
GMGrumpelStiltzkin |

The Pathfinders make their way to the ruins.
As you approach a man standing at the entrance sees you.
“You must be the Pathfinders. I am Obahar, local expert on archeology and ancient history. I’m glad you’re here! With our combined expertise, we’ll have this all figured out soon enough! While I am eager to learn more about the ruins, I am afraid my adventuring days are long behind me. Please go inside and take careful note of what you discover. This is possibly the most important find in Merab’s history—aside from the sun orchid elixir, of course! Where was I? Ah yes. The ruins spat out one fiend already, so there’s no telling what awaits you. Whatever you find, return it as-is. When you report back, we can find out where this monster is from and what it might be up to.”
Obahar: While not technically a member of the dig team, Obahar regularly consults on historical and archaeological matters for Merab. He is a former Pathfinder who retired early in his tenure when he realized the dangers of the job. His ill-fitting clothes are an odd mix of styles and colors and are in various states of disrepair; the only aspect of his appearance he seems to care about is his neatly trimmed beard.
Obahar examines some old blueprints on a table near the ruins’ entrance, occasionally glancing up at the tunnel and making thoughtful noises.

![]() |

That I can handle... the priest says, fishing about in his pouch. He brings out a small stone that starts to glow as he holds it up by his head.I can also make something shine like a lantern, but only one at a time. Any takers[/ooc]ioun torch and will cast light on whatever is needed.[/ooc]

GMGrumpelStiltzkin |

”I am sorry, but I can’t let you make copies of the blueprints.”
Reading through the scenario I can’t find any mention of using the blueprints. I’d have to let you see the map and that might ruin it for everyone. Otherwise I would give you a small piece.
”I can let you know a few things though. This structure dates to the Age of Destiny. The ruins are carved from stone and are windowless. The ceilings within the ruins are 15 feet high, and all rooms are dark.
If there is nothing else, then my post tomorrow will be going in.

![]() |

K ready to go to the ruins
When the party is ready to head in to the ruins, Teke takes out his wayfinder, and sets it to shed light like the cantrip.
There's also a slight shimmer as a telekinetic shield around him vanishes and his skin hardens with the power of elemental earth.
when we go underground Teke will have DR 2/adamantium

GMGrumpelStiltzkin |

The Pathfinder make their way inside.
The air cools as the tunnel leads deeper beneath Merab. Wooden supports shore up the walls in more precarious spots, and abandoned side tunnels show where the crew explored layers of older construction beneath the dig site. Eventually, the tunnel intersects a wall of much older construction than the surrounding area. Sledgehammers and other tools lie outside a hole in the wall large enough for a person to step through that opens onto a large room. The southern part of the room is largely collapsed. A sprawling message in red symbols covers the floor.
When you enter this room, the magic symbols on the floor writhe into a spiral, and a telepathic message broadcast by an irritated, deep feminine voice enters your mind. You can understand the message.
“Pathetic slave! Your base obsession with secrets served its purpose for a time, but you have grown tiresome. And now you dare to turn this obsession against me?! Foolish! You could have served a higher purpose, empowering me for all eternity. Now, for your defiance, you will grow to hate your immortality. You will wallow in ignorance forever, and even I, your master, will forget you.”
Several creatures obsessed with secrets, such as the powerful nalfeshnee demons and the ambitious doru divs. Given the construction team’s observations, it’s far more likely that the telepathic voice refers to a doru.

![]() |

"No, not quite sure what that is about. Maybe we should take a look around."
Zeebo slowly moves into the room keeping an eye out for trouble.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25

![]() |

Teke uses basic geokinesis to sift (as the cantrip) to closely examine the area of the red symbols from a distance.
Perception, sift: 1d20 + 6 - 5 ⇒ (4) + 6 - 5 = 5
But probably to not much effect.

GMGrumpelStiltzkin |

After hearing the voice the Pathfinders move on.
A chest sits in this room’s western alcove. The chest is locked, but in poor condition.
The chest contains four onyx gemstones worth 30gp each.
Within are dozens of small, dull gray stones with no apparent value. Many of the stones have cracks, divots, and pockmarks.
If you open the chest
The stones were once flawless gemstones and they were likely used as components in the creation of a spell or magical effect.
These stones represent failed attempts at necromancy of some kind.
I apologize to everyone, but I have been busy with work and life and can’t seem to keep up the posting routine that I like. We are still going, but I understand if you drop out.

![]() |

Goran runs his hand over the chest, seeing if there is anything magical either guarding it or inside.
I'm no expert on locks, but a quick strike on the lock might do...or carve away a piece of the corner with a blade.

![]() |

Appraise: 1d20 + 0 ⇒ (20) + 0 = 20
"I do not have the skills to open that lock, but I can give a little guidance to the one that does."
Zeebo will cast guidance on anyone who can open that lock.
"Those stones were used with some type of death magic."
Zeebo explains abut the stones; see spoilers.

GMGrumpelStiltzkin |

The chest has a break DC of 20 and HP of 10. Everyone give it another try.
Detritus litters this room, including bits of metal, broken furniture, crushed glass, leather strips, and shredded parchment. The walls, ceiling, and floor are covered in deep gouges forming words and phrases in multiple languages.
You notice a box in the corner.
The box holds 8 flasks of alchemist’s fire.
You find enough scraps of parchment to determine that the pages contained Ancient Osiriani writing, arcane symbols, and sketches of gemstones and humanoid skulls.
The edges of the parchment are caked with dried, crystallized saliva that numbs the skin slightly on contact. This is the dried remnant of the doru’s poison. Tasting or otherwise ingesting the substance imparts a few seconds of wooziness and leaves you unreasonably irritable for a few minutes.
If you collect the parchment then add this to your roleplay

![]() |

Strength: 1d20 + 4 ⇒ (17) + 4 = 21
"These seem valuable gems, but I'm no expert in such things."
In the next room...
Perception: 1d20 + 0 ⇒ (16) + 0 = 16
"A macabre assortment of writings. Curse the foul necromancers that medle with such things."
Kemset smashes a fist into the wall in frustration.

