
GM Derek |

Going off what Ayita asks about religion.
[dice=Knowledge-Religion]1d20+14
"Hmmm, I just wonder if this six-headed serpent was Thybidos' pet. It seems to have been severed like the statue of Thybidos at the entrance of this tomb into six separate pieces. Maybe it was part of his coat of arms or personal sigil? The number six seems to be coming up frequently. There are also six slabs. I also wonder if the four indentations mean anything."
[dice=Knowledge-Nobility]1d20+9
[dice=Knowledge-History]1d20+10Do the indentations match the size of an Abyssal Runestone?
"Remember we had to use gemstones we found in order to open doors within the Gauntlet? I wonder if this may apply here as well?"
The combination of Ezranadir and Frantino comes up with a plausible answer: the hydra was Thybidos' symbol.
The indentations don't match the abyssal runestone. Each indentation is slightly different, but likely for gemstones.

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Since these slabs detect magic and we have experienced various others being opened by gems or just manually tripped, can we see if they can be triggered manually?
"If these slabs are to be opened by a command which could be anything then they should be able to be manually manipulated and opened. Instead of trying to guess activation commands, Ayita can you check to see if you can perhaps utilize your skills to trigger one to open?"

GM Derek |

Since these slabs detect magic and we have experienced various others being opened by gems or just manually tripped, can we see if they can be triggered manually?
"If these slabs are to be opened by a command which could be anything then they should be able to be manually manipulated and opened. Instead of trying to guess activation commands, Ayita can you check to see if you can perhaps utilize your skills to trigger one to open?"
That would be a Disable Device. And given their obviously magical nature, I'd accept Ezranadir's Spellcraft as an Aid Another.

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Of course. Just please, most of you, stand back in case something gets triggered. She gets Ter and Yazhi back with Doc, and casts "guidance" on herself.
disable device: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24 + 2 from Ezranadir

GM Derek |

Of course. Just please, most of you, stand back in case something gets triggered. She gets Ter and Yazhi back with Doc, and casts "guidance" on herself.
[dice=disable device]1d20+15+1 + 2 from Ezranadir
Which slab do you do this on?

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Spellcraft to Aid: 1d20 + 15 ⇒ (18) + 15 = 33
"I would say start on the far left side on the one with carvings of flowers (E2b?) then go clockwise."
He moves beyond 30' away.

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Flowers do sound safer than 6-headed snakes... they are probably possessed carnivorous dire floral aberrations though.
She attempts on E2b.

GM Derek |

Ezranadir points out to Ayita a detail about how arcane traps and such work. She uses that knowledge to circumvent the trigger for the slab.
It slowly lowers into the floor, revealing a passageway and then a set of 10ft-wide stairs leading down into darkness. In the distance, Ayita can see light along the far wall, similar to the lighting in the balcony area.
At the bottom of the broad steps is a large, elegant chamber, the walls lined with rose-tinged marble. Coiling sixheaded serpent symbols grace the marble floor, though they are worn and tarnished. Two semicircular alcoves enclosed by thick metal bars are in the north wall, each containing four short stone pedestals each adorned with a large red gemstone and supporting a tarnished golden urn. Between the two alcoves stands another marble pedestal, a huge orb of rose-colored crystal set deep into it. Archways to the east open into a large side room in which half the floor drops away into a yawning, ten-foot wide pit.

GM Derek |

Hatfield scans the opposite direction to see if anything has been alerted/activated as a result of the slab's opening.
[dice=perc]1d20+1
Doesn't seem like it.

