
GM_Almonihah |

The penitent looks at you suspiciously. "They're in the other columns," he states. "I can't believe the Abbess would let someone like you see the Saint."

Kit 'Skylark' Bridger |

Yeah! I am always surprised when people let me see things I probably shouldn't. There once was a blacksmith's daughter... Kit was going to tell the penitent the story but figured the penitent would have to sit in the mud for a week after he heard it!

GM_Almonihah |

The group climbs to the western ledge and goes through the doors. The room beyond is simple, with walls of bricks much like on the east side save without the patterns and writing. The northwest and southwest walls, however, are of more recent construction, involving rough clay bricks with gaps between them. The sound of water dripping can be heard through the gaps.

GM_Almonihah |

Iskender doesn't pick up any magic. About all he can figure out is that there's space of some sort behind these walls.

GM_Almonihah |

It'd take some work, but the wall doesn't look that strong. You could probably break through it.

GM_Almonihah |

Neither Kit nor Iskender find any sort of secret passage. They do find that the walls seem to have been erected in haste and rather poorly. There even seems to be some damage to the northwest wall... worringly, from the other side, in that some of the bricks seem to have been pushed slightly outwards.

Dakkar. |

Dakkar shrugs and looks around. "If it comes to destroying walls, I might be a bit messy. Though there also might be more in that previous room as well, somewhere."
perception: 1d20 + 9 ⇒ (10) + 9 = 19

GM_Almonihah |

Taking apart the north or the south wall? Or both?

GM_Almonihah |

With Iskender's expert guidance, the party quickly tears a rather neat hole in the north-western wall. Beyond is a passageway that quickly curves to the east. Water drips from the ceiling in a few points of this earthen passageway, but to the east it enters a brick-lined room which is better sealed. A bier lies in the center of the room, with a shrouded body on top of it.

GM_Almonihah |

As Kit enters the room, the shrouded form sits up, revealing an emaciated humanoid. It smiles at the approaching human with teeth that look far sharper than that of the monks outside...
Kit init: 1d20 + 1 ⇒ (1) + 1 = 2
Iskender init: 1d20 + 2 ⇒ (5) + 2 = 7
Dakkar init: 1d20 + 2 ⇒ (2) + 2 = 4
Fenwick init: 1d20 + 1 ⇒ (13) + 1 = 14
??? Init: 1d20 + 10 ⇒ (5) + 10 = 15
Driven by a terrible hunger, the creature rushes towards Kit and takes a bite out of his arm. As its teeth sink into his flesh Kit can feel it sucking his joys and dreams out of his soul.
Bite: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Charisma Drain: 1d4 ⇒ 3 You can resist the drain with a DC 21 Will save

Kit 'Skylark' Bridger |

Hey! Stop that!
Will Save DC21: 1d20 + 3 ⇒ (20) + 3 = 23
Kit will attack the undead!
Attack 1: 1d20 + 13 ⇒ (14) + 13 = 27
Attack 2: 1d20 + 8 ⇒ (20) + 8 = 28
Damage 1: 1d12 + 7 ⇒ (4) + 7 = 11
Damage 2: 1d12 + 7 ⇒ (6) + 7 = 13
Attack 2 Confirm: 1d20 + 8 ⇒ (17) + 8 = 25
Additional Damage 2: 2d12 + 14 ⇒ (7, 10) + 14 = 31

Iskender |

I'm guessing undead, so what do I know...
Knowledge (religion): 1d20 + 9 ⇒ (6) + 9 = 15
Iskender will start his song, granting a +2/+2. Also, and with this being a Will save, maybe a +2 morale bonus vs Charm and Fear effects should that thing bite again.
Oh, and Iskender will yell out whatever he knows about the creature, which probably isn't much.

