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Fundir raises his surprise widened eyes to his companions for a moment before responding incredulously.
"Prep this place.. You mean prepare it for us. How were you to do that?"
Despite his attempts to soften his voice, it still must seem that he is grilling the boy. With a sudden bit of inspiration, he opens his pack from town and removes the jug of brandy so helpfully supplied by the town before leaving. "Here, boy. Have a belt of this. It will clear the cobwebs."
Turning to his companions, he continues. "So.. big angry bones and a kidnapped girl. This little detour seems to be getting better and better. What do we do with him while we are getting his sister back?"

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Roldare looks at the brandy, and takes it with his obviously shaken hands
"Below....came from and back to below.....wasn't told who to prepare for, was just told to make sure paddings were in place"

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Camred sheathes her sword back in its cane and leans on it. "Why send you to prepare the crypt? If the mayor wanted adventurers, why worry about a few pit traps? And were those your beasts tied up by the entrance?"

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"beasts....no...been here for 2 w..weeks....Roldare thinks.....usually....right of passage.....but Roldare not know who they send, just told to prepare crypt by mayor"

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Roldare looks at you both "I stay till sister found, taken below" *nods nods "use those" as he points out an open crate with 4 flasks of oil, 5 days of rations, and 2 potions marked as healing

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Roldare hasn't gone any further in, though when you ask him all he does to answer is point downward, either indicating that he says staying here, or down below, take as you wish as he isn't entirely sure either he has really lost his mind and couldn't give any straighter answer

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Fundir starts packing the rations into his bag, then hands out the flasks of oil before stowing the potions in a pouch. "We can share out the rations, and the oil we can use if we encounter any more of those undead. I can keep the potions, but anyone is welcome to them."
With that, (and when everyone is ready) Fundir moves back into the hallway and into the adjoining passage, heading for the eastern door.

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the door is unlocked, and as you open and peer in
This small chamber is mostly empty, save for the body of a
villager sprawled in the center. Perched atop the corpse is a man-sized brown and yellow beetle, trying to push the corpse into the corner
where a pile of trash and filth awaits.

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wtih a charge Fundir plays "splat the rat" with a beetle instead, poor ringo we hardly knew ye.
after the guts have been splattered, you see 2 ways, one by stairs, and one with a door

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Fundir takes a moment to look over the fallen townsman. He looks for wounds or any cause of death, as well as rifling through the mans pockets.
Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Heal: 1d20 + 3 ⇒ (10) + 3 = 13

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The villager looks like he has been dead for quite some time, though sadly for fundir he only finds Beetle secretions in the mans pockets and on his remains

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it will end soon but for now, not enough time has elapsed
as you open the second door
The remains of a small fire smolder in the center of this broad
chamber, letting o" a plume of oily smoke. Fed by a heap of
burning gear, debris, and more than few bones, the fire casts a
flickering light across the walls of this room, partially obscured
by the veil of smoke.

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the fire you can tell has been burning for a while, and notice that as you enter the room, the smoke is quite harsh, causing your eyes to water and harder to breathe though you notice a key, on the ground by the fire, and a dagger in the fire. the smoke is causing it to act as dim light for this room
Margat: 1d20 + 4 ⇒ (6) + 4 = 10
Fundir: 1d20 + 2 ⇒ (1) + 2 = 3
Camred: 1d20 + 1 ⇒ (3) + 1 = 4
gm: 1d20 + 2 ⇒ (18) + 2 = 20
if Flyn gets back during combat I will add him in
Gm Roll
1d20 + 12 ⇒ (9) + 12 = 21
Gm's action is done, the thing did what it was going to do
Round 1
Gm
Margat
Fundir
Camred

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Fundir steps into the room, mace in hand and eyes peering through the dim smokey light. "The culprit couldn't be too far from here.. the fire would have gone out otherwise.."
Perception: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31

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on the other side of the fire pit, Fundir you notice an odd grouping of the smoke and shadows in the room kinda taking form

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"Ware! Something is there in the smoke!"
He steps toward the coalescing vision, brandishing his mace.
"Show yourself! What business have you that you are burning this gear?"
Intimidate: 1d20 + 5 ⇒ (7) + 5 = 12

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Camred follows Margat and pulls out her rod. "What is your purpose here?"
Knowledge (arcana): 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge (planes): 1d20 + 8 ⇒ (4) + 8 = 12

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Camred if you have knowledge religion it would tell you more, though Arcana and Planes get you its a shadowish creature, Fundirs attempt at intimidating it, seems to not have worked at all
sorry about the delay folks

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the Shadow seems to move towards Margat and slowly reaches out at her will ret con anything else Camred does on her turn, trying to keep this moving
Vs Touch ac: 1d20 + 4 ⇒ (13) + 4 = 17
as the hand seems to pass harmlessly through Margat.... something feels different str damage: 1d6 ⇒ 3 she feels as if the creature kinda hurt her muscles, not in pain, but atrophied them some
Round 2
Gm
Margat
Fundir
Camred

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Fundir sees the spectral creature pass through Margat, and steps forward crying for the aid of Erastil. His hand lights with a golden glow as he places his hand on the creature and releases his gods magic.
Touch: 1d20 + 2 ⇒ (18) + 2 = 20
CLW: 1d8 + 2 ⇒ (7) + 2 = 9

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as margat swings her sword, it passes through and misses
I might suggest actually leaving as mathwise of this creature, will equal a TPK if you fight it, Fundir, with it making the will save and it being what it is, that 9 damage became 2 or 3 just to give you a heads up on this fight

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it will take its AoO agaisnt margat
Vs Touch: 1d20 + 4 ⇒ (9) + 4 = 13
and miss
Fundir if you make it to the door, I'll have the others moved to the previous room, so will be safe

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Fundir leads the way back towards, and then past, the maze they encountered upon entering this place. He continues until he reaches a door, where he pauses to inspect it and listen beyond it.
Perception: 1d20 + 10 + 4 ⇒ (14) + 10 + 4 = 28
If all is clear and when the rest of the team agrees, he opens it.

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you don't hear anything but upon trying to open, you are unable to, though you notice it looks like a one way door and doesn't open from this side