
| GM Rednal | 
The gnoll didn't seem afraid... but he didn't seem alive, either, and hit the floor as blood poured out from his massive wounds. Three critical blows would be enough to fell most creatures, and perhaps your own divine power was in play for your attacks here...
On the gnoll's body, you find a composite longbow with 24 arrows, some studded leather armor, his massive dire flail, a moonstone worth 50 GP, and an iron scarab figurine. The word 'Mekharr' is inscribed on the base of the figurine, and it seems like it was made to attach to something.
From the other two dead gnolls, you're able to scavenge 10 GP, two Scrolls of Cure Light Wounds, a Potion of Bear's Endurance, and a tiger eye turquoise worth 12 GP. Aside from those, however, your glance through the chambers doesn't spot anything new.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Searching the bodies of the gnolls, Sevia picks up anything worthwhile - pausing at the iron scarab curiously and wondering what its purpose could be, shrugging after a moment before pocketing it. After gathering up anything worthwhile and testing the sarcophagi, Sevia returns to the room, trying to keep herself composed and appear unphased by her obviously ruffled appearance.
Bluff: 1d20 + 10 - 1 ⇒ (1) + 10 - 1 = 10
"Well, that should be the last of the gnolls." She declared, more for the peace of mind of the captives she'd just rescued than anything else. Sevia walked over to Rogziel to confer with him, "It seems like aside from that sealed room, this is the whole complex, but I noticed a fake wall in one of the corridors that should lead to the real burial chamber. I don't think either of us is in any shape to press on though, so let's escort these people to Maheto, rest up, and return to tomorrow." Sevia told him, outlining their plan.
Do I level?

| GM Rednal | 
You've yet to accomplish a significant act of good - so you're not Lawful Good yet and would be unable to become a Paladin right now. Do you want to level now, or would you prefer to wait until you've had a chance to adjust your alignment some more and gain the experience later?
"...You look like hell." Rogziel observed. Still, he seems to be in more than slight agreement with the plan of returning - he could probably continue, but he doesn't seem to have much magic to support himself, and you've spent quite a lot of your own energy. Without hesitation, he heads back to where the captives were gathered - there didn't seem to be any more of them after all - and begins helping them prepare for the journey back. There are beds here, and might be safe enough, but none of them seem inclined towards spending any more time here than they have to... and in just a few minutes, you're off.
You may talk with your companions or simply post arriving in Maheto - either works.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            No, I'll level after getting to LG. Will finishing this tomb do that? Also, did Rogziel find anything on the gnolls in room 3?
It didn't take long to gather up anything of note, Sevia of course grabbed the weapons off the bodies of those she slayed. It certainly weighed her down, but she was already so fast it only put her on par with the others.
Sevia questions her charges a small amount, asking what had happened to them to get captured by the gnolls, and what they seemed to be trying to do. Careful not to stir up too much unpleasantness, Sevia only probes for basic information and doesn't press the issue to anyone too shaken up, like the elf. Sevia would've asked Rogziel about the abilities he'd displayed, but not in front of the others, so resolved simply to ask at the end of their journey.
"Do you have anywhere to go from here? The guards will probably be able to help you if you don't." Sevia asked as they finally reached the city early in the morning, gesturing to the sentries standing at the gates they approached.

| GM Rednal | 
Yes, finishing the tomb will allow you to level. Note that you will need to act in a truly good manner to finish changing your alignment - gods are bound by tighter restrictions than mortals, so alignment is a core part of their existence, and failing to truly represent the ideal you're reaching for could have consequences.
The gnolls from the room with the altar didn't seem to have anything of true value on them - just their basic gear. The captives, as it turns out, seem to have been part of some kind of caravan that was traveling through the region - they'd been kidnapped by the gnolls along the way to their destination, and are profoundly grateful to be able to return to civilization. Even the elf - and that's actually saying something, considering how many dwarves populate Maheto.
The gnolls themselves had been following their leader, who seemed to be some kind of religious fanatic focused on an obscure gnoll deity of some kind - or possibly some kind of infernal demigod. None of the captives were entirely certain on that point, and the fact that all of the gnolls had spoken in their own language hadn't helped matters any. The four of them are soon lost in the crowds, and you begin to feel the tiredness of the day's efforts catching up with you. Seeming a bit fatigued himself, Rogziel does suggest using a small hideout built by your cult - it should be among the safest places in the city to rest, especially with the care they took to keep others from finding it.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Sevia readily accepts Rogziel's suggestion to head to the hideout, at this time most inn keepers would probably be asleep themselves and wouldn't appreciate being hassled for a room. Following Rogziel to the place, Sevia makes sure to note how to get their and where it is within the city should she ever come back to Maheto again alone. Whatever the gnolls had been planning at the tomb, Sevia could rest easier knowing it had been thwarted by their deaths. Though the presence of undead definitely unnerved her.
Before getting to bed herself, Sevia will use her mythic power again to cast Infernal Healing twice in order to recover from her wounds.
11+20=31 hp + HP recovered from a full rest (6) and HP restored from removing the negative level should put Sevia back up to full HP
Finally feeling the exhaustion of the day's events kick in, Sevia finally allows herself to collapse into bed.
In the morning Sevia will head out to an armory to sell some of the cheaper equipment off the gnolls - she doesn't sell the jeweled cutlass just yet though. By the way, among any of the equipment at the tomb was there a portable ram? If not, she'll buy one in town
sell:
shortbow 15gp
2x longbow 75gp
2x battleaxe 10gp
dire flail 45gp
studded leather armor 12.5gp
buy:
portable ram 10gp (maybe)

