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The undead beast, mindless, continues to try to whale on Meran
Slam: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 4 ⇒ (6) + 4 = 10
Once more her defensive posture protects her.
Party is up!

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"Ack! Not as tough as Hugo!"
Hugo makes another swing.
Swing: 1d20 + 4 + 1 + 1 ⇒ (14) + 4 + 1 + 1 = 20
Damage: 1d10 + 7 + 1 ⇒ (8) + 7 + 1 = 16
And since I suspect it is necessary...
Fort Save: 1d20 + 6 ⇒ (19) + 6 = 25

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Even with a thick wall obstructing his swing, hugo is able to explode the creature with his swing covering himself and Meran in miasma.
But then the tomb quiets down and the parrty gets a chance to collect themselves.
This room still reeks.
A brief investigation reveals something however - a pack sitting atop a 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.”
There is a door to the south.

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"I'll bet the poor bloke regrets ever answering THAT job notice"
You should talk. Undead again. You turning into an undead magnet, Deluge?

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"That's true. I wonder who was offering the job? Could be something to find out." She looks around the room.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

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"...so grim..."
Capone casts Detect Magic.

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Deluge hands the CMW potion to Hugo and ignores the gold.
"In your 'line of work' I expect this will be of good use."

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Seeing that everyone is mostly okay the sorcerer is ready to move on,

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I've moved the group forward to the door. Assuming no new discoveries in this room, I expect Hugo will open the door.

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Hugo peaks into the next room and finds that it is a hallway divided by a large reflecting pool.
It is clear this room is intended to be a sort of fanciful remembrance chamber dedicated to Kassen - marvelous murals cover the wall in memoriam to Kassen, now desecrated and twisted into profane images depicting his cowardice and death. The Marble pillars in the room are cracked and blackened with flame
The reflecting pool in the center of the room is spooky and as Hugo peaks in, he sees reflection of himself in the pool, the flesh culled from his body, blood streaming down his face.
As each successive party member comes by they see the same
There is a fear effect on this room, and so for fun you can roll DC 11 Will saves to see how well you hold up in this room but it doesn't have much effect beyond wasting some time, but none of you have long term buffs up so we don't need to dice it out
Hugo turns into the next room and finds it has more of those catacombs.
As he enters he hears some high pitched screeching as swarms of small winged creatures come out from the catacombs and begin to form.
Initiative Bats blue: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Bats red: 1d20 + 2 ⇒ (12) + 2 = 14
Daereon: 1d20 + 6 ⇒ (11) + 6 = 17
Meran: 1d20 + 5 ⇒ (11) + 5 = 16
Capone: 1d20 + 2 ⇒ (2) + 2 = 4
Deluge: 1d20 + 2 ⇒ (18) + 2 = 20
Hugo: 1d20 + 1 ⇒ (13) + 1 = 14
Deluge
Daereon
Meran
Hugo
---
Bats Red
Bats Green
---
Capone

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Will ST: 1d20 + 7 ⇒ (4) + 7 = 11
Actually Deluge does have a 3 minute shillelagh he was hoping would still be active upon entering the room.
"Bats can be such a pain. I got this!"
Not undead! What a refreshing change.
Deluge boldly strides forward and takes a swipe.
"Away with you vermin!'
To Hit: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 2d6 + 1 ⇒ (5, 4) + 1 = 10
If the spell expired then he will be recasting it instead of attacking.

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Oh that does change things - if everyone passes or fails just once and then passes you'll still have it otherwise yeah itll expire

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Is this an enchantment spell?

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1d20 + 5 ⇒ (1) + 5 = 6 if not add if it is is.

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Will Save: 1d20 + 7 ⇒ (5) + 7 = 12

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Will Save: 1d20 + 2 ⇒ (14) + 2 = 16
"Looks like Hugo, but not me."
Waiting to see results of others, but Hugo will be swinging wildly at bats I think.

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Let me just roll again for Daereon since he failed once
Will Save: 1d20 + 5 ⇒ (15) + 5 = 20
provided Meran succeeds one of her checks you will have 1 minute of shillelagh left

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Will: 1d20 + 3 ⇒ (16) + 3 = 19
Meran shivers a little bit, but doesn't notice anything frightening. She sighs as she sees the bats, and pulls out her wand of Burning Hands. She steps to the side to get a clearer shot at it.

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The sorcerer, hearing the bats, after fighting off the illusion also pulls out his wand of burning hands.