![]() |

Grabbing one of the flasks himself. Zeebo is taken back by Kemset's behavior.
"What was on the paper? It has seem to unnerved you. I thought Paladins were in better control?"

GMGrumpelStiltzkin |

The group continues on.
We are in A4 now.
Over a dozen small alcoves line this hallway, each containing rusted shackles bolted to the walls and copious amounts of dust. Three of the alcoves contain brittle skeletons hanging from the shackles. Frantic whispers echo around the otherwise-silent chamber, seemingly originating from the skulls of the deceased.
The whispers emanating from the skulls are byproducts of Tahari’s experiments. They are unintelligible and disturbing but have no other effects. You can set the unquiet spirits to rest by casting bless, consecrate, or a similar spell. Alternatively, You can do so by anointing the area with a vial of holy water and succeeding at a DC 15 Knowledge (religion) check.
You determine that the bones once belonged to adult humanoids who suffered from multiple horrific and fatal diseases.
You deduce that only magic or divine energies could have kept these people alive long enough to contract so many deadly diseases, and that force is likely what preserved the bones.

![]() |

heal: 1d20 + 9 ⇒ (2) + 9 = 11
know religion: 1d20 + 5 ⇒ (13) + 5 = 18
Goran takes a flask of sacred water and sprinkles it around the alcoves.
Sarenrae, give these lost souls sanctuary in you hallowed halls and grant them peace.
could I take 10 on the heal check? i rolled in case I can't

GMGrumpelStiltzkin |

The Pathfinders carry on with their mission.
Skeleton, Blue: 1d20 + 5 ⇒ (11) + 5 = 16
Skeleton, Red: 1d20 + 5 ⇒ (7) + 5 = 12
Kato: 1d20 + 3 ⇒ (15) + 3 = 18
Zeebo: 1d20 + 2 ⇒ (16) + 2 = 18
Goran: 1d20 + 1 ⇒ (9) + 1 = 10
Kemset: 1d20 + 1 ⇒ (10) + 1 = 11
Broken marble litters the southern corners of this room, where a pair of toppled statues brandishing curved stone swords must once have reached nearly to the ceiling. Many broken weapons lie scattered about the room.
The stairs here rise to a platform 10 feet high, and the ceiling here is 20 feet tall.
You determine that the columns were once magical constructs and that the magic animating the columns is Jistkan in origin, based on the symbols carved into the destroyed constructs.
You notice that the symbols contain intentional flaws that would have weakened the constructs or caused them to lose control.
The broken caryatid columns bear barely perceptible cracks that run vertically through the stone, and if you handle the material you can easily notice this while running fingers across the flaws. The stone smells faintly of ash and char, despite there being no signs of scorching.
As you enter two skeletal champions rise and attack.

![]() |

"Eh. Dead bones. Don't use pointy stuff."
Kato pulls and throw a hammer at Red.
Light Hammer, daedly aim: 1d20 + 3 - 1 ⇒ (5) + 3 - 1 = 7
damage: 1d4 + 5 ⇒ (1) + 5 = 6
he then pulls his fail out...

GMGrumpelStiltzkin |

Longsword: 1d20 + 7 ⇒ (18) + 7 = 25Blue
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Longsword: 1d20 + 7 ⇒ (2) + 7 = 9Red
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Zeebo draws his club and prepares himself while Kato throws a hammer at them, but misses. The hammer bounces off the wall with a crack.
Both skeletons move their way to the party and swing with their swords.
The one skeleton misses[ooc[red[/ooc]. The other skeletonblue lands a strike directly on Kato and instantly incapacitates him. He falls to the floor.
Round 1
Below have actions
Goran
Kemset

![]() |

Kemset draws her sword and swings away, despite it not being the ideal weapon.
Power Attack
mwk falchion: 1d20 + 5 ⇒ (6) + 5 = 11 for slashing: 2d4 + 9 ⇒ (3, 4) + 9 = 16

GMGrumpelStiltzkin |

Goran swings, but he misses wide. Kemset tries with her falchion, but she can’t quite get the skeleton. Zeebo swings his club, but it bounces off the skeletons armor.
Round 2
Kato -11
Everyone else is up.
To make it easier I can resolve combat as you post. No need to wait on anyone if you can get your post in.

![]() |

Kato, barely hanging on to consciousness in reality, lunges up to one knee to take an angry swipe at the skeleton in front of him.
flail: 1d20 + 4 ⇒ (3) + 4 = 7
bludgeoning damage: 1d10 + 4 ⇒ (6) + 4 = 10
He then falls for real. Cursing his new found lack of skill....

![]() |

Kemset swings again, determined to crush these monsters.
Power Attack
mwk falchion: 1d20 + 5 ⇒ (20) + 5 = 25 for slashing: 2d4 + 9 ⇒ (3, 3) + 9 = 15
confirm?: 1d20 + 5 ⇒ (17) + 5 = 22 for slashing: 2d4 + 9 ⇒ (4, 3) + 9 = 16

![]() |

Zeebo rushes over to Kato's side using his stick of healing he starts to cure Kato.
Cure Light wounds: 2d8 + 2 ⇒ (7, 4) + 2 = 13
2 charges used from his wand of cure light wounds