| GM Rednal | 
Fortitude DC 18 (You): 1d20 + 10 ⇒ (4) + 10 = 14
Fortitude DC 18 (Rogziel): 1d20 + 4 ⇒ (16) + 4 = 20
The powers of the undead aren't thrown off very easily - especially not from such powerful foes, and though Rogziel is looking rather healthy, you're still feeling the after-effects... and the temporary negative level is threatening to become permanent. On the other hand, your sheer force of existence helps you accomplish things...
Mythic Surge: 1d6 ⇒ 4 Unless you'd rather not, of course.
...and a brief expenditure of divine energy would be enough to throw off the effects for good.
Aside from that, portable rams aren't terribly expensive items - just heavy. You do find one for sale inside the city.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Mythic Power: 4/5
Leaving the hideout, Sevia locates an armory with which to offload much of the mundane gear she'd acquired from the gnolls. She toyed with the idea of selling the ornate cutlass right then and there, but thought better of it. It could be important later in the tomb she figured. Sevia also took the time to purchase a portable ram, though she chafed under its weight. If it weren't for those heavy doors she probably wouldn't have, but they were barely going to break through as it was.
Without any further pressing issues in the city, the two begin to make their way back up the mountain. Arriving to the place still in daylight, the two will proceed to the hidden passageway; upon which Sevia makes ready the ram and signals Rogziel to help her.
Take 20 on the check, which should barely be enough to meet the break DC of the wall
It takes quite a few attempts, but the two are able to bust down the wall, Sevia walking forward and checking around the corner.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13+1 vs traps - Sevia
Perception: 1d20 + 15 ⇒ (5) + 15 = 20 Epyon

| GM Rednal | 
After quite a lot of effort and more than a few slams with the heavy device, the thick masonry of the wall crumbles, and you're eventually able to smash open a passageway. As you break through the thin wall, you see a dark, narrow corridor - five feet wide and fifteen feet high - stretch out twenty-five feed in front of you before taking a sharp turn. There is a noticeable draft, and small drifts of very fine sand are everywhere. The walls are covered with frescoes depicting slaves dragging a sarcophagus on a sled through a corridor, with one at the end forming the shape of an armored warrior... though it does seem rather worn and crumbly after all this time. The long hall ahead of you seems clear, and you don't see any sign of traps - Epyon does note that spikes have been installed behind the fresco of the warrior, but they seem solidly affixed and unable to swing around or shoot out.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            I will be surprised if there is not a trap. When Sevia proceeds into the hallway she'll take a total defense action as she does so +4 to AC while she moves.
As Sevia observed the corridor, her eyes narrowed. There had to be something here she just wasn't seeing, because this seemed simply far too suspicious. Carefully padding forward and continuing to check for traps, Sevia begins pushing forward into the hall. At the halfway point she'll stop and try to get a better look at the warrior.
Perception: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Perception: 1d20 + 15 ⇒ (14) + 15 = 29
If Sevia sees nothing she'll keep moving to the end of the hallway and check the door, taking a 10 on stealth

| GM Rednal | 
Thirty feet down the hallway, you hear a clicking sound - though you never even saw the trap, the effects are immediate, and a sudden, sustained gust of wind slams into you and attempts to drive you backwards. You're a little large for that - and fortunately not flying - but it's going to take constant and sustained effort to be able to push against the wind and keep moving forward. Worse, all the sand in the room has been blown into the air - you are, in effect, within the center of a localized sandstorm.
Fortitude (DC 15): 1d20 + 10 ⇒ (20) + 10 = 30
However, you did not come all this way to give up because of a little bit of wind, and pure willpower allows you to push through the wind and emerge safely into the next part of the corridor. Your familiar, on the other hand...
Strength (DC 10): 1d20 + 2 ⇒ (11) + 2 = 13
...manages to hang on tightly, hiding behind your body as best it can as you push forward. The wind seems to be covering the first sixty feet, but the air beyond the still-raging sandstorm is deadly calm. 40 feet into the distance, you can make out a large stone statue with a ram's head, nearly reaching the ceiling. With a rumbling noise, the statue slowly steps forward and points its fist towards you.
Initiative (Enemy): 1d20 ⇒ 14
Initiative (You): 1d20 + 8 ⇒ (11) + 8 = 19
It's surprisingly quick for a thing of its size, but you're even quicker on your feet and can act before it does.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Sevia had expected a trap, it was almost too obvious, but the manner of the trap did manage to nearly catch her off guard as a howling wind storm sprung up around her. But to no avail as she dug her heels in and pushed forward, her familiar clinging desperately to her as well.
Finally pushing past the worst of it, she was confronted by the stone statue which had been standing there and waiting. Of course, too far to actually swing her swords at it, she merely drew her bow with a smirk, stepped up, and fired an arrow. And a second after that as the statue lumbered towards her, though Sevia wished at the moment she'd purchased some adamantine arrows.
I'm assuming this guy can only move 30ft toward me, so tactics change if he gets beside me in one round. Also I've subtracted hardness myself
round1
Attack: 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17 vs FF Damage: 1d8 + 1d6 + 1 - 5 ⇒ (5) + (6) + 1 - 5 = 7
round2
Attack: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21 vs AC Damage: 1d8 - 5 ⇒ (7) - 5 = 2
Sevia drops her bow, spends a ki point for invisibility, and takes a step forward. Unless the statue doesn't move, in which case she doesn't spend ki and just keeps plugging it with arrows until it moves up, THEN spends ki and does the below.
round3
Sevia takes another step forward if she's not already next to the statue and full attacks it
Attack: 1d20 + 8 + 2 - 2 ⇒ (20) + 8 + 2 - 2 = 28 vs FF Damage: 2d6 + 7 - 5 ⇒ (2, 5) + 7 - 5 = 9
Crit Confirm: 1d20 + 8 + 2 - 2 ⇒ (8) + 8 + 2 - 2 = 16 vs FF Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Attack: 1d20 + 8 + 2 - 2 ⇒ (11) + 8 + 2 - 2 = 19 vs FF Damage: 2d6 + 7 - 5 ⇒ (4, 6) + 7 - 5 = 12
I'm assuming he's not dead at this point, so I'll spend another ki for invisibility again

