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Norine casts Guidance on herself and then steps forward to get to the new door and takes a listen.
Perception: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Norine is then going to take out her paper and chalk to make a rubbing of the Kelish word - probably with a little help from Ebon to get up that high.

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While Norine is taking her rubbing and checking the near door, Mez creeps down to the corner, to peak into the next room, using both his shield and the wall corner as cover.
Perception: 1d20 ⇒ 6Forgot to add my +6 and guidance, but even a 13 won't get me very far

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Dracothis considers the basin, stroking his chin. "Maybe if we add some water to it?" he ponders aloud.

GM Derek W |

Mez heads down the corridor and shines his light around the room. Cracked and crumbling frescos line the walls of this large empty room. The sections of the frescos not destroyed by the passing ages show Qadiran men engaged in battle.
He steps a few paces further into the room. A rough stone tunnel leads off to the northwest, as if the ground simply cleft in two ages ago. Mez moves just close enough to illuminate the entrance. A pile of bones rests just inside the passage.
Many wild animals have laired just inside the narrow tunnel, as evidenced by the remains of their myriad prey lying in a pile near the exit.

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Calanthe informs the group that one of the flasks they discovered is a potion of cure moderate wounds and hands them back to Targost as the original discoverer. "I am not sure of the others, however..."
The tiefling waits with Norine as she takes a rubbing of the Kelish engraving, investigating the hydra basin herself for anything curious about it.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Also casting detect magic.
If she discovers nothing about the basin, Calanthe will simply slot another bolt into her crossbow and be on the guard for what might be found down the corridor with the bones.

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"I can hold these for the party, if you wish. If not used by the end of our excursion, then we can decide who might retain them, but for now let us say they will be used as best helps the group!" He places the items in his pack for the time being.

GM Derek W |

Would you like to move into the room with Mez, or perhaps try the door you just found?

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"Dracothis, we have both water and three of the new, unknown liquid. We could try pouring some water in the basins, and then one of the new. Or, it could be just a water fountain that hasn't worked since the earthquake and the fall of the keep."

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"Possibly. I was just curious what would happen if we poured water in it, is all."

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"It doesn't seem to have anything special about it... certainly not worth wasting magical potions for, at least... however..."
Calanthe reaches into her backpack and draws out a canteen. She unscrews the lid and pours a little bit of the water within into the basin and into the three open mouthed hydra heads, curious to see if anything happens.

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"Nora, you idiot..."
"It just occurred to me: does this fountain statue detect as magic or not, and would the other ... wind face detect as magic or not? I don't think we have tried that!"

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While the more learned of the group examine the statue and fountain, Mez motions for Ebon to follow him as he makes sure there is nothing lurking in the rough stone passage ready to ambush those who examine the kelish works. "May Cayden guide you" he says, blessing them both before progressing much father into the room.

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Huh. So to clarify, they didn't detect as magical previously, but they do now?
Calanthe will also cast detect magic again and attempt to determine the nature of the magical auras (strength/school). She also empties the rest of her canteen into the fountain bowl, just in case.
Knowledge (Arcana): 1d20 + 8 ⇒ (2) + 8 = 10 Meh, failed. Not sure if I can retry this one either.

GM Derek W |

No, I'm just an idiot - when I re-read the scenario I see that they are in fact magical. And no, I can't allow a re-check on Knowledge.
As Calanthe pours water into the basin...nothing happens.

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"Well, I say we might try this door here," pointing to the untried door on the north wall of the hallway. "Mez, do you want to try it, with my blessings?"

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"We can, I just want to make sure this crack doesn't have an angry predator in it, ready to hit us from the rear if we were to head into that room." he answers, not taking his eyes off the crevice.

GM Derek W |

As Mez and Ebon near the crevice, a humanoid skeleton rises from the pile of bones and rushes forward to attack!
Initiative:
Calanthe: 1d20 + 3 ⇒ (18) + 3 = 21
Ebon: 1d20 + 4 ⇒ (2) + 4 = 6
Dracothis: 1d20 + 2 ⇒ (13) + 2 = 15
Mez: 1d20 + 2 ⇒ (12) + 2 = 14
Norine: 1d20 + 2 ⇒ (17) + 2 = 19
Targost: 1d20 + 4 ⇒ (14) + 4 = 18
Skeleton: 1d20 + 6 ⇒ (11) + 6 = 17
The Order: Calanthe, Norine, Targost, skeleton, Dracothis, Mez, Ebon
Don't look too closely, the skeleton's token might resemble a wolf if you do.

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Norine runs and taps Mez on the back, "May Desna Guide you!"
Moving 30 can put me catty corner to the SE from Mez's square. I'll use Guidance on him - all assuming I can react from where I am.

