
Daedalus, the Original DM |

Assuming you're going to the south. Map and soundtrack updated.
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.”

Athromar Karthis |

Athromar grins at Blacklock, "I was thinking the same thing. Let me ease some of our wounds".
Channel Energy 1d6 ⇒ 6
---
As they approach the fountain Athromar raises an eyebrow, "I will see if magic is operating within this pool".
Cast Detect Magic and inspect the fountain.

Athromar Karthis |

Athromar shakes his head at Phineas,"Nor I. If we are to discover their properties, it will be through trial and error".
He drinks from the Fountain to test its utility, he is after all, still suffering from the damage the shadows wrought upon him.

Daedalus, the Original DM |

Athromar feels refreshed as the magic does its work, refreshing him and invigorating him for the trials ahead!
Drinking from the fountain gives you the combined effects of a Cure Moderate Wounds (healing 2d8+10 HP), removes the fatigued, sickened, and shaken conditions, cures 1d4 points of ability damage and gives you the benefits of a full night's rest.
On top of all that, it's time to level up!

Blacklock |
Inspecting Athromar extra closely, ensuring he is not poisoned, or slowly being dissolved by acid, or infested with the tiny eggs of some bizarre lifeform, Blacklock also dares to partake of the fountain's energies.
hp: 2d8 + 10 ⇒ (6, 7) + 10 = 23
Ability: 1d4 ⇒ 3
Do we roll twice for ability cure? Once for fountain and once from rest benefit?

Brother Phineas |

"Erastil is good," says Phineas with a deep sigh. "This refreshment just when we need it. I suppose that only means there are great trials ahead."
Phineas just has 1 pt of STR damage and no HP's missing at present, so his drink has limited effect. Phineas will add another level in Ranger to try to even out some of the exposure that Blacklock keeps taking.

Brother Phineas |

Glad that the others are getting some relief from the shadow's touch, Phineas sits down with the unknown magical devices and tries his best to divine the meaning of the magical auras that emanate from them.
Spellcraft, ring: 1d20 + 4 ⇒ (20) + 4 = 24
Spellcraft, dagger: 1d20 + 4 ⇒ (12) + 4 = 16
Eh, maybe beginner's luck...

Brother Phineas |

Now with some of his strenghth back, Phineas offers the Ring of Swimming to Blacklock. "Maybe we have done all the swimming we need, but if not, there's this." He keeps the magical dagger for himself for now, unsure if it will still be needed before they find Kassen's fire and Roldare's sister.
He follows closely, but not too closely, behind the scrappy rogue.

Athromar Karthis |

Cure 1d4 + 1 ⇒ (1) + 1 = 2
Athromar sighs in relief as the waters restore his strength.
He nods to Phineas and draws his mace once more at the end of the three man party.
Stealth 1d20 - 2 ⇒ (16) - 2 = 14
Perception 1d20 + 6 ⇒ (8) + 6 = 14

Daedalus, the Original DM |

As you return to the previous room and explore the passageway to the west, the corridor soon 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 immediately evident. As Blacklock steps into the room, though, four rotting, shambling corpses move out from behind cover, lunging towards the intruder!
Blacklock Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Athromar Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Phineas Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Zombie Initiative: 1d20 + 0 ⇒ (10) + 0 = 10
Map and soundtrack updated, and everyone can go before the zombies.

Brother Phineas |

"These are not typical zombies, but disease-carrying plague zombies. Avoid their touch if at all possible while we dispatch them."
Readying his bow, Phineas will fire around Blacklock as soon as one of the undead makes an appearance.
With Precise Shot now, won't take the -4 for firing into combat, and I will roll without a cover modifier, letting GM make that determination.
Know Religion DC 12: 1d20 + 4 ⇒ (16) + 4 = 20
Phineas bow, FE, PBS: 1d20 + 5 + 2 + 1 ⇒ (13) + 5 + 2 + 1 = 21
Dmg, if hit, FE, PBS, piercing: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Athromar Karthis |

Round 1
Athromar calls upon Sarenrae's divine power once more, "Aid versus the foes!"
Channel Energy - Harm Undead 2d6 + 3 ⇒ (6, 3) + 3 = 12 Will DC 14 for 1/2
Pre-rest I believe I had 2 channels left, I'll use one now!

Athromar Karthis |

Moved myself on the map. Not looking to get all of them, the two closest are fine for now.