| GM Rednal | 
The stone creature came to a halt about twenty feet away, even as an arrow sunk into it, though it didn't go very deep. Immediately after, however, it raised one hand - and a ram-like burst of force erupted out of it, aiming to push you backwards and toss you into the whirlwind.
Ranged Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Your next arrow simply bounces off of the statue without doing any harm, and it retaliates with another burst of forceful energy...
Ranged Attack: 1d20 + 2 ⇒ (5) + 2 = 7
...but this one, too, fails. Another arrow of yours flies in... but fails to do any real harm to the creature, and it's beginning to become apparent that your arrows are unlikely to be strong enough to even hurt the beast. More of a problem, however...
Ranged Attack: 1d20 + 2 ⇒ (20) + 2 = 22 for Damage: 1d6 ⇒ 3
...is the fact that the next blow of force strikes you dead-on, actually hurting you a bit. Even that's only part of the issue, as the force of the impact starts to push you backwards.
Bull Rush: 1d20 + 17 ⇒ (6) + 17 = 23 vs 18
It's quite successful, and you're pushed back ten feet - into the raging gust of wind, and requiring you to make the effort to push through it before you can properly attack the creature again. (Fortitude 15 to advance out of it again. Incidentally, the penalties to ranged attacks only apply while you're within the wind...)

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Fort Save: 1d20 + 10 ⇒ (11) + 10 = 21
Sevia felt herself nearly bowled over by the statue's wind of force, before again pushing forward towards the construct. Springing forward, Sevia attacks with caution, landing a solid blow and raising her swords defensively
Sevia moves up, and then - fighting defensively, attacks once. +2 AC for the round
Attack: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22 vs AC Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Crit Confirm: 1d20 + 8 - 4 ⇒ (12) + 8 - 4 = 16 vs AC Damage: 1d6 + 6 ⇒ (4) + 6 = 10

| GM Rednal | 
Your weapons bits into the creature's stone hide - though the damage is still much less than it would have been against a fleshy target. A panel opens up in front of the creature a moment later, and out spews a torrent of superheated steam.
Fire Damage: 4d4 ⇒ (2, 4, 4, 3) = 13 Reflex DC 14 for Half: 1d20 + 14 ⇒ (1) + 14 = 15 Nope.
At the last moment, your foot snags on a buildup of sand, slowing your movements just enough to force you to catch the full blast of fire damage. Behind you, you can hear Rogziel struggling to advance through the wind, but it may be a few moments before he accomplishes it - your natural resilience is much greater than his, and that wind isn't exactly weak.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            It was almost comical how she seemed to stumble in front of a blast that she should've been able to side step easily. Yet she barely managed to avoid screaming against the scaling hot steam. Again, she swung at the lumbering thing with her sword, before stepping back and drawing a tanglefoot bag, handing it to her familiar. "Hit him Epyon!" she shouts, the Raven taking the bag and flicking it at the target before ducking down behind her shoulder for cover. Then, the two vanished.
Attack: 1d20 + 8 ⇒ (13) + 8 = 21 vs AC Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 6 ⇒ (3) + 6 = 9 vs Touch (Statue is entangled, and DC 15 save to avoid being immobilized)
Duration: 2d4 ⇒ (2, 2) = 4
It was a rather poor throw on her familiar's part. However, this was like hitting the broadside of a barn here...
Sevia spends a ki point for invisibility, and on the next round tries to acrobatics past
round1
Acrobatics: 1d20 + 10 ⇒ (1) + 10 = 11
And fails badly. Luckily she doesn't draw an AoO since she's invisible, instead she casts Infernal Healing and full attacks next round
round2
Attack: 1d20 + 8 ⇒ (6) + 8 = 14 vs FF Damage: 2d6 + 7 ⇒ (6, 3) + 7 = 16
Attack: 1d20 + 7 ⇒ (7) + 7 = 14 vs FF Damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18
Sevia burns a ki point for invisibility again

