 for CLW in my head. Nine charges it is!
Thessaly tries to smooth down her on-end hair with mixed results. "Let's just start with that one," she says grumpily, pointing at the first one. South and clockwise works here!
 
	
 
     
    