
Issa Al'Sadri |

Issa waits for the incoming monk to channel once more.
Ready action : channel when the two monks are in range (six squares)
May Horus' Light takes hold on the creature of unlife.DC21 Will save or Daze): 4d3 ⇒ (2, 1, 2, 1) = 6

GM Ascension |

Between Hezrog and Morvae, the third monk goes still.
Ian, I've only done a single move action for you so far on the map. Do you want to move 20' more into the hall, or wait for the monk to come to you?
Issa, likewise I haven't triggered your channel yet since the other monk died. Do you want to ready an action to channel? Move into the hall and channel? Or do something else?
Serelina, Cormick, Leo, Cindy still have actions to declare.

Cormick Egerton |

Cormick moves up the rest of the group and then mentally sends the orbs of light down the hallway until they encircle the monk.
"Ha Ha... I found you! Tag your it!"
Move to L8, then move dancing lights.
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Current Effects: dancing lights (lanterns), 4 rds; heroism (Ian), 69 min; blur (self), 7min; -7 Wisdom Drain;

GM Ascension |

Cindy maintains the fortune hex on Rilumin by cackling.
The monk rushes towards Ian, taking a blow from the warrior.
Ian Readied Attack: 1d20 + 15 ⇒ (9) + 15 = 24
Damage: 2d6 + 17 ⇒ (3, 4) + 17 = 24
And smashing a fist into Ian's scarred face.
Attack 32, crit confirm 25. Damage 17. Ian needs to make the DC 18 fort save or be stunned for 2 rounds. And a second DC 18 fort save or lose 3 wisdom.
Party is up. Monk is in the doorway. Rilumin is no longer stunned, but he will need to take a move action to pick up his bow.

Ian Marros |

Fort: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Fort: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Ian spits a wad of blood in the monk's face and starts swinging.
P.Atk: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Dmg: 2d6 + 17 ⇒ (4, 6) + 17 = 27
P.Atk: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Dmg: 2d6 + 20 ⇒ (2, 3) + 20 = 25

Hezrog Occorum |

If there is an open place to stand, Hezrog will join Ian in the fray. Otherwise maybe he can stand on the coffin to make room? If so, he bashes at the monk with his shield.
(power attack, studied target)
shield bash: 1d20 + 14 + 2 - 2 ⇒ (9) + 14 + 2 - 2 = 232d6 + 7 + 4 + 2 ⇒ (5, 2) + 7 + 4 + 2 = 20

GM Ascension |

Ian takes a couple of swings, but the monk dodges out of the way of each. Rilumin, likewise is unable to hit the undead.
Rilumin, with Cindy's fortune hex on you, you could reroll your attack roll if you wish.
Hezrog has better luck, cracking his shield against the skeletal figure.
Morvae moves in to the south of Ian reaching out with his claws.
Attack: 31. Crit Confirm 13. Damage 20. Grab attempt: 30
His claws rake across the creature leaving deep gouges, but cannot get a secure hold on it.
Cormick, Leo, Serelina (though I think she is just waiting for the melee to finish it off now), Cindy, Issa

Cormick Egerton |

"Oh, I see what we are doing now. We want to make the monk tired by having him fight longer. I can help with that."
Cormick draws on the powers of his personality and moves forward to touch the monk.
Cast Cure Light Wounds, Move to touch the monk.
CLW, Touch AC: 1d20 + 8 ⇒ (12) + 8 = 20
Damage, Will DC16: 1d8 + 5 ⇒ (5) + 5 = 10
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Current Effects: dancing lights (lanterns), 3 rds; heroism (Ian), 69 min; blur (self), 7min; -7 Wisdom Drain;

Issa Al'Sadri |

Issa waits to see if his comrades and his new allies are able to finish the monk.
Ready action if they are not able to finish the monk I will channel for Channel (Will DC21 or Daze 1 round): 4d3 ⇒ (2, 2, 2, 3) = 9

GM Ascension |

Wisps of light and smoke come off the creature as Cormick touches it with his spell.
Will save vs CLW: 19
Rilumin's new roll hits
Seeing that the creature does not go down, Issa releases a burst of channeled energy. Will save 18, it is dazed
Leo still has an action, but everyone feel free to take another round of actions.

Leo Spellworthy |

Leo will go up to Serelina. "Wizard Belefini, not too harmed I hope?" he says, touching her with his curing wand.
healing: 1d8 + 1 ⇒ (7) + 1 = 8
Haha, indeed. Props, Cormick.
For the next round he'll approach Ian and use his wand on him.
Healing: 1d8 + 1 ⇒ (2) + 1 = 3
"Ian, are your senses still with you? Do not make friends with the undead!"