| GM Rednal | 
Remember, 1's on skill checks aren't automatic failures! ...But that's still much too low to slip past.
It was indeed very difficult to avoid striking the creature - it was so huge it simply filled up the hallway, and even Epyon's poor throw was enough to coat the statue in sticky goop.
Reflex: 1d20 - 2 ⇒ (18) - 2 = 16
It was not, however, enough to immobilize the creature... and on the turn after the bag was tossed, another burst of hot steam flies out.
Fire Damage: 4d4 ⇒ (4, 4, 2, 1) = 11 Reflex DC 14 for Half: 1d20 + 14 ⇒ (14) + 14 = 28 Successful! Damage reduced to 6 points.
After your failed acrobatics attempt - which honestly probably wouldn't have worked anyway, considering the creature is like a wall - the construct seems to consider for a moment... and steam suddenly starts shooting out of its body to fill the air around it, going 20 feet out on each side (though the part heading into the winds instantly dissipates).
Your blows move in a moment later...
1d100 ⇒ 60
1d100 ⇒ 68
...and do connect with the creature despite your decreased visibility. However, it's not enough to totally stop the creature from swinging out with its arms and slamming forward.
Slam: 1d20 + 7 ⇒ (9) + 7 = 16 Miss!
Incidentally, it would be nice if you could track the remaining uses each time you use something like Ki points, just so it's easier to glance up and see where things are at.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Yeah I know 1s aren't failure on skill checks, but that check was going to fail no matter what. Also, I've been taking care to track them at the end of combats just to tidy things up. Currently used 2 ki
This time Sevia managed to avoid the brunt of the damage, but she felt mighty concerned if that golem could keep doing that. She needed to end this now, as she advanced and attacked through the steam. Luckily as her swords zipped into vision, her blows landed precisely and hard on the stoney exterior.
Attack: 1d20 + 8 + 2 - 2 ⇒ (19) + 8 + 2 - 2 = 27 vs FF Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Crit Confirm: 1d20 + 8 + 2 - 2 ⇒ (17) + 8 + 2 - 2 = 25 Damage: 1d6 + 6 ⇒ (3) + 6 = 9
Attack: 1d20 + 7 + 2 - 2 ⇒ (6) + 7 + 2 - 2 = 13 vs FF Damage: 2d6 + 7 ⇒ (3, 2) + 7 = 12
1d100 ⇒ 65
1d100 ⇒ 36
That should be 2 hits - I'm assuming 20% miss chance, and if I've done my math right and this guy's hp is the same as the statblock, he should be down. If he isn't I'll swift to burn my 4th ki point for an extra attack that hopefully finishes him
Attack: 1d20 + 8 + 2 - 2 ⇒ (16) + 8 + 2 - 2 = 24 vs FF Damage: 2d6 + 7 ⇒ (5, 5) + 7 = 17
1d100 ⇒ 36

| GM Rednal | 
The statue finally stops moving as the damage to its delicate (and well-protected) innards catches up to it. Unfortunately, it's still taking up most of the hallway... but it should be possible to somehow scrape past the thing and continue on to the next part of the facility. Rogziel finally manages to make his way past the wind, as well - looking a bit tired after the energy expenditure necessary for getting through that.
Once you're finally through, you have the opportunity to see the door going forward - it doesn't seem to be locked, but this gilded ebony door needs to be pushed upwards to allow people through. A pair of shafts jut out from the door, and two five-foot slots rise into the wall above the door over them. It's fairly clear that the intended purpose was for others to lift the door, and as it's only four and a half feet tall, to bow as they enter the chamber. Fortunately, Rogziel could help you lift it upwards... though he may not be able to proceed himself unless you can hold it from the other side. Either way, getting in and out won't be terribly quick... unless you can prop it open or simply break it down, of course.
Personally, I advise against checking the statblocks to see how much damage you've done. XD I regularly increase the HP of enemies just to ensure things aren't TOO easy for you.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Man that thing was hard enough! By the way, did it go down after my second, or third hit?
As the giant statue finally seemed to fall over, Sevia sighed in relief. "I should make sure to get adamantine weapons..." Sevia muttered as Rogziel finally caught up to her. Retrieving her bow, she casts another round of Infernal Healing to help deal with her burn injuries.
HP: 40-3-15-6+10+10=36
Mythic Power 4/5. Ki pool 3/6? 2/6? Spells 4/6.
Finally recovering from her fight, the two squeeze past the golem to the door, which she found interesting. Clearly it appeared to be made to deter any lone person from being able to get within the inner sanctum. "Here, lift it up and I'll see if I can prop this ram underneath the door." She told Rogziel, figuring he might actually be stronger than him. Retrieving the portable ram she'd acquired to get through the wall, Sevia waits for Rogziel to crack the door open enough to wedge the thing into the side of the frame, quickly darting into the room.
Once on the other side, Sevia will hold the door - just to make sure it doesn't slip and close while Rogziel passes through, before turning to examine the room itself.