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Ayita gives Doc a sideways glance, and takes a look too, with Ter on her shoulder. Guidances.
perception: 1d20 + 17 + 2 + 1 ⇒ (1) + 17 + 2 + 1 = 21
Ter looks at Ayita with a sideways glance. She can tell Ayita is distracted.
(Ter) Stop blackberry muffin thoughts and do job Mom.
(Ayita) I'm hungry and my back is still sore from that terrible bed.
(Ter)Yazhi! Seek!
Ayita sighs, but thinks the room is safe enough, and gives Yazhi the signal to come "seek" in the room with her; Yazhi's nose is fairly sharp but she isn't a bloodhound.
Yazhi seeking in room: 1d20 + 7 ⇒ (15) + 7 = 22
Note: both animals have "shield companion" running, as usual.

GM Derek |

Ayita gives Doc a sideways glance, and takes a look too, with Ter on her shoulder. Guidances.
Ayita sighs, but thinks the room is safe enough, and gives Yazhi the signal to come "seek" in the room with her; Yazhi's nose is fairly sharp but she isn't a bloodhound.
[dice=Yazhi seeking in room]1d20+7
Note: both animals have "shield companion" running, as usual.
Yazhi finds nothing alive or animate in the room.

GM Derek |

Ter flies over to the pit on the eastern edge of the room and looks over the e dge.
"Kaw - skeletons! Kaw!"

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Thanks, Ter!
Ayita goes over to the eastern edge to look carefully at the skeletons with her familiar. Guidance.
perception: 1d20 + 17 + 2 + 1 ⇒ (5) + 17 + 2 + 1 = 25

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Ezranadir moves in with everyone else and cast another Detect Magic (60') looking around the floor and area from the entrance. He scans the orb and views whatever he can in the alcoves from where he waits, bars, pedestals, gemstones, urn, etc.
"Is this room safe from traps, Ayita? I would check out those alcoves and pedestal's. More than likely trapped as those may be the gemstones for the other slab door with the four indentations."

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Ayita will begin checking the rest of the room for traps, starting near the eastern area with the skeletons and then looking at the northeast section.
looking for traps near skeleton pit: 1d20 + 17 + 2 + 1 ⇒ (10) + 17 + 2 + 1 = 30
Can she see any gear near the skeletons?
If there is nothing odd about the skeleton section that she can see from her current position, she'll look at that northeast area.
looking for traps northeast: 1d20 + 17 + 2 + 1 ⇒ (11) + 17 + 2 + 1 = 31

GM Derek |

Thanks, Ter!
Ayita goes over to the eastern edge to look carefully at the skeletons with her familiar. Guidance.
[dice=perception]1d20+17+2+1
Ayita looks over the edge into the pit. She sees ancient skeletal remains. She counts the remains of eight people. Doc, following along, easily identifies five of them as the bones of children. The other three... adult? Young adult?
They appear, from up on the ledge where Ayita and the others stand, ancient. Some bones barely retain their shape, the ends having fallen into dust right where they lie, undisturbed for ages.

GM Derek |

Ezranadir moves in with everyone else and cast another Detect Magic (60') looking around the floor and area from the entrance. He scans the orb and views whatever he can in the alcoves from where he waits, bars, pedestals, gemstones, urn, etc.
"Is this room safe from traps, Ayita? I would check out those alcoves and pedestal's. More than likely trapped as those may be the gemstones for the other slab door with the four indentations."
Ezranadir's detect magic finds nothing magic in the room.
The bars on the alcoves are iron, set three inches apart, and appear strong. They prevent access to the golden urns atop the eight pedestals.
The orb doesn't appears magical, but it must have been at one time. Ezranadir can see a giant crack in it. Near the edges of the crack are the remnants of runes.

GM Derek |

Ayita will begin checking the rest of the room for traps, starting near the eastern area with the skeletons and then looking at the northeast section.
[dice=looking for traps near skeleton pit]1d20+17+2+1
Can she see any gear near the skeletons?
If there is nothing odd about the skeleton section that she can see from her current position, she'll look at that northeast area.
[dice=looking for traps northeast]1d20+17+2+1
There are no traps that Ayita can find.
And whatever gear the skeletons may have had is long turned to dust.

