
miteke |

Snorri successfully jams the hinges so that the pathway forward is clear. Moving down the hall and stairs leads to to a door to an antechamber that has been repurposed as a reception area. An odd thing to find in a crypt, but there you have it. Four iron chairs, two on each side, sit against the walls. Two funeral beds, pushed together to form an “L”-shaped desk, stand in the middle of the room.
A gold-laced skeleton, writing furiously in a large, lined book with an ink-dipped quill sits at the “desk” here. Rather than attack, the skeleton announces "Welcome to the Grave Wager. Name?"

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Turel admires Snorri's trap work.
Go job! I didn't even notice it he states with a tinge of self-disappointment.
--------------------
Grave Wager...? What sort of business goes on down here?
He deflects the name question for now. It seems dangerous giving it.

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Navatsiyk ignores the skeleton walking past the desk and investigates the place.
Perception: 1d20 ⇒ 5

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Snorri will look at Ledgerbones, but won't say much. If the skeleton doesn't react, he will move onward.

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Snorri wants to check the smelly northwestern door.

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Turel frowns at the automated skeleton and approaches the Northwest door with Snorri.
First he checks it for traps...
Locate traps on door (Perception): 1d20 + 6 ⇒ (19) + 6 = 25
If it seems safe he opens it.

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Navatsiyk holds her nose near the smelly door and commands her eidolon to be ready when Turel checks for traps.

miteke |

Snorri wants to check the smelly northwestern door.
Sorry, I meant the smell came from the northeast passage. Did a double take when you said northwest only to realize I 'misaimed'. I'll have you do the door since you already checked for traps.[/ooc]
This small room contains four sculpted bronze busts of four different human figures. Each of the figures has been defaced in some manner: scratched-out eyes, broken-off noses, and teeth blackened with foul, viscous substances. The nearby shelves have been heavily ransacked, with urns and glassware that once contained incense, flower petals, or candles smashed, overturned, or scattered about the floor.
Wnen/if you search you find nothing of interest in this room.

miteke |

After checking out that room you head down the smelly passageway. Once home to dozens of sarcophagi and coffins, this chamber has become a macabre dining room for ghouls, festrogs, and other undead. On the west side, four different sarcophagi have been opened and their lids overturned to serve as makeshift tables, each strewn with decaying body parts and spatters of blood. Ashes have been scattered all over the room and portions of the staircase. No undead currently occupy the room.
A small bridge connects the two chambers, passing over a rancid pool of liquid filled with hunks of bone and other offal. Because of the massive amounts of carrion rotting in the pool, any creature passing over the bridge must succeed at a DC 14 Fortitude save (DC 19 in Subtier 4–5) or be sickened for 10 minutes (as the smell seems to linger with her no matter where she goes). At the ends of the pool stand two identical statues of an Osiriani man wearing a golden breastplate, dressed in an embroidered cloak and fine clothes, holding a gold ring adorned with hundreds of keys. Each of these statues has been defaced and scarred in a similar manner to those in the previous area. Someone seems to have a mad-on for statues.
On the eastern side, several funeral beds have been arranged to create a macabre banquet table, surrounded by overturned, rusted buckets, half-eaten torsos, crates, and helmets large enough to serve as makeshift footstools. The head of the table has an empty, iron chair that looks like it was taken from an actual banquet table and brought to the tomb. Just beyond the “table,” a passage leads to the south.

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K Local: 1d20 + 7 ⇒ (19) + 7 = 26
K Religion: 1d20 + 7 ⇒ (9) + 7 = 16

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Snorri shares the information with the team.
Fortitude: 1d20 + 6 ⇒ (12) + 6 = 18

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Hands on his hips, Turel looks around at the wreckage behind the door.
I suppose I wouldn't protect this junk with a lock or trap either! It seems somebody didn't like those folk. he gestures vaguely at the statues with his dagger. He turns to move on from it quickly.
--------------------
Heading up the stairs, he's disgusted to move on from a wrecked room to an undead banquet.
This is a party I think we'd all rather not be invited to.
He cautiously skulks towards the bridge, holding his cloak over his nose and mouth to minimize the stench. Can preparations like this help with or even avoid the need for the save?
DC Fortitude: 1d20 + 0 ⇒ (18) + 0 = 18
He pauses at the end of the bridge to see how the party is doing.
How's everybody holding up?

miteke |

Can preparations like this help with or even avoid the need for the save?
If I was not running a PFS scenario, I would say yes, but not sure RaW would allow it. But a Resistance cantrip could be used for a minor boost.
Though the odors are pretty bad, neither Snorri nor Turel are bothered by it much.