| GM Rednal | 
Second hit.
"Rare stuff, that." Rogziel notes. "Expensive, too... though I think Maheto does have a few pieces for sale. Dwarves always have the interesting things." With that, he grabs hold of one of the bars and began lifting.
Strength (DC 20): 1d20 + 2 ⇒ (18) + 2 = 20
With a tremendous grunt of effort, he barely manages to lift the door high enough for you to stick the ram in - and the sturdy item seems like more than enough to hold the door open for now. He's clearly relieved to be able to lower the door onto it, and passes through into the chamber.
Four colonnades stretch into the far reaches of this gloomy stone chamber, supporting a flat 10-foot high ceiling. The columns are smooth and round, with octagonal bases and capitals, and are apparently carved from the surrounding rock. Immediately obvious between the two central colonnades is what appears to be the standing skeleton of a tall horse, facing away from the entrance. The bones, however, betray a strange amber-silver sheen, as if they were cast in metal. Some type of gear, possibly tack, hangs on hooks from columns on both sides of the uncanny equine. Long-burnt-out oil lamps hang from the ceiling at intervals, and the dusty floor is littered with the dried remains of flower petals. A faint floral scent still lingers here and there.
However, there seem to be more things within the chamber... though you'll have to approach them to examine them.
This area has dim lighting.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            What's the source of the light?
Sevia draws her swords, obviously expecting a repeat of the corridor. She was seriously hoping another construct didn't walk off its pedestal and start swinging, but at this point it could be likely. "Keep on guard..." Sevia muttered - casting Detect Magic and sweeping the room as she began to pad forward to the right side of the room, keeping an eye out for anything suspicious as she moved counterclockwise around the walls.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23 Sevia
Perception: 1d20 + 15 ⇒ (14) + 15 = 29 Epyon

| GM Rednal | 
The area you came in from, which was better-lit even behind the golem.
As you move, you see that there are four standing skeletons within the room, hidden from the entrance behind the columns. The closest one swivels its head to look at you approach, and its teeth chatter slightly - but it doesn't actually move otherwise. They're each holding a spear and shield, and though their costly garments have frayed, their bones have been subjected to the same treatment as the horse.
The southern wall seems very basic, but the eastern wall has an eight-foot granite statue of a horse-headed god, standing with arms outstretched and holding an incredibly aged horse-hide. A bird call can be heard as you approach, and you spot a hinge on the statue, as well as numerous offering plates. More importantly, Epyon notes that divine energy resides within the statue... and desecration could bring down a curse.
The electrum-plated skeletons are still looking at you as you move to the north wall, which is decorated with a faded mural showing a brilliant white steed in the same tack you saw hanging up. The stallion is standing in front of a sarcophagus, from which a man in rich clothing has just emerged.
The western wall is covered in inscriptions - and dominated by inscriptions in the center in multiple tongues. You can read two of them (Celestial and Infernal), and they say the same thing: Thus sayeth the oracle - in death shalt thou rise up to pluck the fruits of thy deeds.
Meanwhile, the skeletons are looking increasingly agitated... though the horse seems quite bored.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Spellcraft to identify the divine energies on the statue? Are the skeletons constructs or undead?
Spellcraft: 1d20 + 8 ⇒ (16) + 8 = 24
Knowledge Arcana: 1d20 + 8 ⇒ (6) + 8 = 14
Sevia keeps her eyes especially on those skeletons. She didn't like them, and apparently the feeling seemed to be mutual. They could just be more golems, but if they were undead then she would not let them be. For some time she had often worked to stamp out the practice of binding servants as undead guardians of burial chambers, finding it horrendously selfish that these people would attempt to head to the afterlife and chain their retinue to the material plane in such a manner. Heading Epyon's observation, Sevia will also look closer at the statue, trying to discern some of its magical properties.
"<Thus sayeth the oracle - in death shalt thou rise up to pluck the fruits of thy deeds.>" Sevia repeats in Celestial as she reads the inscriptions. She did not particularly like the sound of the phrase, as it seemed to imply rising from the grave - which usually meant undeath; though she supposed the phrase could simply be figurative and not literal. "Sounds like a prophecy, but who is thou and what deeds were sowed?" Sevia asked aloud, more or less a self directed rhetocial wondering than a serious question. Prophecies were notorious for often being vague and metaphorical, so she shouldn't jump to conclusions.
Turning towards the man who just emerged from the sarcophagus and walking forward, Sevia will sheath her swords and stop about 5ft from him. "<I am the Raven Queen.>" Sevia introduced in Celestial, inclining her head politely, "<May I ask whom are you and what purpose you serve in this tomb?>"
Diplomacy: 1d20 + 10 ⇒ (18) + 10 = 28

| GM Rednal | 
Whoops. Probably should have made that more clear.
The mural on the northern wall (showing the horse in front of the man) does not respond... and the mouths of the standing skeletons - undead guardians, it seems - begin chattering faster and faster as their bodies begin twitching. That's quite concerning - though you are unable to identify the nature of the spell on the statue. All that's apparent is that the divine curse it contains is greater than your current ability to recognize.
"Is this tack here for a purpose? You'd think it would be on the horse already..." Rogziel notes, glancing at the stuff. As he does so, you notice him discreetly pulling out his dagger - the skeleton closest to him is looking right at him and continuing to tremble.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Wisdom or Int for whatever the significance of the tack and the offering plates are? This is really confusing.
Wisdom: 1d20 + 3 ⇒ (1) + 3 = 4
Intelligence: 1d20 + 4 ⇒ (8) + 4 = 12
It seemed quite apparent by that point they had seconds before the skeletons would eventually set themselves upon them. Given which, Sevia drew her staff and cast a Shield spell upon herself. "Get ready." She said, before placing it away and redrawing her swords, settling into a defensive stance in preparation for a fight.
5/10 charges. +4 AC 8 minutes. Taking the Total Defense action.

