
DM Carbide |

This room is decorated with highly graphic scenes of orgies involving all manner of creatures. Six stone biers are against the walls; five have humanoid skeletons laid in state on them, while the sixth is empty. (Based on their skulls, the skeletons are of the same sort of creature as the one you just killed.) In one corner of the room is a pile of bloody feathers and well-chewed bones, all that remains of a recently-killed creature. Izzik and Skezza wail when they see the remains.
The dead sinspawn wears archaic but still valuable-appearing jewelry, and you find a pair of bottles in one cabinet that radiate as magic.
Izzik shakes his head at your invitation, a gesture echoed by Skezza. "We're going to take what's left of our friend and get out of here. You'd better be careful!"

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Raavan nods to the Tengu. "Pharasma has taught a harsh lesson. Do not steal from the dead again."
Turning to the items found in the room, he casts detect magic and examines the auras.
Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6
Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6
Spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20

DM Carbide |

The jewelry isn't magic. Raavan isn't sure of one potion, but the other is a potion of eagle's splendor.

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This room is decorated with highly graphic scenes of orgies involving all manner of creatures.
"Excuse me for a minute."
Fade to black
Chochok reenters the room and examines the skeletons more closely, taking a macabre interest in the biers. "I suppose the sixth was intended for the one we just took down."
As the tengu exit the room, Chochok tells them, "Sorry to see your friend go. I think you have learned your lesson, and quite harshly. Thank you for your assistance."

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Do you believe one of these other creatures will rise as this one has? Keno asks. Despite the question the gnome will examine them closely. Once the party is ready to move, Keno will end his time in the room and follow.

DM Carbide |

From the marks on the bones, Keno, it looks as if they've been gnawed and then placed back together.

DM Carbide |

Based on the accretion of dust, the bodies seem to have been emplaced at different times.

DM Carbide |

Arrange yourselves as you wish for the next room, and I should be able to get that going posthaste.

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Chochok takes some interest in the skeletons and even makes a few mental notes about how they were buried but says little as he moves back into the hallway and prepares for the next room.

DM Carbide |

I've got you in what looks to be a reasonable door-opening order.
Raavan reaches over and pulls open the door, revealing a room that looks, in layout, a lot like the other ones you've seen in this part of the Ossuary. There is an unusual creature standing guard at the door--it looks like it started out human, but has since become partially decomposed and massively bloated--its skin seems to strain to contain some vast pressure within it.
Round 1:
Initiative order
Arnthoth and Wolfie
Creature
Chochok
Kyra/Valt
Raavan
Keno
Arnthoth is up!
Chochok Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Keno Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Kyra Initiative: 1d20 ⇒ 9
Ravaan Initiative: 1d20 - 1 ⇒ (8) - 1 = 7
Valt Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
GBZ Initiative: 1d20 ⇒ 13

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Raging for the first time, whether in fear or anger, Arnthoth steps forward and swings his lucerne hammer at the creature. "Whrat is it!?"
Attack: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Damage: 1d12 + 6 + 3 ⇒ (12) + 6 + 3 = 21

DM Carbide |

Round 1 (final):
Arnthoth's polearm thrusts into the creature, the tip emerging from its back. It bursts in a cloud of foul-smelling dust.
Combat over! Arnthoth, give me a DC 13 Fort save vs. poison.
A quick side note: the burst effect when this thing dies has an odd volume of effect: "...it explodes in a cloud of <redacted> that fills a 10-foot cube surrounding the zombie." I could see a 10-foot cube around an intersection, but not around a square. I'm reducing the DC of the Fort save by 2 to account for Arnthoth being on the edge of the AoE.

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Knowkedge Religion: 1d20 + 6 ⇒ (14) + 6 = 20
"It is exactly what it looks like - gasburst zombie. And as you discovered, they burst when killed. You chose the right weapon to destroy it."
Raavan repeats the now familiar process of searching the chamber, both with his eyes and his magical senses.
Take 20 on perception = 24. Detect magic.
Spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7
I took the liberty of arranging us around the next door when we are done with this room.

DM Carbide |

There are the usual stone biers, cabinets of embalming tools, and the like. On one of the cabinets are a pair of gemstones, black onyx.

DM Carbide |

Correct.
ETA: Assuming that you're moving on to the next door to the north, as the map indicates:
The party forms up in front of the next door on the east wall, and once again Raavan goes to open the door. This one has an obvious lock on it, and the door is indeed sealed shut. Valt has a go at the lock, but it obdurately refuses to yield to his attentions. It is not only complex, but also has redundant bolts so that even when the oracle breaks part of the mechanism the rest keeps the lock engaged.

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Arnthoth nods and tries to hammer the door.
Damage: 1d12 + 6 ⇒ (4) + 6 = 10
Or
STR check: 1d20 + 4 ⇒ (1) + 4 = 5
Failing to do much the first time, Arnnthoth growls with rage and tries again.
Damage: 1d12 + 6 + 3 ⇒ (10) + 6 + 3 = 19
Or
STR check: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Maybe?

DM Carbide |
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DM Carbide wrote:This room is decorated with highly graphic scenes of orgies involving all manner of creatures."Excuse me for a minute."
Fade to black
"I'll be in my bunk."

DM Carbide |

Arnthoth, you're pretty sure that you would have broken down a normal door with that last...there's some kind of magic on the door that holds it closed and protects it, though.
Arcane lock adds +10 to break DCs? Who knew?
ETA:
With some time, though, the Kellid is able to break down the door. Inside is a room with, again, the usual stone biers and embalming supplies & tools. There is nothing else of interest in the room.

DM Carbide |

Yes, with five charges remaining. I was wondering about that :-).