Nasir al-Rafik Kamal |

Nasir joins the others down the stairs and observes what is in the room.
"Maybe we need to find objects from za ozer spaces to bring togezer to summon za old Runelord? Not sure if we should gather zem and bring zem here."

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"This seems odd to me. Eight skeletal remains, eight pedestals with eight urns and eight gems. If these gems were magical, I would presume they held the souls of those eight beings but they are not. In fact nothing here is magical. I'm not sure if these gems are the keys to the other door. It would make sense that four are true and the other four are fake to be put through some sort of test to obtain."
He will go into the room to look at the runes on the orb and scan the gems to assess what type and the value of each. Would they be the size required to fit the indentation on the previous door? Are the urns identical and worth anything? If need be he would appraise them as well.
Appraise#1: 1d20 + 10 ⇒ (14) + 10 = 24
Appraise#2: 1d20 + 10 ⇒ (14) + 10 = 24
Appraise#3: 1d20 + 10 ⇒ (10) + 10 = 20
Appraise#4: 1d20 + 10 ⇒ (18) + 10 = 28
Appraise#5: 1d20 + 10 ⇒ (19) + 10 = 29
Appraise#6: 1d20 + 10 ⇒ (4) + 10 = 14
Appraise#7: 1d20 + 10 ⇒ (15) + 10 = 25
Appraise#8: 1d20 + 10 ⇒ (19) + 10 = 29

GM Derek |

As Ezranadir reaches through the bars for the urns and gemstones to appraise them he realizes two things:
First, they are a bit too far to reach and it is difficult to appraise the small gemstones from far away.
And second, he hears a hissing in Thassilonian, "LEAVE OUR FAMILY'S FUNERARY URNS ALONE, THIEF!"
Up from the pit rise three ghostly creatures. They are little more than dark shapes with flickering pinpoints of light where their eyes should be!
Yazhi whines in fear and moves away from the things!

GM Derek |

THE FAMILY THAT DIES TOGETHER, RISES TOGETHER!
Doc Hatfield: 1d20 + 2 ⇒ (6) + 2 = 8
Ayita: 1d20 + 2 ⇒ (2) + 2 = 4
Frantino: 1d20 + 1 ⇒ (15) + 1 = 16
Nasir: 1d20 + 3 ⇒ (18) + 3 = 21
Ezranadir: 1d20 + 9 ⇒ (13) + 9 = 22
WRAITHS: 1d20 + 7 ⇒ (17) + 7 = 24
ROUND ONE
—------------------------------------------------
WRAITHS:
Ezranadir:
Nasir:
Frantino:
Doc Hatfield:
Ayita: need Handle Animal roll to command Yazhi to attack wraiths
BOLD may go!
STATUS
-----------------------
Ezranadir (42/42hp) ||
Ayita (58/58hp) ||
Yazhi (49/51hp) ||
Doc (61/61hp) ||
Frantino (59/59hp) ||
Nasir (60/60hp) ||

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handle own animal companion: 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25
(Yazhi has the 'attack any target' trick)

GM Derek |

The three wraiths fly at the invaders (i.e. you!).
@AYITA Touch attack: 1d20 + 6 ⇒ (5) + 6 = 11 miss!
@EZRANADIR Touch attack: 1d20 + 6 ⇒ (19) + 6 = 25 HIT! Neg energy: 1d6 ⇒ 5
@FRANTINO Touch attack: 1d20 + 6 ⇒ (8) + 6 = 14 HIT! Neg energy: 1d6 ⇒ 5
@EZRANADIR Fort DC17 vs Con Drain: 1d20 + 4 ⇒ (17) + 4 = 21 Save!
@FRANTINO Fort DC17 vs Con Drain: 1d20 + 10 ⇒ (11) + 10 = 21 Save!

GM Derek |

[dice=handle own animal companion]1d20+11+4
(Yazhi has the 'attack any target' trick)
You hit the number on the nose!
Overcoming the Wraith's Unnatural Aura is DC25 Handle Animal whenever you want your animal to approach the wraith.

