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Nalshene steps backward and casts a Quickened shadow dragon's breath, firing a line of acid at the stupid devil.
Caster Level: 1d20 + 14 ⇒ (13) + 14 = 27
acid: 12d6 ⇒ (2, 4, 4, 3, 6, 4, 3, 5, 5, 3, 2, 3) = 44
The devil gets a DC 29 Will save to reduce the damage to 20%, then a DC 29 Reflex save to reduce the damage by half.
She then casts fly on herself so that she'll hopefully be able to get to any allies who might go down this time.
Nalshene is ready to use breath of life on Jeb next round if necessary.
And Narshala attacks again.
bite: 1d20 + 15 + 2 - 3 ⇒ (19) + 15 + 2 - 3 = 33
damage: 1d6 + 6 + 6 ⇒ (4) + 6 + 6 = 16
grab: 1d20 + 20 ⇒ (2) + 20 = 22
talon1: 1d20 + 16 - 3 ⇒ (5) + 16 - 3 = 18
damage: 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18
talon2: 1d20 + 16 - 3 ⇒ (5) + 16 - 3 = 18
damage: 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16
claw1: 1d20 + 15 - 3 ⇒ (20) + 15 - 3 = 32
damage: 1d4 + 6 + 6 ⇒ (3) + 6 + 6 = 15
claw2: 1d20 + 15 - 3 ⇒ (4) + 15 - 3 = 16
damage: 1d4 + 6 + 6 ⇒ (2) + 6 + 6 = 14
crit chance on claw1: 1d20 + 15 - 3 ⇒ (13) + 15 - 3 = 25

DM Kludde |

Pad teleports himself and his two companions again. Amsheagar moves up to heal Jebediah, while the devil hacks at him as he moves away.
The green squares are the force cages, you cast move through them.
Scythe: 1d20 + 20 ⇒ (18) + 20 = 382d6 + 11 ⇒ (2, 6) + 11 = 19
Nalshene tries to takes out the last devil, but it seems to see through the shadow ruse, and resist the tiny prickling of acid that remains. Narshala has none of it, though, and rips the devil apart.
Will: 1d20 + 9 ⇒ (18) + 9 = 27
RFXl: 1d20 + 11 ⇒ (7) + 11 = 18
----
Glaurung
Jebediah
Nalshene
Pad
Amsheagar
Shinkeer (Caged)
---
Devil - Red (shackled to wall)
Devil - Green (27)
Devil - Yellow (123)
---

DM Kludde |

You have effectively locked up the last two devils, so if you prefer, we can call combat over

DM Kludde |

Okay then
With the devil defeated, and the other two locked away, the room is safe once more.
Combat over
The adventurers have explored the depths of the tomb of the iron medusa, and uncovered a great secret, hitherto lost to the mists of time. Though their quest here is complete, they cannot shake the fact that they did not investigate the full mausoleum.
In other words, there are more areas to explore, but you can also opt to pass on them.

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Jebediah stops raging, and sinks to the ground, looking utterly exhausted.
"Those things were exceedingly painful!"
He then casts Heal on himself.
Once recovered, he turns to the others.
"There's only a few outbuildings left, which looked like more of those small crypts. For completeness sake, let's check them out before we leave, just to be on the safe side."
Once everyone has had a chance to heal up, he then moves to do exactly that.
I have placed Jeb on the main map to indicate which building he will go to first. He will then proceed to the others in a counter-clockwise fashion. 'Take 10' on Perception = 42.

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An invisible Pad knocks on the forcecage containing Shinkeer.
"Hello Skinkeer? Can you hear me? I hope this isn't a permanent spell. I really should study spellcraft in my spare time."
He casts greater infernal healing anyone else that requests it and aids Jebediah in his search.
"Treasure hunting is my favorite pastime activity after a seven course meal! Is it snack time yet?" Says the gnome Seeker after Skinkeer is released from his windowless cell. He fiddles in his Handy Haversack for pastries and chocolates.
Auto aiding Jeb for Perception 44. Greater Infernal Healing grants 40 hp per casting
CLW @self; 33 charges remain: 2d8 + 2 ⇒ (6, 3) + 2 = 11

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Sorry, I was a bit late in joining the party above. Starting teaching my first discussion section yesterday so I was busy preparing.
InvisiDracoGlau hands her wand to one of the druids for some quick healing.
clw: 8d8 + 8 ⇒ (5, 1, 7, 3, 5, 1, 4, 4) + 8 = 38 close enough
"Sure, let's check them out quickly. I'm eager to get out of this damned place. Praise Asmodeus, but it sounds like the Adellas were on his bad side and I don't like that one bit."

