
Finlogan |

Finlogan takes another claw on his shield and counter-strikes with his staff. He is surprised to see his blood run down his armor.
staff: 1d20 + 5 ⇒ (2) + 5 = 7
if hit, damage: 1d6 + 3 ⇒ (1) + 3 = 4

GM Koldoon |

Aldelenna keeps seeking for an opportunity. None has presented itself, as yet.
Cole's strike against the skeleton is solid, and yet as before with the skeletons, the strength of his strike seems blunted. The strike clearly affects the creature, but not with the strength it could have.
It is Round 2
Current turn: Group 3
Waiting on: Venssa
I note that Fin has already taken his turn... that's fine. I'm waiting for Venssa to take hers before Rankev acts, since her actions may impact what he decides to do.

GM Koldoon |

Venssa's offensive against the skeleton takes it town, tumbling bones onto the floor.
With only a single skeleton remaining, Rankev fires his bolt of mystic fire at the enemy!
Rankev fire bolt: 1d20 + 5 ⇒ (8) + 5 = 13
At first it appears the skeleton is going to dodge the fire, it flashes along the scraps of armor that half cover the bone, and the flame flares to life.
fire damage!: 1d10 ⇒ 4
Current turn: Group 2
Will post the skeleton's turn when I get home from work

GM Koldoon |

Current turn: Group 2—Skeletons!
The remaining skeleton, its armor still burning from Rankev's assault, launches itself at Finlogan, talon like fingers clawing at his face!
Skeleton clawing Finlogan: 1d20 + 3 ⇒ (8) + 3 = 11
Skeleton clawing Finlogan - 2nd claw: 1d20 + 3 ⇒ (16) + 3 = 19
But the skeleton, missing much of both legs, scratches at Finlogan. While the first blow falls harmlessly enough against armor, the sharp talons grip tight and the skeleton pulls itself upward to claw Finlogan's cheek.
claw damage: 1d3 + 2 ⇒ (3) + 2 = 5
Initiative
Group 1: Finlogan, Rankev
Group 2: Skeletons
Group 3: Aldelenna, Venssa, Cole
Round 3!
Current turn: Group 3
Waiting on: Aldelenna, Venssa, Cole

Aldelenna Dusksong |

Am I right in assuming undead are immune to psychic damage? I've been avoiding my Vicious Mockery cantrip because of that very assumption.
Aldelenna keeps herself ready to cast her Thunderwave spell, though it seems like the necessity of that spell has long since past. She waits to see if her companions destroy the remaining skeletal enemy.

GM Koldoon |

Am I right in assuming undead are immune to psychic damage? I've been avoiding my Vicious Mockery cantrip because of that very assumption.
Aldelenna keeps herself ready to cast her Thunderwave spell, though it seems like the necessity of that spell has long since past. She waits to see if her companions destroy the remaining skeletal enemy.
Aldelenna: you'd need to be trained in religion and make a check to be sure, however skeletons can hear and understand speech, and have intelligence. That could well make them susceptible to being "mocked"

Finlogan |

Finlogan grits his teeth when he takes a claw to the face and counter-strikes with his staff.
staff: 1d20 + 5 ⇒ (3) + 5 = 8
if hit, damage: 1d6 + 3 ⇒ (2) + 3 = 5
second wind: 1d10 + 2 ⇒ (5) + 2 = 7

GM Koldoon |

As Aldelenna struggles with her uncertainty, Rankev speaks a few words of mystic power and another bolt of fire streams toward the final skeletal warrior.
Rankev fire bolt: 1d20 + 5 ⇒ (16) + 5 = 21
This time the bolt's strike is sure, tongues of flame spreading across the rusted and decayed remains of insufficient armor and blackening the white of bone.
fire damage: 1d10 ⇒ 5
The flames blacken the bone, which slowly begins to crumble as the skeleton collapses.
All four of the skeletons lie on the ground, piles of bone.
What do you wish to do?

Finlogan |

"Should we burn the bones?" Finlogan asks the team. He takes out his scarf to staunch the bleeding and wipe the blood from his wounds.
He takes a swig from his waterskin and asks, "Want to search the room and those statues before we take the stairs?"
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Aldelenna Dusksong |

"I see no reason not to burn them, better safe than sorry, seems a good course here." Aldelenna says, and then starts helping to gather up the bones, placing them in a pile to be burned.