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Hugo and Deluge walk up and swing wildly at bats while the rest of the party prepares their wands.
The bat swarms gleefully oblige by swarming all over deluge and hugo.
Capone too finds himself caught in the swarm.
Swarm Damage Capone: 1d6 ⇒ 1
Swarm Damage Deluge: 1d6 ⇒ 3
Swarm Damage Hugo: 1d6 ⇒ 5
I need a DC 11 Fort Save from all 3 or be nauseated.
Deluge -3, bleeding
Daereon
Meran
Hugo -5, bleeding
---
Bats Red
Bats Green
---
Capone -1, bleeding

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Fort ST: 1d20 + 5 ⇒ (1) + 5 = 6
"Oh boy, that was a bad idea. I think I'm going to be sick. These are very bad bats. Very bad indeed."
Deluge hightails it to the corner of the room, hurling as he goes.

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Meran shakes her wand. It fizzles, and she can't use it for the next 24 hours. "Anyone else able to use this thing?" She yells in frustration.
UMD: 1d20 + 11 ⇒ (1) + 11 = 12
Burning Hands: 1d4 ⇒ 2

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Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13
"Bats! How bothersome!"
Standard Action
Capone casts Burning Hands. With a straight cone, Capone should be able to get both from where he is missing all teammates. I drew an Orange cone on the map from where Capone was to show. He moved after he cast so he shouldn't hit himself either.
Burning Hands: 2d4 ⇒ (4, 1) = 5 - DC 16 Reflex for half
Move Action
"I can use the wand, Meran."
Capone heads over to take the wand.

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The sorcerer will use a charge from his wand of burning hands
3d4 ⇒ (1, 4, 3) = 8

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Fort Save DC 11: 1d20 + 6 ⇒ (13) + 6 = 19
Hugo swings again at the many bats.
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d10 + 4 ⇒ (8) + 4 = 12

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Both swarms of bats are swallowed by the two cones of fire and charred bat remains cover the room now.
The next room is fairly quiet and has two large recesses in the ground before a highly descrated chamber meant to celebrate Kassen's life.

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"Phew, man I hate bats like that. Everyone OK?"
Because I believe in being completely full on hit points... Capone will use his CLW wand on people.
Cure Light Wounds (Capone): 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds (Deluge): 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds (Hugo) (x2): 2d8 + 2 ⇒ (3, 5) + 2 = 10

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Capone peers through the doorway and casts Detect Magic.

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"Got anything for an upset stomach?", Deluge asks Capone.
Deluge glares at the bad corpses as if personally insulted, then joins the others on their way to the next room when he feels well enough.

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Deluge drains the cup with a sigh. Pauses for a moment and declares "Ah, much better. Thanks. I have some fermented goat's milk, but it would not settle my stomach." As if you could forget the fermented goats milk he used to keep the beetle at bay.

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[b] Vermin. Bat swarms are difficult to fight [//b]

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"Some things better to avoid. Bats not even good for eating. But they eat bugs, and that is good."
Hugo leads the way into the room once he is no longer ill.

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Deluge nods at the sagacity of what Hugo said.

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Shall we continue? he suggests.

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The vaulted ceiling of this vast chamber shows significant signs of damage, with numerous cracks along its surface. In the center of the room, a 10-foot-wide bridge crosses a deep chasm. On the other side, a pair of stone statues watch over the end of the bridge in front of a set of grand brass double doors.
The statues depict villagers holding shields and spears..
Hugo begins to approach these stony villagers, when suddenly they begin coming to him!
The statues rush forward Bull Rush: 1d20 + 10 ⇒ (8) + 10 = 18
The succeed in pushing him back to the start of the bridge and then quickly retract over the course of 6 seconds.

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"Oh dear. They sure have unfriendly statues in this place. I guess we should leave now."

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He nods.

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"Is there anything we can do about them? Maybe set them off once and rush across the bridge while they reset?"

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Deluge looks at Hugo, then the statues and weighs the probability.
"Do we have to cross the bridge? Maybe someone could jump it" not me "and find a way to deactivate them from the other side."

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If you could just circumvent that plate, you think you could avoid being bumrushed by the statues.

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Perception: 1d20 + 8 ⇒ (16) + 8 = 24
"...say, Hugo, did you feel the ground shift when you walked over it? Could be there is a pressure plate there. Not everything is activated by magic you know."

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We can try to jump over it. Let me try. She takes a couple of steps back. She starts running and jumps over the pressure plate.
Jump: 1d20 ⇒ 14

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Meran is able to hop over the plate with a running start and walks over to the other side.

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Capone looks at the plate with a grim face. "Short legs. This will be difficult for me to perform..."
Capone needs some help here. The -4 penalty to jump for having 20 ft. move speed does not help at all...