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Targost moves into the room just as the skeleton rises from the ground. He quickly summons a ball of acid that he throws at the undead creature.
Attack-Range Touch: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 2

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So absorbed in the magical fountain, it's only Calanthe's preternatural sense of beings around her that alerts her to the risen undead, and she shudders upon feeling that all too familiar cold and unnatural aura. Rushing out down the hallway, she grimaces upon seeing the skeleton and immediately takes aim at it. Her bolt hits cleanly but doesn't appear to do much to penetrate its bony exterior.
Move to the square just to the left of the hallway (diagonal from the skelly with no soft cover) and attack.
Crossbow Attack: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18 Damage: 1d8 ⇒ 8
Crit Confirm: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7 Crit Damage: 1d8 ⇒ 1
Knowledge (Religion): 1d20 + 9 ⇒ (15) + 9 = 24
I presume that's enough for me to know the basics of skeletons, at least.
"A skeleton... these ones are mindless, they'll just attack anything that comes nearby... they're somewhat hard to take down though... you need to break and smash their bones!"

GM Derek W |

Calanthe's bolt strikes the skeleton directly in the shoulder, which snaps upon impact. Norine moves up to Mez and lends him Desna's aid. Then Targost's acid ball just manages to hit the skeleton, but burns away enough remaining bone to cause it to collapse into a crumbling heap.
Yes, a 24 gets you at least that much.

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"My goodness... that was quick..." Calanthe lowers her crossbow with a sigh of relief. Once again, she hurries towards the crumbled remains of the undead and crouches over it, filling its remains with her holy power and muttering a brief prayer for its soul to never again haunt the mortal realm.
Afterwards, she makes sure her crossbow is loaded before briefly looking around the room. "Was this skeleton guarding anything...?" The room looks perfectly normal to her.
Perception: 1d20 + 3 ⇒ (1) + 3 = 4

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"If something is leaving the big pile of bones, then something may still be in there. Should we form a line and move in to explore?" She then grabs the glowing sun rod from her belt and holds it up from her position near the entrance to the tunnel.
With low-light vision she should be able to see normally to 60' and dimly to 120', I think.

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"Well, I just wanted to make sure nothing was going to hit you guys while you examined the fountain, but even doing that, you had better reaction times than I did. While I usually don't support splitting the party, I think we should find out about the magic on that statue. Ebon and I can make sure these bones stay down, and watch for whatever made them to come back." says Mez.

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Ebon just grunts in reply to Mez and kicks the pile of bones to scatter them.
" Bones should be burned or buried. Not allowed to run around and cause mischief.
Thank you for the Healing friend Calanthe, but lets try to avoid the need in the future...That was....Unpleasant. "
He will then turn back to the area the bones came from and take a high guard grip on his Earthbreaker.
" I will crush any more that decide to walk."

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"I say that, after we have cleared the dungeon, we have the humanoid bones buried. I believe that would please Calanthe, too, unless I am mistaken. I would have buried the ghoul, too, but...", Norine's voice trails off.
"Anyway, while I would guess that Dracothis is most interested in the statues, I would suggest we first clear out any dangers, and possibly find a place if we need to rest overnight. The statues don't seem critical - perhaps this provides water (I can pray for a spell that creates water) and water would be needed in a siege castle; I don't know what the other would do - fresh air? But, anyway, I say try the tunnel or the door as a group." Norine fidgets, letting her gnomish excitability get the best of her.

GM Derek W |

Norine peers down the narrow crevice. Other than the pile of bones at the entrance, the passage is empty. Light is visible at the far end, perhaps indicating it is another way in and out of the ruin.
Anyone want to roll Perception and search the bones? It's Mez, Ebon, and Norine right nearby.

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Thought Calanthe did that, and I don't meta the rolls, lol
While Norine peers down the crevise, Mez looks around the room and a the pile of bones, ready to defend her if necessary.
Perception: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27Guidance used

GM Derek W |

Yeah, sorry. I should have been more clear. Calanthe noticed nothing, so I was just nudging you guys.
Calanthe notices nothing peculiar about the area. Mez takes a closer look among the bones:

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Seeing Calanthe make no move to recover the treasure seemingly sitting out in the open, Mez kicks a few of the bones away, revealing their "hidden" treasure. "Calanthe, you wanna check out these things, especially this scroll tube?" he says, as he walks to the door Norine had been asking about. "Targost, while they are looking that over, shall we take a peak here?" Assuming he agrees, Mez again calls upon the sight granted to him by Cayden Cailean and sees through the door that dares block their path.
3/5 visions used

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"A crown?" Norine shakes her head. "I can't tell the bones of the soldier from those of the king."
"Are any of the items magical?"