GM Derek |

THE FAMILY THAT DIES TOGETHER, RISES TOGETHER!
ROUND ONE
—------------------------------------------------
WRAITHS: hit Ezranadir; hit Frantino]
Ezranadir:
Nasir:
Frantino:
Doc Hatfield:
Ayita: HA to overcome aura SUCCEEDS
Yazhi:
BOLD may go!
STATUS
-----------------------
Ezranadir (42/42hp) || -5hp
Ayita (58/58hp) ||
Yazhi (49/51hp) ||
Doc (61/61hp) ||
Frantino (59/59hp) || -5hp
Nasir (60/60hp) ||

Frantino Kaddren |

Frantino studies the creatures, trying to remember any weaknesses and special abilities that he can relay to the party.
Knowledge religion: 1d20 + 10 + 1d6 ⇒ (16) + 10 + (5) = 31
As a standard action, he reaches out to touch Nasir's scimitar using the supernatural ability Legacy Weapon (no AoO), spending a point of transmutation focus. He allocates the +2 bonus just like our last fight against incorporeal creatures: an extra +1 with ghost touch. Finally, he'll spend a point of abjuration focus as a swift action to erect a mind barrier and will use Acrobatics to try to move closer to Ayita without provoking an AoO so he can enhance her weapon in a few seconds.
Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21

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Ezranadir is taken aback at the appearance of these creatures. He casts defensively a Shout at the one in front of him & should also get the one in front of Ayita. 30' cone.
Cast Defensively vs DC:17: 1d20 + 16 ⇒ (17) + 16 = 33
Overcome SR?: 1d20 + 10 ⇒ (8) + 10 = 18
Sonic Dmg & Deafened for 2d6 rounds vs DC:20 Fort Save for half & negate deafened: 5d6 ⇒ (5, 6, 3, 2, 6) = 22
Rounds Deafened: 2d6 ⇒ (4, 1) = 5

GM Derek |

Ezranadir is taken aback at the appearance of these creatures. He casts defensively a Shout at the one in front of him & should also get the one in front of Ayita. 30' cone.
Cast Defensively vs DC:17: 1d20 + 16 ⇒ (17) + 16 = 33
Overcome SR?: 1d20 + 10 ⇒ (8) + 10 = 18
Sonic Dmg & Deafened for 2d6 rounds vs DC:20 Fort Save for half & negate deafened: 5d6 ⇒ (5, 6, 3, 2, 6) = 22
Rounds Deafened: 2d6 ⇒ (4, 1) = 5
Wraith (mother) Save DC20: 1d20 + 6 ⇒ (2) + 6 = 8 FAIL
Wraith (daughter) Save DC20: 1d20 + 6 ⇒ (14) + 6 = 20 SAVE
Nasir al-Rafik Kamal |

After having his weapon touched by Frantino, Nasir 5' steps up to the wraithson and swings his blade and shield at it in an attempt to overwhelm it quickly.
Ghost Touch Scimitar: 1d20 + 13 - 2 + 1 + 1 ⇒ (5) + 13 - 2 + 1 + 1 = 18
Magic Ghost Touch Dmg: 1d6 + 7 + 1 + 1 ⇒ (4) + 7 + 1 + 1 = 13
Shield Bash: 1d20 + 13 - 2 ⇒ (8) + 13 - 2 = 19
Magic Dmg: 1d6 + 6 ⇒ (4) + 6 = 10
Ghost Touch Scimitar: 1d20 + 13 - 5 - 2 + 1 + 1 ⇒ (13) + 13 - 5 - 2 + 1 + 1 = 21
Magic Ghost Touch Dmg: 1d6 + 7 + 1 + 1 ⇒ (6) + 7 + 1 + 1 = 15

GM Derek |

Frantino studies the creatures, trying to remember any weaknesses and special abilities that he can relay to the party.
[dice=Knowledge religion]1d20 + 10 + 1d6
A wraith caught in sunlight cannot attack and is staggered.
A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Creatures hit by a wraith’s touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points.

