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"Achh! Stay down flappy!" Kalaron adds his own swing towards the flapping head! Stepping beside Sickly with his own Longaxe!
Doink! 1d20 + 4 ⇒ (18) + 4 = 221d12 + 4 ⇒ (5) + 4 = 9

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Glorin rushes around the corner to look at the monster. "That looks unholy! Good thing I traded in my hammers!"
Holding his urgrosh in his off hand, he pulls a light hammer off his belt. The hammer shines brightly in the dim light. "Methinks a little silver is in order! That's always good against the unholy, right?" Tossing it at the creature, he adds, "Feel free to use it, gents!"
Attack: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Confirm Crit: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8 Crit Damage: 1d4 + 4 ⇒ (1) + 4 = 5

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The combined attacks of Kalaron's Longaxe and Glorin's thrown hammer are enough to bring the flapping head down to the ground...this time it stays there. It's also leaking some brain matter...so maybe that's what's sticking it to the floor.
You search the area while Glorin retrieves his silver hammer and don't come across anything of interest other then some small dents in the double doors back in the hallway. When you take the head there and press it's skull into the dents they are a fit..it seems the creature was trying to get through the doors for some reason.

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"Good work, lads. Good work," Clandelve said. He kicked the bat one last time, perhaps to convince himself it was dead.
"Le's head through these doors, aye?" He pounded his shield to show he was ready.

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"Aye," replied Glorin, wincing as he gingerly wiped the ichor from his hammer.
He stowed his hammer, held his urgrosh aloft again to light his way, and replied, "Lead the way!"

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As you open the door a wave of darkness rolls out
Init Sickly: 1d20 + 2 ⇒ (8) + 2 = 10
Init Elliot: 1d20 + 2 ⇒ (5) + 2 = 7
Init Kalaron: 1d20 + 0 ⇒ (5) + 0 = 5
Init Clandelve: 1d20 + 3 ⇒ (8) + 3 = 11
Init Glorin: 1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 3 ⇒ (17) + 3 = 20
Before you can react at all the wave of darkness rolls further over you..and even past you
Once the waves of darkness rolls past you can look into the room and see;
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.
init
You guys
Something that isn't you guys ;)

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Stop him? Not stop him?
If someone says to stop it, Sickly quickly races after the creature, getting up next to it as a double move (60')
His intentions being to attempt to trip it with an AOO if it continues to run away.
Sickly stares after the retreating creature with a puzzled look, though does not give chase. "Who was that?" he mutters.

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"Let the little rat go," Clandelve yelled as his companions seemed unsure what to do. "It 'asn't attacked us, an' seems t' want t' get outta 'ere. I say let it."
Clandevle looked around the room the creature had been in.
perception: 1d20 + 6 ⇒ (19) + 6 = 25

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The cabinets and chests contain ancient Pharasmin religious vestments, hangings, altar cloths, and holy books, all kept in extraordinary condition by the ossuary’s preservative magics. The basin atop the stone pedestal used to hold holy water, but it evaporated long ago.
You find a cloak which hangs in a cabinet of mundane priestly vestments, and two scrolls are found among the religious texts. The rest of the religious accoutrements stored here are all unexceptional, though the church of Pharasma might pay for these historical artifacts.
You check out the door on the other side of the room as well but don't find any traps, it is how ever blocked by various furniture on this side of the door. As if someone was trying to keep something on the other side out of this room.

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As they moved around the room, Clandelve thought of the gold they might earn for selling these artifacts.
"We'll want t' pack all this up, lads. Someone'll want it. But I do 'ave some reservations 'bout what might be on th' other side o' this door. What with th' barricade, an' also the little runt tryin' t' escape this room. Oh, an' was th' bat tryin' t' get in? These be questions we ought t' ask ourselves ere we open th' door."

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"This door wasn't blocked." Sickly mumbles, indicating the door they entered through. "Coulda left whenever he wanted."
You notice he is making a point of avoiding touching anything at all.
Unfortunately, no one has read magic, so knowing what the scrolls (and cloak) are will be all about Kal's spellcraft rolls

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"Good point," Clandelve said. "Though 'e might nae 'ave wanted t' leave with th' bat poundin' 'is 'ead on th' door. Even so, whate're we're searchin' fer could be behind this door. We ought t' search everywhere."

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Kalaron is slow to react as the figure runs past but he does reveal the magical items. He attempts to study them and tell the rest what they are.
All checks with Guidance
Spellcraft 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21 Scroll
Spellcraft 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 Scroll
Spellcraft 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 Cloak

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Kalaron studies both scrolls and almost has an idea what could be on the first scroll..it's on the tip of his tongue, but then it slips away. he has no clue about the second. but then it hit's him..the cloak..it's a cloak of resistance (+1).
Sickly moves the barricade away to get access to the door. When he's done (I assume) he opens it.
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.
6d20 ⇒ (12, 9, 6, 19, 1, 14) = 61
As soon as you enter the room you hear a sibilant whisper from somewhere in the room, you can't seem to tell where it's coming from;
"So you came to see the Oracle who can draw back the veil of mystery that cloaks the Godsmouth Ossuary, and reveal all the secrets of the ancients. That was very smart of you. I can help you find all the answers you seek...for a price of course. The price being a meager 1 gold for each question you ask."