GM Koldoon |

The room, other than the statues and the carvings of the mourners that run along all the walls, is fairly unremarkable.
There is a staircase down in the southern wall. Roldare had mentioned a lower level in his rambling, and it appears you may have found it.
It has been a long day since you arrived at the tomb. By now outside the doors the sun is setting and while you are all young and used to late hours, this day has begun to take a toll.

Finlogan |

Finlogan would take two berries, too. He offers a thankful smile and nod to his tutor in appreciation.
HP 11 +2 = 13/13

GM Koldoon |

I would recommend resting (calculating out xp) and leveling to 2nd, but you can decide if you want to rest here or if you want to find the next convenient resting point.

Aldelenna Dusksong |

"I hate to rest knowing Roldare's sister is possibly in danger, but continuing on to the point of exhaustion isn't good either, as we'd be little help to her in that state." Aldelenna says, and then shows everyone the silver necklace she found sticking to one of the bloody skeletons. "Look at this necklace I found. Silver, and oooollld. Maybe we can find a buyer back in town and split the money we get from it evenly among us?" Handing the the necklace to Finlogan to pass around for everyone to look at, Aldelenna locates a corner to lay down and rest her head.

GM Koldoon |

Are you setting watches? If so, Rankev volunteers to go either first or last so as to make sure he is able to recover spells.

Venssa |

If Rankev goes first, then Venssa will go last, so she too can get her spells back.
Taking a berry and rolling over in her blanket, Venssa is soon sound asleep. She wakes early and prays, then goes on watch as the others sleep. She casts goodberry once again, so when the others awake they will have something to eat and that might take away any lingering aches and pains from the previous day. She seems more intuned with herself and the world around her, the experiences of the last few days have seemed to open her up to new ideas and possibilities and she revels in this new awaking within herself.
Will level up and casts goodberry

GM Koldoon |

You are able to rest. The bones stir, disturbingly, and it makes those on watch wary, but they never do more the tremble and shake, and not all of the remains even do that.
In the morning, nourished by Venssa's goodberries, you are able to carefully descend.
The stairs lead to a circular chamber with passages at each compass point.
North is the stair that you descended from.
Each other direction: East, West, South, leads to a passage that continues a brief distance and then turns.
In the center of the room is a small pedestal.
To the east, you can hear dripping water.
To the west lies the stench of rot and decay.
I've moved you to the map for the new level on Roll20. Cole, I'll have that map on the google doc later tonight.

Finlogan |

Finlogan leads the troop into the basement. "Any preference of direction? Do we head toward death and decay while we're not wounded?"

Aldelenna Dusksong |

"I'd vote for heading toward the dead smell. It seems that whatever evil has overtaken this place, it is linked to necromancy. Where there is death, there our enemy most likely lies in wait. Let us prepare ourselves and head toward it." Aldelenna says, tucking her wisp of hair, and loading a bolt into the action of her crossbow.

GM Koldoon |

The corridor heads west and then turns north opening into a winding catacomb. The walls are carved with deep recesses where bodies may have once lain, though the bodies themselves seem to have long since crumbled to dust, leaving only cobwebs, dust and tattered remnants of ancient clothing.
An overpowering stench of rotting flesh comes from the room, but the source is not immediately evident.

Aldelenna Dusksong |

"Let's take a look around; be careful though." Aldelenna says, pointing out locations that would be good places to hide trap triggers.
I'd like to Help someone else's perception check so they have advantage, since mine is just +1.

Finlogan |

Perception: 2d20 + 5 ⇒ (4, 15) + 5 = 24 20
With Aldelenna's help, Fin is extra cautious leading the troop toward the stench of decay.

GM Koldoon |

Winding carefully along the twisting catacombs, the stench becomes unbearable. Four human forms shamble toward you, thanks to Fin and Aldelenna, you have a few moments on a straight shot to see them coming.
Unlike the ancient skeletons that you have already fought too many of, these creatures cling more closely to their humanity. skin still clings to bone, and yet, pouring forth the most unseemly stink, giant pustules and tumors crowd the once human skin.
Aldelenna and Rankev can role perception checks. Because this is about whether you notice something, you can't really assist, they are separate checks
Rankev Perception: 1d20 + 2 ⇒ (9) + 2 = 11
You have an opportunity to retreat or attack, but they have seen you... it's not clear whether they will follow once you're out of sight.

