
Brathas |

Brathas will draw his bow, nock an arrow, and try to shoot the wounded bat.
THAC0 16: 16 - 1d20 ⇒ 16 - (11) = 5
damage: 1d6 ⇒ 6
Short range and thirst cancelling out.

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Brathas brings down the wounded bat.
Fistep gets in position with another swing. He feels very confident.
Round 1 Initiative (Surprise Round)
Block 1: Ana, Brathas, Ferrous, Fistep, Wallia, Zynazyr
Round 2 Initiative
Block 1: Ana, Brathas, Ferrous, Fistep, Zynazyr
Block 2: Some bats
Block 3: Wallia
Block 4: More bats
Ana, Ferrous, and Zynazyr are up. I will start botting people in 24 hours.

Anastoria |

Ana strikes again at the fresh bat, attempting to bring it down.
THAC0 16: 16 - 1d20 ⇒ 16 - (12) = 4 Damage: 1d10 + 4 ⇒ (9) + 4 = 13

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Ana strikes again at the fresh bat, attempting to bring it down.
THAC0 16: 16 - 1d20 ⇒ 16 - (12) = 4 Damage: 1d10 + 4 ⇒ (9) + 4 = 13
The bat that is in the room is about 15' up now and is out of melee range. If you want to put down the axe and use your bow you can roll the bow's damage instead. But let's leave that for next time since I am moving things ahead.
I will assume you are readying an action to strike the next bat that comes within your reach.

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Ana gets ready for another bat, while Zynazyr hurls an ustar and a dagger. Both hit, wounding the bat.
The bat screeches loudly and angrily, and swoops past the group, nipping at Wallia as it goes by, though it misses with its bite.
18 - 1d20 ⇒ 18 - (9) = 9
TACTICAL MAP updated.
Round 2 Initiative
Block 1: Ana, Brathas, Ferrous, Fistep, Zynazyr
Block 2: Some bats
Block 3: Wallia
Block 4: More bats
Wallia is up. The bat is currently about 10' up. You can attack with your mace but it is almost out of reach, so you will have a -1 penalty to hit (add +1 to the result of the roll). Or shooting with the sling will give a +1 to hit (add a -1 to the roll).
You have been pretty attentive so I'm not too worried about botting you but I will do so after 24 hours, since you're the only one I am waiting for.

Wallia of Winterbourne Stoke |

Walia slings 19 - 1d20 - 1 ⇒ 19 - (2) - 1 = 16 if hits 1d6 ⇒ 2 slinging the sling bullet into the ceiling where its force is absorbed and it falls down gently by his feet.
Initiative 2d6 ⇒ (2, 3) = 5

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Wallia's sling bullet shoots past the bat and strikes the ceiling.
1d4 + 1 ⇒ (3) + 1 = 4
18 - 1d20 - 1 ⇒ 18 - (11) - 1 = 61d4 ⇒ 1
18 - 1d20 - 1 ⇒ 18 - (2) - 1 = 151d4 ⇒ 3
18 - 1d20 - 1 ⇒ 18 - (1) - 1 = 161d4 ⇒ 4
More bats come in the door! Ferrous swings at the first, but misses. The bat snaps at Ferrous as it goes by, but Ferrous deflects the bat with his shield. Ana then swings; she decapitates the bat which falls lifeless to the floor.
Another bat (red) flies in and over the heads of Ferrous and Ana, nipping at Ana as it flies past, but it fails to come within reach and then flies up towards the ceiling.
A third bat flies in straight ahead, but is swiftly dispatched by Fistep.
A fourth bat (blue) comes shortly after and bites at Fistep, but is moving too fast to get close enough.
You can still hear the occasional screech from the hallway, but the bats in the room are much louder.
TACTICAL MAP updated.
Init. Ana: 2d6 + 3 ⇒ (1, 5) + 3 = 9
Init. Brathas: 2d6 + 1 ⇒ (2, 2) + 1 = 5
Init. Ferrous: 2d6 ⇒ (1, 1) = 2
Init. Fistep: 2d6 ⇒ (1, 5) = 6
Init. Wallia: 3 = 3 Pre-rolled
Init. Zynazyr: 2d6 + 3 ⇒ (5, 6) + 3 = 14
Init. Bats A: 2d6 ⇒ (3, 2) = 5
Init. Bats B: 2d6 ⇒ (1, 3) = 4
Round 3 Initiative
Block 1: Ana, Brathas, Fistep, Zynazyr
Block 2: Bats
Block 3: Ferrous, Wallia
Ana, Brathas, Fistep, and Zynazyr are up. The red and blue bats are high enough in the air that they cannot be hit by melee attacks. The brown bat to the south is 10' up and could be hit by a melee weapon with a -1 penalty to hit.
Wallia: FYI you have pre-rolled initiative for round 3 AND round 4. The next initiative roll you make (assuming you do) will be applied to round 5.