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"Sorry for m' weak eyes again, gents," Glorin responds as he tries to clear out the gloom, "But I have no idea what you were just talking about. What's happening here?"

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As the disembodied voice resonated in the chamber, Clandelve peered into the room to see if he could see anything.
perception: 1d20 + 6 ⇒ (14) + 6 = 20
"Who be we dealin' with? Show yerself, an' I'll take ye up on yer offer." He fished around for some gold in his belt pouch.
So long as yer not undead, he thought. In which case I've got a dif'rent offer for ye.

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"Give ye Gold? Not this white beard." Kalaron scoffs at the thought of having to give up gold to a voice....

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The room doesn't look too big? Is it?
"You sure that's a good..." Sickly starts to say, as Clandelve responds to the voice, before stopping himself.
He stares around the room, suspiciously
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
But notices nothing.
Then, rubbing his wayfinder, casts a light spell dead center in the room, to banish the shadows. (Which has the side-effect of removing the light spell from Glorin's weapon)

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Sorry, you are indeed in the room next to it..but it's also very small, same size actually. Casting light at the center of the room doesn't really work as you need to cast it on an object..and I doubt the center of the room counts as an object but if you cast it on a pebble and throw it in..same result basically.
1d20 ⇒ 18 Neither Clandelve nor Sickly are able to locate the source of the voice.
Just so I know..are you serious about your offer Clandelve to pay gold if the oracle shows itself?
1d20 ⇒ 2

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From underneath the table cloth emerges a gray, lipless goblin head with serpent's fangs which sits atop the sinuous black body of a greasy-scaled snake.
"Place the gold coin in the bowl and ask your question , I will look beyond the great veil and reveal the answer as long as it can be found within the Godsmouth Ossuary

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Clandelve stood staring at the hideous creature for a moment, displeasure evident on his face.
"As I've given me word, I'll venture a question. I mus' say, 'owever, that I don' trust a word that would escape yer lips...if ye 'ad any."
He tossed his gold in the bowl from where he stood.
"Where be found th' one responsible fer the disappearin' bodies within the Godsmouth Ossuary?"

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"Yer full o' goblin crap. I give ye one chance t' tell me somethin' useful 'bout this place fer me gold. If ye do, ye can keep it."
He put a thumb to his axe. "If'n ye don', I'll be takin' me gold back, an' ye can rest grateful I don' put me axe through yer skull."

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"What say ye, stout dwarves? The sack o' grey matter is lyin', an' I got no more questions. But do ye have any other questions fer it?" Clandelve asked.
"I said I'd spare ye fer one useful piece o' information, an' ye can e'en keep th' gold. But I'm nae gonna play twenty questions with ye."

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Clandelve sighed. "Fine, I give ye one las' chance t' 'elp us. Who be takin' the bodies from Godsmouth Ossuary? I better like th' answer better'n before."

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Kalaron stares at the creature. And stares....And stares even more...
Knowledge (Dungeoneering), Breath of Experience 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
Sense Motive 1d20 + 3 ⇒ (4) + 3 = 7

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"I do not know for sure, my best guess is that the human who's been taken up shop past the great pit has been using them to make undeads. Go back to the crossing and the end of the corridor, then go north..go east past a door which will lead to the great pit, keep going past east it until you reach a corridor which goes south..follow it till the end. The human and his undead can be found in the rooms there."
Kalaron remembers that this sort of creature is called a goblin snake (I know..big surprise for something with the head of a goblin and the body of a snake ;) - He also remembers 1 other interesting fact; it can release a disgusting belch which can make people feel sickened.

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"What think ye, lads?" Clandelve asked. "Should we try th' All-knowin' Goblin-'ead wit' a Snake-body's advice? If'n we don' find what ye said we'd find, I'll be comin' back t' collect me gold!"
Clandelve gave the creature one last glare before turning to his companions.
"Oh, an' we best check this other door 'fore we leave," he said, pointing to the other door in the room.

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It looks like the goblin snake wants to say something as you approach the door but decides against it. You open the door and take a look inside to see a winding stone stairway which is covered with a thick layer of dust, marred only by a single sinuous track. It ends in a cave in (It goes to a deeper lvl which isn't part of this module)

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The old dwarf gazes at the Goblin snake.
"You wanted to say something?" he encourages it.

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To be honest, I'm not entirely sure where the creature is saying to go. It could also be a trap, even if we followed the directions. My vote is to go west down the same hallway we just came down.