
Neltji |

Neltji is not surprised at the reaction from the young woman. After all, she had a tramatic life experience with these caves that has stayed with her all her life and caused her to be alone. In that case then this is where we depart I believe. Out fate and destiny is through the mines. If we ever see you again then I wish you and Jaji well. At least we know a little bit more of what we may face and for that I thank you.
Neltji hitches up her pack and moves to go by her porter Steve.

Nothus Adalis |

Nothus says, "We can't leave a hoarde of the dead behind us."

DM RichD |

If you go into the mines, I will take the long way around. I will wait at the mine exit for seven days. After 7 days I will know you are dead and move on. May your gods welcome you home.
Unless you have any other questions, she will leave, going into the direction of the long way around.
Let me know what you want to do.

Neltji |

If we make it though the mines safely then we will be ahead of you. There will be no reason for you to wait for us. It would be better for you to try and catch up along our path if you wish to join us.
How far till we reach the mines? Will it be another day for us to prepare different spells?

DM RichD |

To her its irrelevant. She doesn't think you will survive so she is not worried about beating you to the other side. The seven days is just a courtesy in case your relatives come looking for your remains. {INSERT EVIL DM LAUGH HERE!}
Yes, you have a day to prepare.
Before she leaves, Athyra turns to you and says, Yes, I will follow. It will be nice for Jaji and I to have company. She gives an odd smile that you can't tell is one of hope or skepticism. Oh! When you are in there, if you find anything out about my father, please let me know. He also had a silver locket with a picture inside that I would like to have. Best of luck to you all.

Nothus Adalis |

I'd imagine that it's easier to carry it out with us.

Ndombe |

Yeah, so, a girl who was about to ambush us, but then doesn't want to come with us to where her Dad dies, but she wants us to bring her Dad's locket back? Nahhh, we tell her where it is and she can go find it herself says Ndombe.

Neltji |

Appreciating the request and what it means Neltji agrees whole heartedly. Definitely I will keep an eye out for the locket. What was your father’s and mother’s name? I have heard that some undead have vague traces of who they were still imprinted in their being. It is possible this is the case.
Neltji will also get a description of her father and mother in case there is still any resemblance as an undead.

DM RichD |

Athyra smiles at Neltji, His name was Bran and her name was Sansa. I hope they are not among the undead. That thought makes me sad.
C1. Abandoned Mining Camp
The sagging and overgrown remains of a small camp mark the site of the old mine, its gaping entrance visible in the hillside behind the camp.
The mining camp is abandoned, and consists of a large barracks and meeting house, an operations office, two storage buildings, and a small house for the mine owner and his family.

Nothus Adalis |

Nothus whispers, "Seek," and he and his small companion begin to look about for anything out of the ordinary.
Perception (Blackleaf): 1d20 + 6 ⇒ (1) + 6 = 7 (+8 if scent applies)
Perception (Nothus): 1d20 + 11 ⇒ (12) + 11 = 23

Neltji |

Neltji pauses a second to identify the mold before approaching the book.
Knowledge nature w guidance 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Once it is deemed clear then she will carefully look through it and see what they can discover. Excellent find guys! This might be a journal that will describe what we are facing. Whatever else is to be found is in the mine itself. Do we want to take a look?
I have prepared 2 castings of mage armor if someone else would benefit from some extra protection as we explore the mine.

Nothus Adalis |

Nothus shrugs, "Anyone have a way to protect the book? Worried it'll fall apart if we touch it." He then shakes his head, "Think my magic armour is more effective."

Nothus Adalis |

Nothus takes a moment to look at the book before touching it, Last thing we need is to release a cloud of mould spores...
Perception: 1d20 + 11 ⇒ (4) + 11 = 15

DM RichD |

Neltji thinks contacting the book with skin will give the person some sort of disease from the mold. Therefore using gloves, a rag or a stick, you open the book to the last entries. The last few entries in the logbook are dated 15 years ago and document the mining company’s downfall. The mine’s owner, a man named Feran Crinhouse, was looking for new salt deposits and decided to secretly try connecting his mine with another mine on the far side of the hills, abandoned earlier under mysterious circumstances and rumored to be haunted. Just as the miners broke through to the abandoned mine, they unearthed a strange orb that glowed with a pulsing blue light. Crinhouse decided to go down into the mine to personally investigate. The final entry is in a different handwriting, and reads, “They’ve come up from below! They’re all dead, and their touch withers the flesh! May the gods have mercy on us!”

Nothus Adalis |

Nothus shakes his head, "Trust a businessman to ignore common sense and unearth ancient evils in search of coin."

DM RichD |

The wooden beams supporting the mine’s main entrance are weathered and sagging. Water trickles down the sloping floor among the wooden footholds leading down the main shaft.
Inside the mine, the tunnels are pitch black. The walls of the mine are carved from gray rock salt, and most of the tunnels and chambers in the mine are flooded with water, ranging in depth from knee-deep to shoulder-deep. Narrow walkways connected by rickety wooden bridges run along the walls in most of the rooms and passages.
What's the marching order and what are you using for light?

Cevill Cyra |

Can we do a knowledge religion check on undead that have a touch that withers? Cevill is toward that back. Cevill needs and has a light but can leave it covered and hold someone's had if need be.

Neltji |

Neltji casts mage armor on herself as they enter the mine. Once it gets too dark to see she then casts light on the weapon of whomever is in front. She herself is in the middle of the group for protection. Anyone know what the book may be referencing in regards to a withering touch?
knowledge religion w guidance 1d20 + 7 ⇒ (17) + 7 = 24

Neltji |

A salt wight? So the important thing is not to let it touch us and for us not to get surrounded. Do you think fire works against them?
If the group is able to walk side by side she will keep Steve beside for mutual protection.
Just for clarification I am not expecting Steve to be involved with any combats but also feel like I need to to include him since he is Neltji’s porter.