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Brathas takes aim and shoots at blue.
THAC0 16: 16 - 1d20 ⇒ 16 - (17) = -1
damage: 1d6 ⇒ 4
The arrow strikes the bat squarely, though it is not dead. It screeches angrily.
Round 3 Initiative
Block 1: Ana, Brathas, Fistep, Zynazyr
Block 2: Bats
Block 3: Ferrous, Wallia
Ana, Fistep, and Zynazyr are up.
TACTICAL MAP updated.

Anastoria |

Ana moves to engage the brown bat to the south.
THAC0 16: 17 - 1d20 ⇒ 17 - (15) = 2 Damage: 1d10 + 4 ⇒ (9) + 4 = 13

Brathas |

"From what I can hear, most of the bats are in the room now, and we seem to be handling them. No sense letting the ones in the hall go elsewhere and someone else getting that meat."

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Ana cuts down the bat to the south. Fistep and Zynazyr miss with their missile fire.
morale: 2d6 ⇒ (3, 6) = 9
The shrieking of the bats increases in pitch. The two remaining bats in the room both fly towards the door, and out. Another bat, which was heading towards the door from the hallway stops and hovers, uncertain.
TACTICAL MAP updated.
The hallway ceiling is low enough that any bats in the hallway are within melee reach, though at a -1 penalty to hit.
Init. Ana: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Init. Brathas: 2d6 + 1 ⇒ (3, 6) + 1 = 10
Init. Ferrous: 2d6 ⇒ (6, 6) = 12
Init. Fistep: 2d6 ⇒ (2, 3) = 5
Init. Wallia: 5 = 5 pre-rolled
Init. Zynazyr: 2d6 + 3 ⇒ (3, 3) + 3 = 9
Init. Monster: 2d6 ⇒ (6, 3) = 9
Init. Monster: 2d6 ⇒ (1, 2) = 3
Round 3 Initiative
Block 1: Ana, Brathas, Fistep, Zynazyr
Block 2: Bats
Block 3: Ferrous, Wallia
Round 4 Initiative
Block 1: Ana, Brathas, Ferrous, Zynazyr
Block 2: Some Bats
Block 3: Fistep, Wallia
Block 4: Another Bat
Ana, Brathas, Ferrous, Wallia, and Zynazyr are up. Ferrous gets two actions. If you want to pursue you can; the bats are fleeing.
I am going to assume that Brathas' torch is on the floor near him, so the bats are lit from the doorway.

Anastoria |

Ana leans back against her axe and says, "Let them go. They're no longer a threat to us, and we have these for meat."

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Assuming the wounded bat is outside the torchlight radius, Brathas will move to 12:03 and try to shoot red.
Actually, you can see Blue also (and I assume you would prefer to shoot that one). Remember this:
I am going to assume that Brathas' torch is on the floor near him, so the bats are lit from the doorway.
Wallia's sling bullet misses, but Brathas' arrow downs the wounded bat.
Ferrous rushes out into the hall, wounding another bat with his axe. Zynazyr comes to the doorway and throws a dagger, killing the newly wounded bat.
The one remaining bat flies over Ferrous' head and down the hall to the west, disappearing in the darkness.
Combat Over.

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1:50 PM, Day 4
The party waits for two minutes, then opens the door again. The two dead bats still lie in the hallway but Ferrous is nowhere to be seen.
FYI The six dead bats amount to 54 half-meals.
The party skins and dresses the bats while waiting for Ferrous. over the next turn he fails to appear.
FYI this is me pulling Ferrous out of the campaign; you will find him again in the dungeon if he returns to the campaign. So you can RP wanting to look for him but don't overdo it.
What do you want to do?
* Return to the hall and head west?
* Investigate the room at the bottom of the pit?
* Return to camp?
* Something else?

Wallia of Winterbourne Stoke |

Walia says "Ferrous! Mah, he probably went back to the base. He looked a bit morose."
More interested however in going into the pit, he says, "Brathas, what pray tell was in that pit? I would surely like to go reconnoiter that area. Plus I would like our group to become self-sufficient when it comes to hydration relying on other groups makes me queezy."

Fistep |

Looks over the slide, then at Brathas, Think this slide will reset itself? Hate to get ourselves trapped on the next level... He gets out his spikes again and looks for anyway to jam the slide so it won't reset.
We can also leave the rope here spiked to the top of the slide so we can more easily get back up

Brathas |

Brathas retrieves what arrows he can, clearly pleased with his marksmanship in this battle.
"Lots of fresh meat, no spells expended, and no harm to any of us.
A success, I would say, except that our dwarf has gone missing. I think it unwise to follow after him, and don't want to run around the pyramid shouting for him. Maybe he's gone back to camp.
Yes, I think I can jam the slide so it won't reset. And leaving a rope sounds good. Down on that level there was a sarcophagus, and some evil-looking statues. I can search for traps, but would appreciate our priest and our wizards making sure there is nothing mystical to be wary of - no curses on those who disturb the crypt, for example."