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Yazhi moves into position for a flanking attack next round, she has to double move to do so. Ayita gets a flank as result.
Ayita attack: 1d20 + 8 + 4 ⇒ (16) + 8 + 4 = 28
Ayita damage: 3d6 + 5 ⇒ (2, 5, 4) + 5 = 16

GM Derek |

Yazhi moves into position for a flanking attack next round, she has to double move to do so. Ayita gets a flank as result.
[dice=Ayita attack]1d20+8+4
[dice=Ayita damage]3d6+5
HIT!

GM Derek |

THE FAMILY THAT DIES TOGETHER, RISES TOGETHER!
ROUND ONE
—------------------------------------------------
WRAITHS: hit Ezranadir; hit Frantino
Ezranadir: casts Shout
Nasir: hits x3
Frantino: barriers; Legacy Weapon on Nasir; moves
Doc Hatfield: lifelinks x2
Yazhi: double moves
Ayita: HA to overcome aura SUCCEEDS; attacks, hits!
FINAL
STATUS
-----------------------
Ezranadir (42/42hp) || -5+5=FULLhp
Ayita (58/58hp) ||
Yazhi (49/51hp) ||
Doc (51/61hp) || -5-5=-10hp
Frantino (59/59hp) || -5+5=FULLhp
Nasir (60/60hp) ||

GM Derek |

The wraith attacks Ezranadir again!
@EZRANADIR touch attack: 1d20 + 6 ⇒ (17) + 6 = 23 HIT! Neg energy: 1d6 ⇒ 3
@EZRANADIR Fort Save DC17: 1d20 + 4 ⇒ (3) + 4 = 7 FAIL! Con drain: 1d6 ⇒ 5
Ezranadir feels the strength and stamina leave his body. His clothes seem... big. His body, shriveled.
The other two sink into the ground and disappear. The wraith attacking Ezranadir ALSO drops into the ground.
@EZRANADIR Your Con drops from 12 (+1) to 7 (-2). You lose 21hp.

GM Derek |

THE FAMILY THAT DIES TOGETHER, RISES TOGETHER!
ROUND TWO
—------------------------------------------------
WRAITHS: two wraiths disappear; one wraith attacks Ezranadir, then disappears
Ezranadir:
Nasir:
Frantino:
Doc Hatfield:
Yazhi:
Ayita:
BOLD may go!
STATUS
-----------------------
Ezranadir (16/42 21hp) || -5+5-5 = -5hp
Ayita (58/58hp) ||
Yazhi (49/51hp) ||
Doc (51/61hp) || -5-5=-10hp
Frantino (59/59hp) || -5+5=FULLhp
Nasir (60/60hp) ||

Frantino Kaddren |

Frantino is alarmed by the sudden change in Ezranadir's appearance, and he spots Hatfield running up the stairs.
"Ezranadir, follow Doc and leave this chamber, with any luck these wraiths are bound to this room. Nasir, can you make sure they don't follow him up the stairs? Then we'll kill these creatures together."
He'll step over to Ayita, spend another point of transmutation focus to give Social Control another +1 and ghost touch, and erect a new mind barrier as a swift action.

Nasir al-Rafik Kamal |

Nasir retreats back to cover the stairway and readies to attack the first wraith that appears in melee range.
Magic Ghost Touch Dmg: 1d6 + 7 + 1 + 1 + 4 ⇒ (2) + 7 + 1 + 1 + 4 = 15