Nothus Adalis |

Nothus taps the end of his staff, causing it to begin to shed a light. He then wonders, "If not that, maybe water?"
Casting light

Neltji |

Maybe not but perhaps water could be used as a lure or distraction if needed.
Neltji continues onward slowly picking her way though the mine with the others keeping alert for any strange sounds that might indicate something approaching.
Perception 1d20 + 2 ⇒ (7) + 2 = 9

Nothus Adalis |

Nothus shrugs, "Just have memories of squeezing my arm to explode mosquitoes, thought it might work here, too. But I know nothing about the undead, other than them being unnatural."

DM RichD |

C2. Mine Entrance
The wooden beams supporting the mine’s main entrance are weathered and sagging. Water trickles down the sloping floor among the wooden footholds leading down the main shaft.
Inside the mine, the tunnels are pitch black. The walls of the mine are carved from gray rock salt, and most of the tunnels and chambers in the mine are flooded with water, ranging in depth from knee-deep to shoulder-deep. Narrow walkways connected by rickety wooden bridges run along the walls in most of the rooms and passages.
As you walk around one of these puddles of water, a clear ooze rises from it!
Cevill Cyra: 1d20 + 3 ⇒ (10) + 3 = 13
Ndombe: 1d20 + 2 ⇒ (10) + 2 = 12
Neltji/Anthony: 1d20 + 6 ⇒ (12) + 6 = 18
Nothus Adalis: 1d20 + 2 ⇒ (16) + 2 = 18
Crystal Ooze: 1d20 - 5 ⇒ (14) - 5 = 9
Initiative Order/HP
Neltji/Anthony 18 (33/33)(0?/0?)
Nothus 18 (43/43)
Cevill 13 (39/39)
Ndombe 12 (40/40)
Crystal Ooze 9 (50/50)
Tactical Map has been updated.
Up First: Everyone

Neltji |

Know engineering 1d20 + 6 ⇒ (7) + 6 = 13 worried about cave in
Know dungeoneering ooze 1d20 + 6 ⇒ (18) + 6 = 24 special defenses or attacks
Seeing the ooze creature rise up in front of them Neltji calls out for everyone to be aware as well. She hexes it with an evil eye hoping to make it shuffle away from its own attacks before moving 30ft away from it and giving Blackleaf a place to attack from
Evil eye to hit DC 16 will
Fall back if we have to and attack it at range!

Neltji |

That is where I am hoping the knowledge check will help. Trying to keep player knowledge and character knowledge separate.
If Neltji does understand that then she will use misfortune (will save DC 18) on it and cackle to extend the effect.

Nothus Adalis |

Nothus eyes the thing, "Can we actually hurt it with claws and weapons?"
Waiting for information from someone who knows before reacting.

Nothus Adalis |

Not wanting to risk his companion, Nothus holds Blackleaf back, taking a moment to watch the ooze and its movements before swinging his staff.
Studied Combat
Masterwork Staff (Studied): 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 for 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9

DM RichD |

Round 1
Nothus and Ndombe both strike the ooze.
No1Nd2: 1d2 ⇒ 2
The ooze tries to strike Ndombe.
Slam: 1d20 + 6 ⇒ (16) + 6 = 22
Slam: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 4 ⇒ (3) + 4 = 7 + Acid: 1d6 ⇒ 3
@Ndombe: DC20 Fort save or paralyzed for rounds: 3d6 ⇒ (4, 3, 5) = 12 rounds.
It will attempt to grapple him.
Grapple DC18: 1d20 + 10 ⇒ (12) + 10 = 22
Ndombe is grappled.
Initiative Order/HP
Neltji/Anthony 18 (33/33)(0?/0?)
Nothus 18 (43/43)
Cevill 13 (39/39)
Ndombe 12 (30/40)WOUNDED
Crystal Ooze 9 (35/50)WOUNDED
Up First: Everyone

Neltji |

Neltji will continue to cackle madly at the ooze hoping that it will start to realize the helplessness of itself even though it doesn't understand anything else. She will then give guidance to Nothus.

Cevill Cyra |

Cevill will 5ft back and inspire the group.
Inspire courage - allies receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Sorry for the slow posting. My job has had me monitoring for conflicts online, which has made it a little harder to come home and be online. But I think that stuff is calming down now.

Neltji |

With the misfortune it would need to reroll the grapple check as well I believe. And there are no penalties for attacking the grappled to attack the grappler as modifiers all cancel out with each other.

Nothus Adalis |

Seeing the ooze start to wrap itself around Ndombe, Nothus calls for Blackleaf to attack before bringing his staff to bear.
Blackleaf (bite): 1d20 + 10 ⇒ (11) + 10 = 21 for 1d4 + 1 ⇒ (2) + 1 = 3
I didn't include the +1/+1 for Blackleaf, as I'm not sure what kind of performance it is - as some are language-dependant.
Quarterstaff (Right) - Studied, Inspired: 1d20 + 7 - 2 + 1 + 1 ⇒ (11) + 7 - 2 + 1 + 1 = 18 for 1d6 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
Quarterstaff (Left) - Studied, Inspired: 1d20 + 7 - 2 + 1 + 1 ⇒ (17) + 7 - 2 + 1 + 1 = 24 for 1d6 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10