| GM Rednal | 
A minute after you stepped into the room, the skeletons stepped off of their pedestals, brandishing their weapons.
Initiative (Enemy): 1d20 + 5 ⇒ (13) + 5 = 18
Initiative (You): 1d20 + 8 ⇒ (13) + 8 = 21
The creatures are fast, but you're faster - and three of them are focused on you, with the last (in the southwest) seeming fixated on your companion instead. Sadly, there don't seem to be any insights on the tack... though it might be possible to use the offering plates to actually offer something to the statue. Your companion may have more knowledge of an appropriate course of action there, but he looks a little busy at the moment...

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            "So, I'm willing to guess. Offer something to the statue and the skeletons back off. That sound about right?" Sevia asked towards Rogziel, having at least an inkling about what might be happening. Or they could just destroy the skeletons. She preferred the latter actually. Well, as long as it didn't get them killed - she hoped that metal was more enamel than armor.
Seeing the skeletons advance, Sevia will dart forward, spending some of her mythic power to go to town on the closest skeleton.
Attack: 1d20 + 8 ⇒ (1) + 8 = 9 vs FF Damage: 2d6 + 7 ⇒ (1, 3) + 7 = 11
Attack: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15 vs FF Damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18
Attack: 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23 vs FF Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
Crit Confirm: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 Damage: 1d6 + 7 ⇒ (6) + 7 = 13
burn 1 mythic power to use fleet charge to move up and attack the skeleton, followed by a full attack. Does any of my damage seem to not go through?

| GM Rednal | 
Your first blow goes wide as the skeleton ducks down - but the second manages to shatter it despite the resistance you can feel in its body. However, you have been left vulnerable to the other two, which quickly jab out their aged weapons.
Attack Roll: 1d20 + 1 ⇒ (6) + 1 = 7 for Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Attack Roll: 1d20 + 1 ⇒ (18) + 1 = 19 for Damage: 1d8 + 1 ⇒ (5) + 1 = 6
One of the jabs comes perilously close to striking you, but your agility makes you just a little bit too fast... though now you have to deal with skeletons on two sides, rather than just one.
"Hm? Oh, doubt it!" Rogziel called from where he was busy avoiding the thrusts of his own opponent's spear. "Statue like that probably has something to do with the horse instead!" Said (undead) horse was still standing in the center of the room, apparently not interested in the violence going on around it.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Seeing the ease with which these skeletons went down was reassuring, they were practically less threatening than the gnolls. Picking one skeleton, she lashed out, slicing it apart and then focusing on the one behind her.
Sevia will simply full attack until she kills both, focusing on one then the other
Attack: 1d20 + 8 - 2 ⇒ (4) + 8 - 2 = 10 /miss
Attack: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 /miss
Attack: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11 /miss
Attack: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18 Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Attack: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23 Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 7 - 2 ⇒ (17) + 7 - 2 = 22 Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Attack: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23 Damage: 1d6 + 6 ⇒ (4) + 6 = 10
Attack: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Once the skeletons are dead, and if Rogziel hasn't killed his, she'll swift to draw her daggers and hit it too
Attack: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15 Damage: 1d4 + 6 ⇒ (1) + 6 = 7
Attack: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13 Damage: 1d4 + 6 ⇒ (3) + 6 = 9

| GM Rednal | 
The skeletons carefully maneuvered to pin you between then, flanking you.
Attack Roll: 1d20 + 3 ⇒ (9) + 3 = 12
Attack Roll: 1d20 + 3 ⇒ (3) + 3 = 6
The spear thrusts after your pair of missed cuts go wide - and the first strike hits a skeleton but fails to take it entirely down. Without hesitation, they continue to press their attack...
Attack Roll: 1d20 + 3 ⇒ (17) + 3 = 20
Attack Roll: 1d20 + 3 ⇒ (14) + 3 = 17
...and though their thrusts are better than before, they're still not quite enough to strike. Your counterattack, on the other hand, takes one of them down. No longer flanking you, the last skeleton nevertheless continues resolutely, with none of the intelligence of other undead.
Attack Roll: 1d20 + 1 ⇒ (14) + 1 = 15
Your final pair of thrusts take it down, and as you turn, the fourth skeleton crashes to the floor as Rogziel breaks apart its torso and sends the bones scattering. After a moment, he sheaths his weapon and looks around the room, a thoughtful expression on his face. "The hide up there looks like it matches the mural." he said, gesturing upwards with a thumb. "Think this thing is the same horse?" he glanced towards the still-standing steed.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            "It is likely, if this Toth Nekamek was willing to create undead to guard his tomb, he'd have no compunctions of doing the same to a horse." Sevia said as she observed both the horse - which she was resisting simply attacking right then, and the mural. It all looked like a big puzzle. Taking some time to think through it, Sevia voiced some of her thoughts. "Perhaps to continue we're meant to place the tack on the horse? The offering plates could be for the items left on the chairs in the other room" Sevia said, drawing the jeweled cutlass - counting up the number of offering plates.

| GM Rednal | 
"Seems reasonable." Rogziel agreed. After a few moments... "I don't suppose you recall how to put tack on a horse?" He sighed and shook his head a bit before moving over towards the statue - which once again emitted a bird-like call. There look to be eleven small offering plates strewn in front of it, and the Aasimar considers for a few moments as he looks over the extinguished braziers. "...Probably not." he said, focusing on his knowledge of religious rituals. "Those were clearly ceremonial - and trapped. Gods usually want offerings to be brought. This stuff looks like food." he said, prodding the remains of what was left on the offering plates. "We probably need to give it something it likes. Doesn't seem connected to the horse, though - this is more of an independent shrine. Of course, I suppose we could just bang on the walls for a bit and see if we can find another exit..."