Ian Marros |

Ian doesn't respond, busy in the fray of battle.
PAtk+VStrike: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
Dmg: 4d6 + 20 ⇒ (3, 1, 1, 5) + 20 = 30

Hezrog Occorum |

Is there enough room for Hezrog to step into K-3?
If so Hezrog first steps there.
Full Attack (flank, studied target, power attack)
main1: 1d20 + 14 + 2 + 2 - 2 ⇒ (12) + 14 + 2 + 2 - 2 = 282d6 + 2d6 + 7 + 2 + 4 ⇒ (2, 1) + (5, 4) + 7 + 2 + 4 = 25
off: 1d20 + 16 ⇒ (14) + 16 = 304d6 + 8 ⇒ (6, 4, 2, 5) + 8 = 25
main2: 1d20 + 11 ⇒ (2) + 11 = 134d6 + 13 ⇒ (4, 4, 3, 4) + 13 = 28
Subtract 2 attack and 2d6 damage from each if no flank

GM Ascension |

Serelina took no wounds, so is not in need of healing. The 3 healing could be applied to Ian, Issa, or Cormick though.
Hezrog steps behind the monk to flank it with Ian, and between the two of them the last monk drops, put to rest at last.
Combat is over.
A quick search of the former undead reveals only a single item of interest. The crypt thing wears a ring of obvious high quality craftsmanship.
One side of the ring contains a widened and flattened piece of metal upon which is etched the face of a man with noble bearing. His face is sorrowful however, and flames cover the background behind him.

Ian Marros |

Ian pokes the dead undead monk with his sword, then starts searching the room. "Everyone okay?"

Cindy Lu |

Cindy offers I have the healing hex and can heal anyone wounded at least a little. She starts by moving to Cormick and healing him. You seem not quite yourself friend. What has befallen you?
Healing Hex on Cormick: 2d8 + 7 ⇒ (4, 7) + 7 = 18

Serelina Bellafini |

Serelinia thanks leo for the healing and examines the crypt thing's ring, attempting to identify any special properties.
By the way, I found some skeletal champions locked in a room...
Appraise take 10 for a 21. Detect Magic concentrating if needed to identify properties of the item Spelcraft: 1d20 + 19 ⇒ (5) + 19 = 24.

GM Ascension |

Lol Hezrog
Ian begins searching the large room. In addition to the door the group came through, the door on the north that Cormick came through, and a similar door on the south that leads back into the spokes and ring, there are two doors at the east end of the large chamber.
Of the two doors set into the east wall, the ground before the northern one has a thin layer of dust on the floor before it, suggesting that door has not seen recent use. The southern door shows a worn path through the dust on either side. Something frequently passes this way.
This old combat map shows the two doors at the east side.
Small amounts of trash have been pushed out to the edges of the room and the corners. Bits of broken glass, remnants of rotted cloth, a few pieces of rusted metal - what may have once been weapons.
Serelina's magic reveals the ring to be enchanted. It is a ring of terrible cost. At the expense of life energy a wearer of the ring may increase the accuracy of a single attack that they make.

Cormick Egerton |

Not sure what Cindy is talking about, he tries to explain as best he can.
"I was hurt in this fight with the black monks. One of them was able to hurt me, but you have nearly healed those wounds already."
A few more seconds pass and then the dancing lights spell expires.
A look of disappointment comes across Cormick's face as he comments, "I really liked those colors, I'll never see them again I guess."
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Current Effects: heroism (Ian), 69 min; blur (self), 7min; -7 Wisdom Drain;

Ian Marros |

Yeah same
"Over here, looks like someones gone through this door a lot."
Ian tests the door, wary of another trap.

Leo Spellworthy |

Serelina's bar shows missing HP, and was the only person I could reach on that first movement, so I'm fine with keeping it.
"There aren't enough miracles of restoration to help all of you punch-addled punching-bags." Leo grins beneath his smoked glasses at Hezrog. "But if you tire of him this way, I know some people that could help, for a cost."
Leo hits Ian with another couple charges of his wand healing: 1d8 + 1 ⇒ (5) + 1 = 6 + healing: 1d8 + 1 ⇒ (4) + 1 = 5, and then resumes his place in the middle of the group.