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2:00 PM, Day 4
A closer examination of the trap reveals that it consists of two 5' x 10' panels which fold downward; one along the north edge of the pit and one to the south. They are covered with stone flags but the structure underneath is wood.
The panels currently hang limply and do not appear to reset on their own, but Brathas can see some kind of mechanism underneath that would mechanically ratchet the panels back into place. It must be activated from some other place. It is relatively easy to spike the panels into place so that they cannot be reset (at least not without removing the spikes).
The slide itself is simply a stone ramp and is part of the building's structure.
14d6 ⇒ (5, 3, 2, 3, 1, 6, 1, 6, 2, 6, 6, 3, 2, 1) = 47
The group looks carefully around the room.
Zynazyr, examining the small coffin, thinks that there is pressure from within against the lid, and something will happen if the lid is removed. However, he also detects a faint signature of magic from within the coffin.
Brathas examines the two statues to the south. Despite their unnerving appearance, they do not come to life and attack. Their leering faces are intended to be grotesque yet comical. One holds his hands in circles before his eyes, as if he is looking through 'goggles.' The other is sticking his tongue out and his fingers are pulling the edges of his mouth wide.
Brathas finds a secret compartment in the buttocks of the statue with the 'goggles.' Not finding any traps, he opens it. Within are ten 100 gp gems.
There is nothing in the brass urns in the corners of the room.
Nobody can hear any sounds at the door.
What do you want to do?
* Spend another turn searching the room?
* Try to safely open the coffin? (these two could both be done in the same turn)
* See what is on the other side of the door?
* Return to the 3rd tier above and check the corridor to the west?
* Return to the 3rd tier above and search unexplored areas? (i.e. corridor #1)
* Return to the 3rd tier above and check unresolved things? (i.e. the mold room, the snake basket, the damp chamber)
* Return to camp?
* Something else?

Wallia of Winterbourne Stoke |

Walia will spend some time trying to see if this room is evil, especially the coffin and the different statues. Do I have Orisons like Zyn has cantrips but learned from my cloister.

Fistep |

The route is very simple. When you return to the main hall, go to the end and take the stairs down. On the next tier, follow the main hall until you get to the stairs down again; wherever it branches keep to the right. The next level down, go to the main temple, and out the main doors. There is a big hall with a spiral staircase in the corner; go down that. You are then in a long sloping passage which goes for about a mile. At the end you find the City.
As I recall we have not found any stairs following the main hall #6 yet, so I think we should go see where #1 leads, and then finish #6 and see if we find stairs. he says. Then he considers more, We should dress these first, take them back to camp though... fresh meat could attract visitors

Brathas |

"Good idea, Fistep. Let's take the fresh meat back to camp. Are there survivors there that we trust enough to ration out some of this fairly but strictly? We don't want anybody starving, but we also want our food to last.
I would suggest that we go left at the end of the hall from #6, and check that way before going back to #1. That seems more in keeping with the directions we got from the magi. And I'm worried that the Brotherhood might be down #1."

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Walia will spend some time trying to see if this room is evil, especially the coffin and the different statues.
Wallia scans the room but does not detect any signs of evil.
When you are searching the room I make rolls for that, but if you want to spend a full turn examining things I can make a second set of rolls.Do I have Orisons like Zyn has cantrips but learned from my cloister.
Not really, except that you can lay on hands to heal once per day, and you can attempt to turn undead as often as you want.

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2:10 PM, Day 4
Wallia asks that the group spend extra time checking the room.
11d6 ⇒ (2, 3, 6, 2, 5, 1, 4, 1, 6, 3, 5) = 38
He still does not detect any evil coming from the coffin, or anywhere else for that matter.
While searching, Ana realizes the brass urns in the corners of the room are magical, but does not discern their function.
While checking near the door, Wallia thinks he hears some kind of faint moaning and shuffling sound coming from the other side of the door. It sounds like it is still a fair ways away.
What do you want to do?
* Spend another hour searching the room?
* Do something about whatever creatures are beyond the door?
* Try to safely open the coffin?
* Return to the 3rd tier above and check the corridor to the west?
* Return to the 3rd tier above and search unexplored areas? (i.e. corridor #1)
* Return to the 3rd tier above and check unresolved things? (i.e. the mold room, the snake basket, the damp chamber)
* Return to camp?
* Something else?

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While you are searching, Ferrous calls down from the room above.

Brathas |

Brathas will stay well back of the coffin and the door.
"Let's wait for Ferrous. I would prefer to explore the corridor to the west; we can ask him if he found anything there or elsewhere."

Wallia of Winterbourne Stoke |

Walia says, "Mayhap, there is water nearby, wouldn't it be more prudent to see if we can find a source of water on this floor and then explore that other corridor on the way back to camp?"

Brathas |

"If we find the stairs, we can follow the directions we received from the Magi. If we go through this door, we are exploring blindly. I would expect the level all connects together but it could be quite a ways between where this door leads and the path the Magi described."