Daedalus, the Original DM |

Will Save: 1d20 + 3 ⇒ (16) + 3 = 19
While Athromar's channel is the most powerful yet displayed by the cleric, both zombies it strikes stay standing as they lunge forwards, surrounding Athromar as they swarm around the sarcophagus. While Phineas manages to dispatch one of the wounded ones with a well-placed arrow as it staggers into place. As it explodes into diseased clouds of spores (fortunately far enough away to avoid hitting anyone), another takes its place right behind it.
Map updated, round go! One down, three left.

Athromar Karthis |

Round 2
Athromar calls, "My Lady, with the last of my strength, dispatch these foes".
Channel Energy - Harm Undead 2d6 + 3 ⇒ (3, 1) + 3 = 7 - Will DC 14 for 1/2

Daedalus, the Original DM |

Will Save: 1d20 + 3 ⇒ (16) + 3 = 19
Will Save: 1d20 + 3 ⇒ (17) + 3 = 20
Damage tracker:
Zombie 1: Dead
Zombie 2: -9
Zombie 3: -3
Zombie 4: -7
No zombies fall to the powerful blast of positive energy, though the one west of Athromar seems to have taken the majority of the attack directly, while the others managed to evade the worst of it.

Brother Phineas |

Effectively blocked from attacking the undead (although he really wants to) Phineas touches Blacklock on the shoulder passing limited power of good to the rogue.
Apply Touch of Good which adds +1 sacred bonus to all d20's(attacks, saves etc) for 1 round.

Daedalus, the Original DM |

Slam, Flanking: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Slam, Flanking: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
While they try, the zombies keep tripping over themselves, meaning they all miss horribly with their attacks, despite Athromar being surrounded by the undead.
Round three, party go!

Blacklock |
Tumbling past Arthomar, Blacklock quickly scrambles up the crypt in the center of the room, dropping down behind the zombie for an attack...
Acrobatics: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Climb: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 XD
Attack: 1d20 + 3 + 2 + 1 ⇒ (17) + 3 + 2 + 1 = 23
Dmg: 1d10 + 1 + 2d6 + 1 ⇒ (9) + 1 + (1, 4) + 1 = 16

Brother Phineas |

I think Phineas has LOS on the northernmost zombie on the right, from new position. If cover, I will let the GM make that adjustment.
Stepping forward, a bit in awe of Blacklock's elusiveness, Phineas brings his longbow to bear on the one zombie he can see from the hallway, firing an arrow at the walking corpse, but the arrow caroms off the doorjamb ricocheting to the floor harmlessly.
Phineas, longbow, PBS, FE: 1d20 + 5 + 1 + 2 ⇒ (1) + 5 + 1 + 2 = 9
Guess cover doesn't really matter much on the natural one...

Brother Phineas |

The exploding zombies surprises Phineas the first time it happens, but as it happens a second time, he is a bit more prepared and covers his nose and mouth before inhaling any of the spores...he hopes.
Phineas Fort Save: 1d20 + 5 ⇒ (11) + 5 = 16

Athromar Karthis |

Round 3
Fortitude save 1d20 + 4 ⇒ (17) + 4 = 21 - Athromar closes his mouth blocking off the spores.
He draws his mace and swings - 1d20 + 1 ⇒ (3) + 1 = 4 - Miss!

Daedalus, the Original DM |

Despite Blacklock's success, the others are in no better shape. Both zombies lunge at Athromar. While one nearly trips over its own feet, the other manages to break through Athromar's defenses as he tries to attack.
Slam: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 4 ⇒ (1) + 4 = 5
Athromar takes 5 points of damage and needs to make another Fort save. Party go!

Blacklock |
Blacklock skips around the crypt, slinking into the northeast (as pictured) corner to avoid any interference from the crypts corner...
Acrobatics: 1d20 + 12 ⇒ (3) + 12 = 15
...the distracted zombie gives Blacklock an opportunity to give it all hes got, swinging the old rusty scrap in to the old rotten flesh...
Power Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Dmg: 1d10 + 1 + 3 ⇒ (10) + 1 + 3 = 14
Fort: 1d20 + 2 ⇒ (12) + 2 = 14
Fort: 1d20 + 2 ⇒ (15) + 2 = 17 <--choose

Athromar Karthis |

Round 4
Fortitude Save 1d20 + 4 ⇒ (11) + 4 = 15
Athromar once again turns his face away and goes on the offensive once more. 1d20 + 2 ⇒ (8) + 2 = 10 - Damage 1d8 ⇒ 2