Finlogan |

"Back-up. Back-up. If the undead don't follow us, we can prepare a better fight." Finlogan suggests while white-knuckling his sword and sheild.

Aldelenna Dusksong |

Aldelenna stows her crossbow, knowing it won't make any difference, and motions for everyone to get behind her. She then gets ready to cast her thunderwave spell.
The map isn't updated, so I'm not sure of best positioning here, but I'd like to try and funnel the bad guys into the 15' cube area of the spell and then cast it. Which I guess means, the trigger of her ready action would be if at least three of the four were capable of being caught in the 15' blast, she'd fire off that Thunderwave spell.

Finlogan |

If we get far enough away, Finlogan has the hunting trap, too

GM Koldoon |

You back away quickly. The monsters, for all their shambling, are not slow, and they do follow, however you have time to make your preparations.
Aldelenna and Fin will get a surprise round. Aldelenna may cast her Thunderwave spell. Fin can use his round to set the trap so that hopefully a monster will be caught in it.
That said, unless the Thunderwave destroys the creatures outright (which is unlikely unless they fail saves and the damage tends towards high), this will be a combat requiring initiative.
Aldelenna: please roll damage for your Thunderwave spell. I will make saves as appropriate for the monsters.
Aldelenna initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Rankev initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Finlogan initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Venssa initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Cole initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Cole initiative (Adv): 1d20 + 3 ⇒ (20) + 3 = 23
Shambling monsters of death initiative: 1d20 ⇒ 10
I will detail the results of the surprise round once Aldelenna has rolled her damage.
Initiative:
Group 1: Cole, Aldelenna, Venssa, Rankev
Group 2: Shambling monsters of DOOM
Group 3: Finlogan
Current Round: Surprise actions.

Finlogan |

Finlogan drops to a knee and sets his hunting trap in front of him. He then regrabs his sword and shield.

Aldelenna Dusksong |

Constitution Save DC is 14
Boom! You called down the thunder.: 2d8 ⇒ (3, 2) = 5
Well that DEFINITELY did not trend toward the high side... OUCH! Thanks a lot dice algorithm! Hoping for some failed saves so they at least get pushed ten feet back.

GM Koldoon |

With Finlogan's trap set, you lure them into one of the longer narrow passages, winding back toward the entrance.
first shambler hits Fin's trap: 1d20 ⇒ 12
As the first shambling creature reaches Fin's trap, Aldelenna realizes this is probably her only chance. There are too many twists and turns in most of the winding catacomb corridors to hit three at once. She unleashes her blast of thunder, sending waves of concussive sound down the passage!
shambler 1 hit by thunderwave: 1d20 + 2 ⇒ (17) + 2 = 19
shambler 2 hit by thunderwave: 1d20 + 2 ⇒ (6) + 2 = 8
shambler 3 hit by thunderwave: 1d20 + 2 ⇒ (19) + 2 = 21
The first shambler is steps in Fin's trap and it snaps shut!
shambler 1 damage: 1d4 ⇒ 2
However the sound wave fails to knock it backward. The second shambler is blasted back past the third, while the third shoves past the flying body.
Damage so far:
Shambler 1: 4 points, pinned by Fin's trap.
Shambler 2: 5 points, prone (failed thunderwave save).
Shambler 3: 2 points.
It is now round one.
Initiative:
Group 1: Cole, Aldelenna, Venssa, Rankev
Group 2: Shambling monsters of DOOM
Group 3: Finlogan
Current turn: Group 1
Waiting on: Cole, Aldelenna, Venssa, Rankev
Google map updated here

Cole Hillman |

Round 1, Hunters Mark, Natural Expolorer
Cole moves deftly past Vanessa, ahead 15 feet, as he marks the Shambler (yelllow) for death, and attacks the marked enemy before him.
Are these undead or humanoid...I assume undead?
BA Att: 1d20 + 6 ⇒ (19) + 6 = 25
BA Adv: 1d20 + 6 ⇒ (18) + 6 = 24
BA Dam: 1d8 + 6 + 1d6 ⇒ (1) + 6 + (6) = 13

Aldelenna Dusksong |

Funny! I took that same spell at level up. Giving everyone advantage on attacks is awesome! Aldelenna is going to use the disengage action and then move to a safer location where she can support everyone. She'll then use her Bardic Inspiration bonus action to give Finlogan an extra d6 on any attack roll, skill check, or saving throw in the next ten minutes. I have a bad feeling that d6 to the saving throw might be really important here in no time.
Staring down the monster that got caught in Fin's trap, gives Aldelenna more than enough flight to her fight. She deftly ducks around Fin and Cole to get behind Venssa. As she slides by Fin, she leans right into his ear and says, "You got this Finny!"