GM Derek W |

Calanthe casts detect magic and none of the items show any signs of enchantment, other than the scroll.
Sorry, GMPC to keep things moving with nothing at stake. Also, by "enchantment" I mean "completely nonmagical" I'll need a DM and Spellcraft ch4eck for the scroll, though.
Mez peers through the door. The room is mostly empty at the west end, but at the eastern edge of his sight, Mez can see heaps of rubbish on the floor and thick black mold on the wall.

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Norine doesn't have Spellcraft - she was very distracted in Scroll School - so someone else will have to do that.
"Well, let's not touch the mold on the wall," says Norine, mastering the obvious, "but we should search the rubbish."
Perception: 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13 with Guidance
She should really take 10... If she doesn't find anything, take 20, for a 24.
I also just noticed that Norine is still at the tunnel, so she will move into the room, of course, probably behind Mez and Ebon if we are resuming our usual order.

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”Looks to just be their trash room. No way out, just a bunch of black gunk on the far wall.” says Mez, refocusing his eyes. ”So what options to we have for places to go? There was that door near the beginning, but that would only lead to a small room based on the rest of the layout. Do you guys have any thoughts?”
Seriously, outside of the one little room to the south, I’m kinda lost on where else we can explore.

GM Derek W |

So I got doors marked on the map, but not open passageways. You should be able to just make them out, but there is one on the east (top) side of the spider room and there is a room east of (above) Calanthe with a passageway due east from it as well (but yes, you've got the west and center of the dungeon pretty well covered/

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There is the 'small room' door SW of us, the area in the last room to the NE (opposite from the tunnel), and the exit leading off from the spider's room (it isn't marked in yellow because I think it is just an exit, not a door). I think that is everything we can see. Besides, trash is the 'meat and bones' for any archaeologist. ;-)

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At Norine's insistance, Mez opens the door, putting a shoulder to it if necessary. He then calls out to Cayden Cailean, asking for guidance, and then a small wind storm in the trash area.
Cast Guidance, then Sift. Sift allows me to search an area from far away, at a negative perception modifier.
Perception: 1d20 + 6 + 1 - 5 ⇒ (16) + 6 + 1 - 5 = 18

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"Well, I don't want to make unreasonable demands," Dracothis says, "But we should leave no stone unturned in our quest to find the item we were asked to recover."

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Not really having much of a sense of direction or a feel for the dungeon shape, Ebon just shrugs as the others try to decide where to go.
" I agree with Drac, as long as we are here we should thoroughly explore the place. Pick a door or hallway and I'll be right behind you Mez."
After that he will sheathe his Earthbreaker with a sour look , and draw his father's Greatsword. The blade of which is rather mundane and unadorned, but the pommel has a steel skull on it that matches the tattoo on Ebon's right shoulder. The handle is wrapped in old, worn-smooth, dark red leather. It seems functional if not fancy.
" Maybe my ancestors will help me to fight better with Father's sword in hand."

GM Derek W |

The door bursts open and Mez enters with Ebon and Norine right behhind. Calanthe, Dracothis and Targost quickly file in as well.
When Mez's wind storm hits the trash pile, it reveals three fire beetles, which rush out and attack!
Initiative:
Calanthe: 1d20 + 3 ⇒ (3) + 3 = 6
Ebon: 1d20 + 4 ⇒ (15) + 4 = 19
Dracothis: 1d20 + 2 ⇒ (11) + 2 = 13
Mez: 1d20 + 2 ⇒ (7) + 2 = 9
Norine: 1d20 + 2 ⇒ (13) + 2 = 15
Targost: 1d20 + 4 ⇒ (1) + 4 = 5
Fire Beetles: 1d20 ⇒ 12
So, the order is: Ebon, Norine, Dracothis, fire beetles, Mez, Calanthe, Targost.

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Feeling awkward, she has a look at the scroll they discovered, mumbling the incantation for the oh-so familiar detection spell.
Spellcraft: 1d20 + 8 ⇒ (10) + 8 = 18
Going to post my move now so I don't hold things up because of timezones and so forth.
So absorbed in reading the scroll Calanthe is shocked by the sudden discovery of fire beetles beneath the garbage and gasps in surprise. The beetles are already upon the frontline by the time she gathers her wits, and she seems a little confused as to what to do next. "Can't... get a good aim..."
Full defense. Can't do much else. Damn these mindless creatures!

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Awfully tight quarters...
Dracothis does not move from his position, mostly to permit the warriors to take the front line. If a beetle comes within striking distance, he will lash out with his rapier, but otherwise, he remains out of the combat.

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Why are we all in the room? I specifically was using Sift so NO one needed to go into the room, since I wanted to avoid the mold. We should all be out in the other room or in the hall, with Mez standing in the doorway...