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Eegru Fort bot: 1d20 + 3 ⇒ (8) + 3 = 11

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Snorri will search the room before heading to the southern door.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
[ooc]We can probably assume Snorri searches each room. Sorry if this ever slows down the pace, but I like to be thorough.[/dice]

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Horrified Navatsiyk stands near door refusing to cross the bridge unless absolutely necessary. She commands the eidolon to follow Turel and others to other side.
eidolon's fortitude: 1d20 + 4 ⇒ (20) + 4 = 24

miteke |

Eegru is not feeling so good (sickened) and Nav stays behind as the others forge forward. In a room full of corpses and nasty smells. Wish a single minded skeleton as backup.
The more intrepid agents round the corner to find a room that holds four sarcophagi arranged around a large statue (very similar to the ones in area the last room), this one broken off just below the knees so only the feet remain. The rest of the fragments are missing from the room. Along the room’s western wall, two small crypts, each adorned with a swinging bronze gate you can see through.
Three dwarves with stained teeth and deft hands stand behind three of the sarcophagi here, serving as the dealers for various casino games. The lids of each coffin have been overturned to serve as playing surfaces for various games. There are currently two Rahadoumi citizens here playing games. These gamblers are gaunt and thin, with frantic, desperate expressions on their faces. A dwarf at an unattended table is eager for more players, and he motions for the PCs to join him for a game.

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Thank you no, I don't gamble. Turel responds plainly, looking over the whole scene with suspicion.
He yells out to the other players.
So, how long have you been here? Down or up on your luck?

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Snorri will move closer to the dealer who beckons the team. "What's your game?" he asks. He looks the dealer up and down, studying him.

miteke |

The two gamblers barely lift their heads at the question from Turel, their looks of desperation says it all. One mutters something about a sick wife.
The dealer says, "I can do poker, blackjack, ..." and continues rattling of some other card games. Some are simple luck games and some involve a little bit of number crunching. But in all cases the house is the winner in the long run. "Which would you fancy?"
The dwarf is armed with daggers, as are the other two.

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DC15 Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Turel will nudge all of the teammates around him (including Snorri) and point out heavy picks under the gaming tables.
My, what heavy picks you have... this he says more out loud so that the dealers can likely hear.
DC15 Knowledge (local): 1d20 + 7 ⇒ (10) + 7 = 17
He continues whispering to his teammates.
I have heard about a casino operated by golden undead. Likely a rumor started by individuals who fled after being greeted by Ledgerbones.

Faceless man |

Perception: 1d20 + 5 ⇒ (9) + 5 = 14
"Lets leave them to play their games and continue our exploration. We were after the auctioneer, remember?"

miteke |

The dwarves all pause in their games and take out their daggers.
"Nobody is allowed back there. You come to make a wager or not? If not, 'tis time for you all to leave."
The gamblers look up and actually make eye contact with you when this happens. They look scared when they take in the fact that you are all armed to the teeth and mean business. One's hands start to shake and he drops the dice he was holding, one of which rolls under the table. he ducks under the table to fetch it and scuttles away from the pick and the dwarf.

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Then could you ask the auctioneer to come out here and greet us? We're not leaving until we've spoken with them.
Turel thumbs the handle of his drawn dagger, suspecting this will not go in a civil manner.

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"If that's what it takes," Snorri begins, drawing his sword, "I have an offer for you." He turns to the desperate-looking gamblers. "Anybody who stands in our way gets shoved in one of the empty graves already provided. Anybody who stands aside gets to pick some coins from the fallen and fence their weapons."
Intimidate: 1d20 ⇒ 3

miteke |

The intimidation is a bit underwhelming. Do you attack? Do you barge past them? You do not need a sense motive roll to figure out that the gamblers are not interested in getting caught up in the scuffle. One of them is definitively eying the money on the table. The one under the table, obviously, is not.

miteke |

init (Turel Avundlil): 1d20 + 10 ⇒ (5) + 10 = 15
init (Eegru): 1d20 + 3 ⇒ (12) + 3 = 15
init (Snorri): 1d20 + 2 ⇒ (14) + 2 = 16
init (Navatsiyk): 1d20 + 2 ⇒ (10) + 2 = 12
init (Navatsiyk's eidolan): 1d20 + 1 ⇒ (4) + 1 = 5
init Yellow Dwarf: 1d20 + 3 ⇒ (6) + 3 = 9
init Green Dwarf: 1d20 + 3 ⇒ (18) + 3 = 21
init Blue Dwarf: 1d20 + 3 ⇒ (20) + 3 = 23
As you probably expected, this initiates combat. Eegru gets about 30' before they react, and the two at the other end of the room are very quick and meet him half way through the room.
Eegru is not flat-footed this round since he initiated things.
to hit dagger: 1d20 + 2 ⇒ (4) + 2 = 6
to hit dagger: 1d20 + 2 ⇒ (2) + 2 = 4
Eegru makes a sudden halt and practices the limbo as the daggers carve a path WAAAY above his chest. Being small pays off sometimes!
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.
Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Snorri (-0 HP)
Navatsiyk (-0 HP)
Yellow Dwarf (-0 HP)
Navatsiyk's Eidolan (-0 HP)
❖❖❖ Round 2 ❖❖❖
Green Dwarf (-0 HP)
Blue Dwarf (-0 HP)

