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The wheel seems to latch into place, but nothing in this room seems to have changed, though in another area you hear faintly the echoing sound of metal moving and then stopping

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"Shall we head this way, then?" Yumna asks as they backtrack. She points down the hall opposite the stairs.

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As yumna mentions the hallway opposite of the stairs
The short passageway takes a bend before ending in a small
chamber dominated on the far side by a silver fountain quietly
burbling perfectly clear water. An inscription above the
fountain reads “Kassen’s legacy lives on with his people. Drink
and be refreshed.”

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"Refreshed? I doubt the people of Kassen are too stupid to figure out that fresh water refreshes one's body and mind, so clearly there must be more to it. Say, a strawberry flavor?" asks Bela as he eyes Yumna curiously. After all, she had drunk some of the water already.

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"A most curious fountain indeed! Definitely worth further research, but that will have to wait till later."
This leaves us with the tunnel leading upwards. Bela is ready to go whenever you are. Perhaps he'll finally get a chance to show off some of his anti-undead tricks *laughs*

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The corridor opens up into a winding catacomb. The walls are
skillfully carved with deep recesses where bodies might have
once lain. All that remains now are cobwebs, dust, and the
tattered remains of ancient clothing. The stench of rotting
flesh is overpowering here, but the source is not evident.
Place yourselves in the order for the room please

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Placed myself behind the cleric, but I can be moved another tile back if someone else covets that spot :)

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Yumna gets the scent of rotten flesh and can hear the sounds of groaning
Yumna: 1d20 ⇒ 16
Slitheran: 1d20 + 4 ⇒ (3) + 4 = 7
Bela: 1d20 + 2 ⇒ (5) + 2 = 7
Ander: 1d20 + 1 ⇒ (17) + 1 = 18
Rishh: 1d20 + 2 ⇒ (4) + 2 = 6
GM1: 1d20 ⇒ 10
Gm2: 1d20 ⇒ 4
~~Round 1~~
Knowledge religion to ID
Bold to act
Ander
Yumna
R
G
Slitheran
Bela
Rish
B
P

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I don't see any targets on the map, so I might change position depending on what's supposed to be there.
Knowledge (religion): 1d20 + 4 ⇒ (17) + 4 = 21
Yumna prays to Sarenrae and a wave of pure light eminates from her.
Channel Angelfire vs. Undead. Will DC 18 for half damage. -1 to hit for 1 round, no save.
Angelfire: 1d6 + 1 ⇒ (2) + 1 = 3

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Yumna from what you can see yiu are fairly certain that these are human plague zombies what two things do you want to know

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map was updated, normal attack of slam with disease, and special attack Death burst
Death burst - when a plague zombie dies it explodes in a burst of rotting, infected flesh. All creatures adjacent to the plague zombie are exposed to its plague, and must make a fort save or contract Zombie rot

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Red Will: 1d20 + 3 ⇒ (9) + 3 = 12
Green Will: 1d20 + 3 ⇒ (8) + 3 = 11
Blue will: 1d20 + 3 ⇒ (10) + 3 = 13
Purple will: 1d20 + 3 ⇒ (8) + 3 = 11
Red Will: 1d20 + 3 ⇒ (1) + 3 = 4
Green Will: 1d20 + 3 ⇒ (15) + 3 = 18
Blue will: 1d20 + 3 ⇒ (3) + 3 = 6
Purple will: 1d20 + 3 ⇒ (13) + 3 = 16
Red and Green move
~~Round 1~~
Knowledge religion to ID
Bold to act
Ander
Yumna
R
G
Slitheran
Bela
Rish
B
P

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"Don't be scared now, but let me see if I can change the zombie's mind with a prayer..."
Bela rises his arms and starts humming an ancient Ustalavic prayer. Arcane mist swells up from out of nowhere and embraces one of the zombies.
5ft step to share the square Slitheren Kid is occupying to gain line of sight on the blue zombie.
Standard action: use Command Undead vs DC 14 will save. If it fails this save, it becomes enslaved and falls under Bela's control (his control limit is 5 HD).

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bela blue will be dead at the end of slitherans turn, delaying Rish
Purple makes its way over
~~Round 2~~
Knowledge religion to ID
Bold to act
Ander
Yumna
R
G
Slitheran
Bela
Rish
P

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Yumna steps away from the advancing zombies and releases another wave of anglefire.
Anglefire: 1d6 + 1 ⇒ (1) + 1 = 2 DC 18 for half, -1 penalty to hit for 1 round regardless of save.
Cleansing Light Trait Kicks in to Re-roll 1s on Channel Damage.
Anglefire: 1d6 + 1 ⇒ (6) + 1 = 7

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"Well now, that was easier than expected. Hrm, good job, my companions! Let us press on ... albeit with something wrapped in front of our noses to keep this horrific stench at bay."
Bela will also have a look around the place for possible treasures or worse, traps.
Perception check: 1d20 + 9 ⇒ (8) + 9 = 17
Much wow.

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"No wonder some of my countrymen have fallen for the warm charms of that delightful Goddess. Ustalav can use all the purging light there is to be found on Golarion," quips the wizard. Or is he?
There's a single door to the west. Let us assume a marching position and move on? :)

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Although the zombie bandits carry nothing of value, a recess in the southeast corner of the room contains one of their packs. Sitting atop a large bloodstain, this pack holds some rotten rations, a map (detailing the area and pointing out the entrance to the crypt), a potion, a pouch with 13 gp, and a small handbill (of a type typically found posted in taverns).
Although faded, the handbill clearly reads as a notice of employment, telling all those interested to meet at “The Ranger’s Lament.

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"Sure, all kinds of potions came by Bela's nose. Sadly, the current circumstances are making it hard for Bela's nose to do what it must. Nonetheless, let me have a sniff..."
Bela will use Detect Magic and Spellcraft to see if he can identify the potion.
Spellcraft: 1d20 + 8 ⇒ (18) + 8 = 26
[i]Identify the properties of a magic item using detect magic 15 + item’s caster level[i]

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Its a potion of Cure Light Wounds
As slitheran inspects the door, he doesnt notice anything odd or traps, and it is unlocked

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Slitheran kid finds the door unlocked but notices that in the middle of the room is a pool and can't help out of curiousity look into the pool
Slitheran Will: 1d20 + 1 ⇒ (12) + 1 = 13
And though he sees himself decayed, missing sections of his flesh down to different layers and bone showing in locations he seems a bit nervous but basically unphased
anyone going into the room needs a DC 11 will save