Brother Phineas |

Firing at the zombie in the back of the room again, Phineas tries to thread his arrow through the doorway, around Athromar, and away from Blacklock who now is behind the zombies. "Watch it if they explode again when hit hard." cries the young acolyte.
Phineas longbow, PBS, FE: 1d20 + 5 + 1 + 2 ⇒ (12) + 5 + 1 + 2 = 20
Dmg, piercing, PBS, FE: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Daedalus, the Original DM |

Blacklock easily destroys the zombie in the back, and while Athromar's swing goes wide, it does just enough for Phineas' shot to embed itself deeply in the zombie's rotting flesh, and twin clouds of spores fill the enclosed space. Once they settle, and you get a chance to explore the room, you find a recess in the southeast corner of the room contains an old bag. 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 of cure moderate wounds, 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.” The handbill does not mention a time, date, or who the employer might be.
Combat over! Can I get two Fort saves from Athromar and Blacklock, and one from Phineas?

Athromar Karthis |

Fortitude 1 1d20 + 4 ⇒ (20) + 4 = 24
Fortitude 2 1d20 + 4 ⇒ (4) + 4 = 8
The first time he is able to hold his breath but the second, Athromar breathes in a few spores and begins to cough, "Crap..."

Brother Phineas |

Once the exploding zombies are dispatched, Phineas looks over the sack stashed in the room. [?b]"This curative potion may come in handy before we are done. Think Blacklock should carry it, in case he gets into trouble. The coins can be donated back to the church in Kassen, right?"[/b]
He tucks the pouch, the map, and the handbill into his bag for later investigation. When everyone is ready, he motions to the door on the south wall, asking Blacklock to do his business there.
Are these more Nirmathi coins like the ones found earlier?
Fort Save: 1d20 + 5 ⇒ (9) + 5 = 14

Blacklock |
Sorry was rushing earlier and forgot about all the other nice details here.
k(local): 1d20 + 6 ⇒ (4) + 6 = 10
"Now just what in the hell is this? Someone paid these men to come here? What else could possibly be here besides the Everflame that would warrant employment?" Pacing a bit, he scratches his chin "'Ranger's Lament' is it...? ...forest outpost maybe. Never heard of it."
When handed the potion and explained its contents he grins "Giving up on me already, Brother?" he asks jokingly.
Finally, he advances around the table slowly, poking at things with his rod and tools...
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

Daedalus, the Original DM |

Yes, they are the same coins as before.
Blacklock finds no traps on this door, and opening it reveals a long chamber, with a shallow reflecting pool dividing it, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction.
As you enter this new room, you each catch a glimpse of your reflection in the pool, and you feel a wave of supernatural fear wash over you as your reflection rots, becoming a disgusting visage of what you once were. While those strongest of faith manage to hold on to their sanity through quiet prayers, Blacklock is less fortunate, and his eyes bulge in terror as he scrambles out of the room, screaming. To the south, you hear a great commotion of rustling and squeaking start up, seemingly in response to Blacklock's screams echoing through the crypt.
Blacklock Will: 1d20 + 2 ⇒ (7) + 2 = 9
Phineas Will: 1d20 + 5 ⇒ (18) + 5 = 23
Athromar Will: 1d20 + 4 ⇒ (12) + 4 = 16
Rounds Frightened: 1d4 ⇒ 3
Blacklock is Frightened for 3 rounds, and something may be happening to the south. What do you do?

Brother Phineas |

As Blacklock flees in fear, Phineas eyes the rustling sound with alarm. Thinking its better to approach whatever this is at full strength, the stalwart acolyte shuts the door, standing guard against anything that might come through from the other side.

Athromar Karthis |

Athromar gives chase to Blacklock and attempts to get close enough to cast a spell.
Protection from Evil.

Daedalus, the Original DM |

While Athromar manages to brush Blacklock as he flees, the spell doesn't do anything for the primal feeling of terror Blacklock is experiencing, and he continues his mad rush towards the entrance.
Fear effects aren't suspended via Protection from Evil
However, as the sound of Blacklock running fades away, a new sound emerges as hundreds of bats stream out of the next room, swarming into shapes as they attack!
Bat Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Athromar: 1d20 + 4 ⇒ (14) + 4 = 18
Phineas: 1d20 + 3 ⇒ (13) + 3 = 16
Blacklock: 1d20 + 2 ⇒ (15) + 2 = 17
Everyone can go before the bats. Have fun!