Issa Al'Sadri |

Sorry, I wasn't prepared to face creatures able damage our soul. I would be able to do something tomorrow when the sun will rise again.
Says Issa while recovering from his own wounds.
I could transform some of my spells to heal you if needed. As my friend Innulamane is not here, some spells I've taken for him won't be of use.
I can spontaneouisly casts 1 cure critical wounds (4d8+7), one cure serious wounds (3d8+7) and 2 cure moderate wounds (2d8+7) on those most hurt

Serelina Bellafini |

"Let us recover from this battle and move on as best we can. Cindy, I hope you can manage your bard... perhaps he can still follow simple directions. Rulumin, just shoot whomever Ian or I tell you to as best you can."

Cindy Lu |

Well, I can try. I am so used to him being quite the capable sort with all manner of good suggestions and the like. But he does seems quite agreeable at the moment. A silver lining I suppose. Still I worry about continuing. What if we meet some other undead that can drain wisdom, or worse yet, they succumb to some enemy's control spell. I have an idea. We are not so deep into this place that we cannot return to the temple above and ask for aid from the priest of Abadar there. They should be standing by and have promised aid.

Leo Spellworthy |

Serelina, are you still in need of healing? I'm not sure if you added any HP from my last cure-light
Just as a reminder, I'm pretty sure you have been the recipient of my imbue spell ability spell, which grants you the ability to cast the following (Cure Moderate Wounds[2d8+7], Entropic Shield, Sanctuary).

GM Ascension |

It is a quick trip back to the upper room, where indeed the priest and several guards wait anxiously.
Lesser Restoration Cormick: 1d4 ⇒ 1
Lesser Restoration Cormick: 1d4 ⇒ 1
Lesser Restoration Cormick: 1d4 ⇒ 1
After several castings, the priest frowns, and speaks to one of the guards to fetch several of the acolytes.
The healing continues once they arrive.
Lesser Restoration Cormick: 1d4 ⇒ 4
Lesser Restoration Rilumin: 1d4 ⇒ 4 Leaving him still at a -1 penalty for now.
I'm forgetting if anyone else got wisdom drained?
Anyone who has 1 min/level spells has about 1 minute left when you get back down.
A careful search of the door uncovers no traps. Opening it shows a 10' wide hallway, doors at 20' intervals on both sides of the wall. The lack of dust covering the floor shows this passage is used frequently, or at least recently.

Cindy Lu |

Cindy thanks the clerics and gives a quick recap of what they have encountered so far. She asks for any advise on how best to proceed before offering A good detour I think. Let us get back to solving this problem.

GM Ascension |

As Cindy begins relating the experiences in the catacombs so far, Trelar listens, his eyes growing wider, then after a moment he stops her, "I should probably be taking notes" he fumbles over his words.
He doesn't seem so much incompetent, as simply being out of his league and not of the adventuring type. He sends for some paper, a pen and inkwell, then begins hastily scrawling as Cindy continues.
Trelar blinks upon being asked for advice on how to proceed, "Errr, um, avoid being touched by any undead if you can. Many carry diseases or can drain the strength or minds of those they touch. We will continue to provide aid as we are able if you need to return here."
The passage beyond the door is described in my previous post, along with a map link.

Serelina Bellafini |

Serelina looks down the hallway of doors and says, "The room I appeared in when teleported away was locked with two skeletal champions within. I do not believe they had the means to unlock the door. I would suggest we check the doors and leave them if locked."

GM Ascension |

The first several rooms appear much like the others so far explored in the catacombs. Opened coffins, discarded bones, and a thick layer of dust on the floor.
The fourth room on the south wall is different though. Two coffins have been turned into makeshift tables for some kind of magical or alchemical laboratory. Several vials of liquid rest on the one against the south wall, while the other contains laid out on it a large, roughly humanoid skeleton. The bones are those of a medium humanoid, but they have been placed such to have three joints each in the arms and legs, the spine extended, and split at the top for three skulls for the skeletons 'head'. Each skull facing a different direction.
This appears to be an incomplete construction of a bone golem.

Cindy Lu |

Knowledge (arcana): 1d20 + 8 ⇒ (9) + 8 = 17 [ooc]So close...[/dice]
Cindy considers the layout and tries to think what it might be for. This seems quite familiar. But I just cannot place where I have seen it.

Serelina Bellafini |

Know Arcana: 1d20 + 17 ⇒ (9) + 17 = 26
Looking at the shaman, Serelina says "You've seen bone golems made before, then? That is what this is about. Let us see if anything of value remains... Possibly something we can use against all this undead..."
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Apraise, take 10 for a 21