GM Derek |

THE FAMILY THAT DIES TOGETHER, RISES TOGETHER!
ROUND TWO
—------------------------------------------------
WRAITHS: two wraiths disappear; one wraith attacks Ezranadir, then disappears
Ezranadir: withdraw
Nasir: moves, readies attack
Frantino: moves, legacy weapon on ayita, barrier
Doc Hatfield: lfelink; clw self; moves up stairs
Yazhi:
Ayita:
BOLD may go!
STATUS
-----------------------
Ezranadir (21/42 21hp) || -5+5-5+5 = FULLhp
Ayita (58/58hp) ||
Yazhi (49/51hp) ||
Doc (57/61hp) || -5-5-5+11 =-4hp
Frantino (59/59hp) || -5+5=FULLhp
Nasir (60/60hp) ||

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Ayita repositions herself and Yazhi in an effort to get flanking on any wraiths that appear in various possible places, and they both ready attacks.

GM Derek |

THE FAMILY THAT DIES TOGETHER, RISES TOGETHER!
ROUND TWO
—------------------------------------------------
WRAITHS: two wraiths disappear; one wraith attacks Ezranadir, then disappears
Ezranadir: withdraw
Nasir: moves, readies attack
Frantino: moves, legacy weapon on ayita, barrier
Doc Hatfield: lfelink; clw self; moves up stairs
Yazhi: move; ready attack
Ayita: move; ready attack
FINAL
STATUS
-----------------------
Ezranadir (21/42 21hp) || -5+5-5+5 = FULLhp
Ayita (58/58hp) ||
Yazhi (49/51hp) ||
Doc (57/61hp) || -5-5-5+11 =-4hp
Frantino (59/59hp) || -5+5=FULLhp
Nasir (60/60hp) ||

GM Derek |

Two wraiths rise up out of the floor around Nasir!
Nasir IMMEDIATELY strikes at one of them, hitting it! Bit of shadow stuff fly off the immaterial body of the wraith!
Both wraiths strike at him. "You will not get away, thieves!" one says. "He will be like us, brother!" says the other.
@NASIR incorporeal touch: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 negative energy: 1d6 ⇒ 1
@NASIR incorporeal touch: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21 negative energy: 1d6 ⇒ 1
@NASIR Fort DC17 vs Con drain: 1d20 + 8 ⇒ (19) + 8 = 27 SAVE!
@NASIR Fort DC17 vs Con drain: 1d20 + 8 ⇒ (2) + 8 = 10 FAIL! Con drain: 1d6 ⇒ 4
The mother wraith rises up, behind Frantino, and strikes at him! "Our family will suffer no more ignominy!"
@FRANTINO incorporeal touch: 1d20 + 6 ⇒ (2) + 6 = 8 MISS!
Yazhi immediately begins whining when the wraiths rise up!
@AYITA Yazhi needs a handle animal to remain within 30ft of the wraiths. Roll that during your turn if you want her to remain. Just one roll for all of 'em.
@NASIR -4 Con mean your max HP drops by -14hp.

GM Derek |

THE FAMILY THAT DIES TOGETHER, RISES TOGETHER!
ROUND THREE
—------------------------------------------------
WRAITHS: two wraiths appear and attack Nasir, two hits; one wraith appears and attacks Frantino, misses
Ezranadir:
Nasir:
Frantino:
Doc Hatfield:
Yazhi: needs Handle Animal DC25
Ayita:
BOLD may go!
STATUS
-----------------------
Ezranadir (21/42 21hp) || -5+5-5+5 = FULLhp ** -5 Con drain **
Ayita (58/58hp) ||
Yazhi (49/51hp) ||
Doc (57/61hp) || -5-5-5+11 = -4hp
Frantino (59/59hp) || -5+5 = FULLhp
Nasir (44/60 46hp) || -1-1 = -2hp ** -4 Con drain **

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@GM Derek, does the stairs have a railing & open to the room or is it a wall blocking sight? Can't tell from your initial description but looks like railing on the Roll20 map.

GM Derek |

@GM Derek, does the stairs have a railing & open to the room or is it a wall blocking sight? Can't tell from your initial description but looks like railing on the Roll20 map.
Railing, open to the room.