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Wait, did I not see the secret door on the northern wall?
"We probably shouldn't. Epyon felt some rather strong divine energies coming off that statue, and there's a hinge behind it too. Banging around could get us cursed...or not, hard to say." Sevia pondered, rubbing her chin with a hand. Shrugging, she'll decide to use the flint and steel she'd acquired from the storage room to light the braziers, before taking the tack and equipping it to the horse - seeing if that will accomplish anything. "Offerings of food hmm?...well I have some trail rations, I could try setting those down and see if something happens...oh, and there's this bottle of wine?" Sevia will place some trail rations on one plate, and the bottle of wine on another.

| GM Rednal | 
I wouldn't say "door" is the right word... the most you can tell is that the wall is a bit off.
For the first time in a very long while, you feel a surge of divine attention, and it probes the space before the statue... then, with a horse-like sigh, the mouth of the statue slides open to reveal a small copper statuette of an ibis set onto a circular, one-inch diameter base. A script matching the writing throughout the rest of the tomb is on the base, and it seems like it was made to attach to something.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Looking at the hidden compartment, Sevia raises an eyebrow before reaching into her pockets to draw forth the iron scarab figurine she'd acquired from the gnoll. Looking to see if the two attach, Sevia will attempt to join the two.

| GM Rednal | 
The Scarab and the Ibis both seem like they could be attached to something - and on closer examination, they actually seem to have been made very similarly, like two parts of one set. However, they're clearly not designed to be joined together - their indentations both go inward, and small grooved suggest some kind of large screw is the only thing that would fit them.
Out of the corner of your eyes, you see Rogziel moving towards the door you used to enter the chamber.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Sense motive? Was he trying to sneak away or something?
Seeing that the Scarab wasn't the other puzzle set, Sevia returns the Scarab to her pocket. She was beginning to think the key might be in the unopened tomb they'd skipped earlier. Or perhaps the asp from the library might be it?
Sense Motive: 1d20 + 8 ⇒ (10) + 8 = 18

| GM Rednal | 
Your feelings aren't enough to give you a good sense on this matter - it seems you'll have to try out your ideas to see whether or not they work. On the bright side, your observations are that Rogzeil is normally, not specifically trying to evade anyone's sight - it seems he's returning to the earlier part of the complex, and you could easily follow him or go to investigate your ideas.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Sevia will proceed towards the library to investigate the asp at the table, checking to see if the asp seems like it could be a candidate to fit in the slot - picking it up if necessary to get a better look at it.
Assuming it doesn't seem a likely fit, Sevia will look for Rogziel
"Find anything? If not, I think our best bet might be to break down that stone door the gnolls were trying at and check there." Sevia will suggest to him.

| GM Rednal | 
As you pick up the asp and examine it, several things become apparent - including the fact that it seems like it was made to attach to something, just the same way the scarab and the ibis are. Like the others, it seems to have some of the odd, hieroglyphic text on the base. Fortunately, Rogziel isn't hard to find - he was in the next room, where the fake Librarian had been, and comes out after only a few minutes.
"He doesn't know how to put tack on horses, either. Figured it was worth a shot." the Aasimar says, looking a little disappointed. "Still, if you want to break into that room... ah, but we left the ram propping that heavy door open." It doesn't seem like he's looking forward to hauling that door up again later, but when you need to get something done, you stop whining and start doing.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            "It's the only place we haven't searched...hold on I'll go get it." Sevia said, examining the asp as she walked back towards the atrium. Sevia slips in quickly just to check if the asp will fit the ibis - and will also see if the ibis can be removed. Before heading over to the north wall a bit closer and checking it more thoroughly.
After which, Sevia will remove the ram from the door and head back down to the unopened room.
Take a 20 on Strength check to get inside

| GM Rednal | 
The Ibis is like the other two items in that it's attached to a base - but it was clearly designed to be separated from where it was contained, and none of the animal figurines seem to have any way of fitting onto each other. They simply have bases with glyphs etched into them, and obviously made to attach to something else. "You sure you checked everything where you were before, down that corridor from the offering room?" Rogziel asks as he helps you lift the battering ram. That was one of the places he didn't follow you, but since you're focused on the stone door you never opened, he's going along with it. As you smash through, you can see inside...
The walls and ceiling of this barren stone room are built from massive marble blocks 10 feet wide and 8 feet tall. The walls are adorned with thousands of small glyphs carved into the marble, and the whole room is covered with dust. A human skeleton lies in the center of the room, clutching a dagger that has pierced its ribs roughly where the heart would be. Above the bones hovers a wispy human form. Light robes flutter around his thin frame and bare feet, and a tall, rounded hat tops his head. Above a long mustache, his empty eyes reflect madness as he attacks.
Initiative (Enemy): 1d20 + 9 ⇒ (5) + 9 = 14
Initiative (You): 1d20 + 8 ⇒ (20) + 8 = 28
On the bright side, you were expecting trouble - and are capable of reacting far faster than the transparent apparition is!