DM Carbide |

*whistles innocently*
ETA:
There's no magic to be found, except for traces on the door itself. The room on the opposite side looks like it might have started out the same as the others--stone biers, cabinets, carvings, tools--but the biers have been overturned and cracked. The cabinets and tools lie smashed in heaps on the floor, covering old bloodstains, and the carvings on the walls have been defaced.
I will assume, for the sake of saving a cycle of back-and-forth posts, that you search the room. There is nothing of value to be found, but Arnthoth and Raavan spot a well-concealed door in the north wall.
Chochok Perception check: 1d20 ⇒ 10
Keno Perception check: 1d20 + 3 ⇒ (12) + 3 = 15
Kyra Perception check: 1d20 + 3 ⇒ (13) + 3 = 16
Raavan Perception check: 1d20 + 4 ⇒ (16) + 4 = 20
Valt Perception check: 1d20 ⇒ 3

DM Carbide |

Where to now? You have a secret door and a hallway available.

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Ooh, what secrets are held behind the door? Let's take a look, shall we? Keno looks to the others quickly and then examines the secret door Take 10 on Perception and if it seems safe to him, he'll open it excitedly.

DM Carbide |

There is nothing out of the ordinary on the door. On opening it, you see a short and narrow hallway, terminating in another door. I know it's marked as a secret door on the map, but from your side it's not concealed.

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Aha! Another door! Keno rushes forward, though trying his best to watch his step and keep an eye out for bad things. Take 10 on Perception again, if safe, open door... unless someone steps in to interrupt the anxious fella.

DM Carbide |

Keno, there are no apparent traps on the door, so you open it revealing a set of niches along a narrow corridor leading east. In each niche are one or more bodies on short biers. However, your attention is doubtless drawn by the figure standing in the middle of the room, that looks like THIS. The figure brandishes its ranseur and shouts a challenge.
Also, before I forget there is a rune carved on the door at the east end of the hall.
Round 1:
Initiative order
Erdikhaan
Valt
Keno
Chochok
Kyra
Arnthoth/Wolfie
Raavan
Chochok Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Keno Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Kyra Initiative: 1d20 ⇒ 9
Ravaan Initiative: 1d20 - 1 ⇒ (6) - 1 = 5
Valt Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Erdikhaan Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
ETA: Unless you retreat, he'll attack before you can otherwise act.

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I dunno what he said but I didn't like the sound of it....
Religion: 1d20 + 5 ⇒ (16) + 5 = 21
... as this is a skeletal champion, more capable than some mere skeleton. Feel free to read the spoilers if needed.
Keno, if he can, will ready himself in the event of an attack in case no one else is able to converse with the creature.

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Valt will do the opposite and move into the square two north of Keno. He will ready to defensively Dirty Trick for entanglement with a few of his marbles if he moves into a flanked position (think a more focused and weirder fantasy-themed Home Alone.)

DM Carbide |

The skeletal champion paused after issuing his challenge, to allow Keno a chance to at least look as though he was about to retreat. Since Keno is standing pat for the moment, the champion's going to take a shot at him.
Round 1 (ongoing):
Initiative order
Erdikhaan-acted
Valt-moved
Keno
Chochok
Kyra
Arnthoth/Wolfie
Raavan
The skeleton swings at Keno but misses. As Valt moves up, though, it takes advantage of its reach weapon and lands an attack of opportunity on the Kellid. Take 9 HP, Valt.
Ranseur AoO to Valt: 1d20 + 7 ⇒ (15) + 7 = 22
AoO damage to Valt: 2d4 + 4 ⇒ (2, 3) + 4 = 9

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If someone doesn't move up first, Arnthoth will move up to the south of Valt and swing his hammer at skeleton, while working himself into a rage.
Rage Attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
Damage: 1d12 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Wow, those kinds of rolls can't last for long.

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His plan unheeded, Raavan grunts acceptance of the new tactics. In his tribe, plans were rarely made, other than the basics such as "charge" or "hack it to bits", so he's used to improvising.
"Keno, make way!" Moving into the cramped quarters, Raavan holds forth his flag and readies a wand to heal the injured.
I'd like to move Raavan into Keno's spot, if that's ok. Also, Everyone, don't forget the +1 to hit and damage bonus from Raavan's Flagbearer feat. It's up at all times unless he needs two hands for something.

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KN (arcana): 1d20 + 5 ⇒ (8) + 5 = 13
KN (religion): 1d20 + 5 ⇒ (7) + 5 = 12
"Nah, we can take him! Just use a bludgeoning weapon!"
Chochok then looks down at his own gear and fails to find a club handy. "Ummm... I'll heal you when he hurts you!"
Ready to cure anyone who gets hurt.

DM Carbide |

Geez, you guys.
Arnthoth advances into the chamber and hammers the skeletal warrior into pieces with a single blow.
Out of combat!
The skeletal champion is in half-plate and carries a masterwork ranseur. Searching the rest of the room reveals various valuables left with the bodies, worth about 90 gp.

Kyra Roessler |

Sorry, for some reason I wasn't getting updates on this in my list of campaigns.
Kyra begins to prepare herself to channel positive energy to try and harm the skeleton, but then Arnthoth smashes the thing to dust.
"Well done, Arnthoth. Surely the dawnflower guided your hand in your efforts. Praise be unto her." She stretches her arms upward briefly.

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"Seemed more like the hand of fate." Raavan says, scowling at the shattered skeleton. "It is well known that Pharasma abhors the undead."
"Brave charge." He grumbles at Valt as he waves his wand over the injury he sustained.
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Wand of CLW - Charges used in this adventure 4