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I'm not sure which dwarf was beckoning people to join. If he is one of the fighters, Snorri will attack him. If not, Snorri will choose another target.
Snorri draws his sword and slashes his foe.
Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Silver slashing: 2d6 + 9 ⇒ (1, 4) + 9 = 14

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Turel moves to flank a dwarf with Eegru.
[move] 20ft
and tries to shank him with his dagger.
[standard] attack BLUE
dagger attack (flanking), P damage, sneak attack damage (knife master): 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 161d4 ⇒ 31d8 ⇒ 5

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Fortitude save: 1d20 - 1 ⇒ (2) - 1 = 1
Hearing sound of combat Nava dashes across the bridge. She feels very ill due to stench. Double move

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Eegru double kicks at the flanked blue clad dwarf.
Kick one sickened 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Damage 1d4 + 1 - 2 ⇒ (2) + 1 - 2 = 1
Kick two 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7
Damage 1d4 + 1 - 2 ⇒ (4) + 1 - 2 = 3

miteke |

I'm not sure which dwarf was beckoning people to join. If he is one of the fighters, Snorri will attack him.
The two dwarves to the south had customers and were not beckoning you. The one in the northwest, who rolled poorly on his init, was the one beckoning you.
Snorri puts hi blade into the dwarf, who is looking decidedly worse for wear.
Turel also does some serious damage to the dwarf he targets.
Eegru has a touch time recovering from his ducking (at least it wasn't a drubbing) and has trouble concentrating on his kicking. or it could be that he feels so sick to his stomach after the last room. In either case he is unable to land a toe on his opponent.

miteke |

The dwarf facing Snorri gets in a blow before he likely expires. After the attack he moves away from Snorri and puts the table between them.
to hit: 1d20 + 2 ⇒ (14) + 2 = 16
slashing damage: 1d4 + 1 ⇒ (3) + 1 = 4; bleed 1
❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.
Navatsiyk's Eidolan (-0 HP)
❖❖❖ Round 2 ❖❖❖
Green Dwarf (-0 HP)
Blue Dwarf (-8 HP)
Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Snorri (-4 HP; bleed 1)
Navatsiyk (-0 HP; sickened for a while)
Yellow Dwarf (-14 HP)

Faceless man |

The eidolon slashes green dwarf.
claw: 1d20 + 6 ⇒ (5) + 6 = 11
claw: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 1d4 + 3 ⇒ (4) + 3 = 7
claw, crit confirm: 1d20 + 6 ⇒ (8) + 6 = 14
crit damage: 1d4 + 3 ⇒ (3) + 3 = 6

miteke |

Now green takes a hit. He survives and waits for blue to move into a flank on Eegru with him. Once in place they make a pair of blindingly fast and well coordinated attacks on the unfortunate Grippli.
to hit, flank: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13
to hit, flank: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Only he is not unfortunate. Somehow the elusive monk is able to deflect one of the daggers, and spin and shift to avoid the other. All with no armor. He seems untouchable.
❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Turel unable to post starting Friday evening 5/23 through Monday evening 5/26
Bold may go.
Turel Avundlil (-2 HP)
Eegru (-0 HP; disease in progress; sickened for a while)
Snorri (-4 HP; bleed 1)
Navatsiyk (-0 HP; sickened for a while)
Yellow Dwarf (-14 HP)
Navatsiyk's Eidolan (-0 HP)
❖❖❖ Round 3 ❖❖❖
Green Dwarf (-7 HP)
Blue Dwarf (-8 HP)

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Turel continues gliding along behind his target dwarf to keep up, but he uses a wide arc to maintain flank.
[move] 10ft
As soon as his last footstep falls he jabs at the same critical seem in the dwarf's armor that was successful last time.
[standard] attack BLUE
dagger attack (flanking), P damage, sneak attack damage (knife master): 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 141d4 ⇒ 21d8 ⇒ 3

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Eegru double kicks at the flanked blue clad dwarf, hoping to use the flank to his advantage tooffset his sickness.
Kick one sickened, flank 1d20 + 4 - 2 + 2 ⇒ (1) + 4 - 2 + 2 = 5
Damage 1d4 + 1 - 2 ⇒ (3) + 1 - 2 = 2
Kick two 1d20 + 4 - 2 + 2 ⇒ (11) + 4 - 2 + 2 = 15
Damage 1d4 + 1 - 2 ⇒ (4) + 1 - 2 = 3

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Nava enters the room and touches Snorri granting him insght into the dwarves defense. Guidance cantrip

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"Thank you, Navatsiyk," Snorri says as he steps around the table. Now within range, he strikes at the yellow dwarf.
Attack: 1d20 + 13 ⇒ (15) + 13 = 28
Sliver slashing: 2d6 + 9 ⇒ (2, 5) + 9 = 16