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Is it incorporeal?
Looking around the room, Sevia could only begin to guess the significance here. Eyes narrowing upon seeing the spirit, Sevia draws her staff - at least this time glad to be under the protection of a shield spell. "More incorporeals huh?" she says, clicking her tongue and drawing her staff again, taking aim at the undead and firing Magic Missile at the thing. It looked as though the spirit was perhaps the ghost of the man murdered there?
round1
Damage: 4d4 + 4 ⇒ (4, 3, 3, 3) + 4 = 17
round2
Damage: 4d4 + 4 ⇒ (4, 3, 2, 4) + 4 = 17

| GM Rednal | 
Yes, it is incorporeal.
Your bolts sink into the creature, but despite the damage, it rushes forward and lashes out with a quick strike of its arm.
Attack Roll (Touch): 1d20 + 8 ⇒ (2) + 8 = 10 for Negative Energy Damage: 1d6 ⇒ 2 + Constitution Drain: 1d6 ⇒ 5
Its first strike goes wide, almost embarrassingly so. Your second series of bolts slam into it, unerringly accurate - though the undead still seems like it has plenty of vitality left over.
Attack Roll (Touch): 1d20 + 8 ⇒ (3) + 8 = 11 for Negative Energy Damage: 1d6 ⇒ 1 + Constitution Drain: 1d6 ⇒ 4
Its second strike is almost as bad as the first... perhaps its simply out of practice, but the vitality-sucking energy atop the negative force - both emblematic of undead - are clearly dangerous.
Behind you, you can hear your companion speaking. "Give me a minute! I'll see if I can hurt it a bit!" There's a short grunt of pain from Rogziel a moment later.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Just for reference, my Touch AC is 22 vs incorporeals. Also, staff 3/10 charges.
Despite the ghost's seemingly lack of ability to actually touch her, Sevia was quite concerned of the possibility - given the dangerously negative energy she felt rolling off it. "I've only got so many magic missiles!" Sevia will shout back, continuing her barrage.
round3
Damage: 4d4 + 4 ⇒ (4, 2, 1, 2) + 4 = 13
round4
Damage: 4d4 + 4 ⇒ (2, 3, 1, 2) + 4 = 12
1/10 charges

| GM Rednal | 
From? Doesn't seem to be listed anywhere in your profile.
The missiles continued to strike the creature even as it focused its energies on actually landing a blow.
Attack Roll (Touch): 1d20 + 8 ⇒ (16) + 8 = 24 for Negative Energy Damage: 1d6 ⇒ 3 + Constitution Drain: 1d6 ⇒ 5
Agility can't last forever - and the undead spirit finally manages to connect with a blow. The physical damage itself isn't very troubling, not for someone as unusually vital as you. It's the drain on that vitality that's truly troublesome, though you're still able to bring up your staff and fire another barrage of bolts at the spirit. It's looking ragged now, but it's still moving...
Attack Roll: 1d20 + 8 ⇒ (14) + 8 = 22
A moment later, you see a small vial tossed over you, filled with a red liquid. The creature screeches as the liquid strikes it and lashes out at you again...
Attack Roll (Touch): 1d20 + 8 ⇒ (5) + 8 = 13 for Negative Energy Damage: 1d6 ⇒ 4 + Constitution Drain: 1d6 ⇒ 5
...but you're easily able to avoid this strike. It seems at least a little hurt by whatever struck it, though each of your magic missile spells clearly did far more damage than the vial.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            Shield spell. -9 hp, -3 fort.
Sevia hissed as the creature managed to actually hit her for once, again feeling her vitality draining away. It's not terribly wounding, but what more concerned her was whether they'd be able to bring the damned thing down - as she exhausted the last bit of magic within her staff.
round5
Damage: 4d4 + 4 ⇒ (2, 3, 1, 3) + 4 = 13
Staff 0/10 charges. Sevia drops her staff, steps back and withdraws a vial of Holy water

| GM Rednal | 
The creature flailed, its body starting to come apart - but it still wasn't entirely down, and lashed out for what was likely the last time in an attempt to rip your vitality away from your body.
Attack Roll (Touch): 1d20 + 8 ⇒ (16) + 8 = 24 for Negative Energy Damage: 1d6 ⇒ 5 + Constitution Damage: 1d6 ⇒ 5
As the creature's arm swings, you can feel it penetrating through your magical shield and ripping away at your vitality in the way that only undead can manage.

| Sevia, The Raven Queen | 
 
	
 
                
                
              
            
            -10hp from CON. -8 from damage. 22hp current.
Sevia bit back a scream as the ghost's incorporeal arm slammed into her essence. "Begone foul spirit!" Sevia shouted, uncorking her flask and dousing the ghost in holy water, before stepping back to grab another.
Attack (Touch): 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 2d4 ⇒ (1, 3) = 4
 
	
 
     
    