Bishop Fenwick |

"Doesn't look like there is room enough for 2. I will see what I can do from back here."
Using Recalled Blessing (mythic power) to cast without expending a Searing Light.
range touch attack: 1d20 + 7 ⇒ (17) + 7 = 24
if there is no part of the target that I can hit (large size) to prevent the -4 melee, then -4 to the roll
searing light damage undead: 6d6 ⇒ (4, 3, 3, 5, 2, 5) = 22
in case this creature is particularly vulnerable to light, then replace damage with below
SL vulnerable to light: 6d8 ⇒ (3, 7, 6, 8, 6, 2) = 32

Iskender |

"Doesn't look like there is room enough for 2. I will see what I can do from back here."
Using Recalled Blessing (mythic power) to cast without expending a Searing Light.
[dice=range touch attack]1d20+7
if there is no part of the target that I can hit (large size) to prevent the -4 melee, then -4 to the roll
[dice=searing light damage undead]6d6
in case this creature is particularly vulnerable to light, then replace damage with below
[dice=SL vulnerable to light]6d8
+2/+2

Dakkar. |

Dakkar snarls. Another undead thing; not tasty.
Regardless, with a supernal surge of speed, launches himself behind the creature and tears into it.
Mythic power for Fleet Charge
Bite: 1d20 + 12 + 2 + 2 ⇒ (18) + 12 + 2 + 2 = 34
Damage: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Bite: 1d20 + 12 + 2 + 2 ⇒ (10) + 12 + 2 + 2 = 26
Damage: 1d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Bite: 1d20 + 12 + 2 + 2 ⇒ (13) + 12 + 2 + 2 = 29
Damage: 1d6 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Claw: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25
Damage: 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9
Claw: 1d20 + 12 + 2 + 2 ⇒ (14) + 12 + 2 + 2 = 30
Damage: 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Tail: 1d20 + 7 + 2 + 2 ⇒ (1) + 7 + 2 + 2 = 12
Damage: 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Dakkar thinks Fleet Charge might be a little overpowered

GM_Almonihah |

The undead creature manages to look surprised in the brief moment before the relentless barrage of attacks from Kit, Dakkar, and Fenwick make it a re-dead creature. Or more accurately, a number of body parts scattered across the floor.

Dakkar. |

Dakkar spits out bits of nasty undead.
"Blech. I'm good with having friends, but can we pick a fight with something that tastes better next time? Let's at least look around and see if anything in here was worth the bother."
Perception: 1d20 + 9 ⇒ (16) + 9 = 25

GM_Almonihah |

Around the bier the undead had been laying on are a few treasures:
3 turquoises worth 300 gp each
A +2 heavy mace
A caster's shield (with meld into stone)
2 potions of water walk
A scroll of stone to flesh
A wand of stone shape with 10 charges

Bishop Fenwick |

I can hold on to the scroll and wand in case we need to use them. The caster's shield isn't of interest to me. I use a buckler so I can still have a hand free to cast spells. I'm under the impression if I put a shield in my non-weapon hand, then I don't have a free hand for spells.

GM_Almonihah |

Well, the decorations and offerings and the fancy bier certainly suggest this was someone important. Though... isn't it all... just a bit too fancy? These monks seemed really big on the whole humble circumstances thing.
The other wall is a bit harder to break through, given it doesn't seem to have suffered the same kind of damage as the other one, but you're able to get through it without too much difficulty. The tunnel on the other side is much narrower, however, forcing you to crawl through single-file. Make sure to organize your tokens so you're in the correct order--you're entering E8. Thankfully the tunnel ends in a larger cavern where you can stand up. Unfortunately, the room is empty, simply ending in a smooth wall.

Dakkar. |

Perception: 1d20 + 9 ⇒ (10) + 9 = 19
"I think it unlikely this is the Saint they were going on about. He was supposed to be buried with some weird doohickey, not this fanfare."
Dakkar doesn't see anything!

Kit 'Skylark' Bridger |

Perception 1: 1d20 + 10 ⇒ (11) + 10 = 21
Perception 2: 1d20 + 10 ⇒ (16) + 10 = 26
Heads up! It looks like grubs want to eat us!
Kit will shoot a bolt at the nearest grub!
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d10 ⇒ 1

Dakkar. |

Oh, hey, forgot to do the second roll.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Dakkar can see the grubs too!
"Ech. Edible I guess, not very tasty-looking."
Do we get a surprise round/whatever?