GM Koldoon |

Rankev was up. And of course the player has been missing and I spaced.
"Fear not, ladies. These loathesome creatures have surely never experienced FIRE"
Rankev fires a bolt at the only one he can see, the one staggering from a blow from Cole.
Rankev sizzling bolt of doom: 1d20 + 5 ⇒ (4) + 5 = 9
Rankev sizzling bolt of doom (adv): 1d20 + 5 ⇒ (7) + 5 = 12
The putrid stench almost costs his aim, but thankfully the creatures are conveniently outlined and glowing, making them easier targets!
Fire doom damage: 1d10 ⇒ 8
As the creature catches flame and explodes in a burst of putrid rotting infected flesh, Rankev smiles. "See, ladies, the simple purity of flame is all that's required." He glances at Cole. "You do seem to have something disgusting on your shirt. I do hope you're not expecting my retainers to wash that for you."
unfortunately the explosion does require a Con save on Cole's part.

GM Koldoon |

Current turn: Shambling Monsters of DOOM!
Creature (red) pinned by Fin's trap:
The creatures strains to the limits of the chain and attacks Finlogan.
red plague zombie attack: 1d20 + 4 ⇒ (12) + 4 = 16
Fortunately for Fin, its claws fall uselessly against his shield.
The one behind it shambles forward, finds its way blocked and moans (green).
The final creature (blue) stands up and shuffles towards the putrid remains of its comrade, and the vile destroyer, Cole.
It is now round one.
Initiative:
Group 1: Cole, Aldelenna, Venssa, Rankev
Group 2: Shambling monsters of DOOM
Group 3: Finlogan
Current turn: Group 3
Waiting on: Finlogan
Need a Con save from Cole (from exploding zombie)
will update Google doc following Fin's turn

Cole Hillman |

Round 2, Hunters Mark, Adv from Fairie Fire?
Con: 1d20 + 2 ⇒ (13) + 2 = 15
Cole moves his mark to the Shambler (blue) for death, and attacks the marked enemy before him.
BA Att: 1d20 + 6 ⇒ (5) + 6 = 11
BA Adv: 1d20 + 6 ⇒ (16) + 6 = 22
BA Dam: 1d8 + 6 + 1d6 ⇒ (3) + 6 + (3) = 12

Finlogan |

Finlogan takes advantage of the trapped ugly and strikes it with his longsword sweeping down from the high guard position.
longsword with advantage: 2d20 + 5 ⇒ (6, 2) + 5 = 13 11
slashing damage: 1d8 + 3 ⇒ (2) + 3 = 5

GM Koldoon |

Yes, Cole does have advantage due to faerie fire.
Cole swings his axe, slicing through tumors and pustules and flesh, and neatly severs the creature's head. Unfortunately, this one too explodes in proliferation of puss, blood, and gore.
Cole will need to make another Con save
Fin's strike seems like it might hit, but the jerking movements of the creatures are unpredictable and at the last moment it ducks under the blade.
It is now round two.
Initiative:
Group 1: Cole, Aldelenna, Venssa, Rankev
Group 2: Shambling monsters of DOOM
Group 3: Finlogan
Current turn: Group 1
Waiting on: Aldelenna, Venssa, Rankev

Aldelenna Dusksong |

Crossbows are a thing...: 1d20 + 4 ⇒ (18) + 4 = 22
Faerie Fire Advantage-just to see if she crits: 1d20 + 4 ⇒ (12) + 4 = 16
Bolts shoot out of crossbows: 1d8 + 2 ⇒ (3) + 2 = 5
Seeing nothing particularly useful she can do, Aldelenna fires her cossbow at the disgusting undead that is not currently trapped next to Finlogan.