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Nalshene snorts at Glau's blasphemous comment, but keeps herself mostly quiet about it. "Yes, let's finish with this horrid place."
CLW: 4d8 + 4 ⇒ (7, 5, 8, 1) + 4 = 25 She uses a few wand charges on herself.

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Shin sit in a lotus position within his cage, meditating. It take a few long moments before he responds to inquiries. "I am here, Master Pad. I have no way of escaping. Any help or advice would be most appreciated."

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If someone bothers to explain to Jebediah what a Forcecage is, and how to deal with them, Jebediah can free Shinkeer - he currently has Disintegrate prepared as a domain spell...

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Forcecage only lasts a number of rounds, so I expect him to appear soon. Pad is not trained in such trivial details, but he is definitely learning that spell next level!

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"The cage can be destroyed, but only with a spell of disintegration. I do not have such abilities currently. Obviously I will need to purchase a scroll or two of such a spell when we return to the city."

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"Ah! That I can help you with, right now..."
So saying, Jebediah casts a spell, firing a green ray at the cage surrounding Shinkeer, which causes it to Disintegrate.
"Shall we continue?"

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Amsheagar, still holding his wand, steps up. "I think that we should heal ourselves first before we go." he uses his wand and heals himself first. Then he starts tapping those who are injured. let me know who needs it. I'll use the first 5 to get back to full temp health.
CMW: 2d8 + 3 ⇒ (7, 5) + 3 = 15
CMW: 2d8 + 3 ⇒ (5, 3) + 3 = 11
CMW: 2d8 + 3 ⇒ (2, 7) + 3 = 12
CMW: 2d8 + 3 ⇒ (7, 6) + 3 = 16
CMW: 2d8 + 3 ⇒ (6, 4) + 3 = 13
Other people
CMW: 2d8 + 3 ⇒ (8, 1) + 3 = 12
CMW: 2d8 + 3 ⇒ (8, 1) + 3 = 12
CMW: 2d8 + 3 ⇒ (4, 3) + 3 = 10
CMW: 2d8 + 3 ⇒ (2, 2) + 3 = 7
CMW: 2d8 + 3 ⇒ (5, 2) + 3 = 10
CMW: 2d8 + 3 ⇒ (5, 7) + 3 = 15
CMW: 2d8 + 3 ⇒ (6, 3) + 3 = 12
CMW: 2d8 + 3 ⇒ (4, 3) + 3 = 10
CMW: 2d8 + 3 ⇒ (4, 1) + 3 = 8
CMW: 2d8 + 3 ⇒ (7, 7) + 3 = 17

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As the force cage disappears or disintegrates, Shin jumps up from his seated position and nods. "I am ready when you are. Where to next?"

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Shinkaar takes the next two wand charges to bring him up to fill.
remaining
CMW: 2d8 + 3 ⇒ (4, 3) + 3 = 10
CMW: 2d8 + 3 ⇒ (2, 2) + 3 = 7
CMW: 2d8 + 3 ⇒ (5, 2) + 3 = 10
CMW: 2d8 + 3 ⇒ (5, 7) + 3 = 15
CMW: 2d8 + 3 ⇒ (6, 3) + 3 = 12
CMW: 2d8 + 3 ⇒ (4, 3) + 3 = 10
CMW: 2d8 + 3 ⇒ (4, 1) + 3 = 8
CMW: 2d8 + 3 ⇒ (7, 7) + 3 = 17

DM Kludde |

Searching the various buildings on the burial grounds, the adventurers eventually come across one that has a sepulchre inside that says:
Marcus Iulius Adella, 3711–3758, Great Patriarch of Our Clan, Died Valiantly at the Battle of Istavala Vale Saving Prince Abelard from the Undead Hordes of the Whispering Tyrant, Earning the King’s Gratitude. Herein Lies Our Claim to Nobility. May Great Woe Befall Any Who Would Violate His Most Sacred Rest.
You recall that the person normally considered the “great patriarch” was Marcus Junius Adella, not Julius.

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"Well its nice to know that someone in their family did something worthy and died nobly."

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Amsheagar pokes the dragon and heals him up to full.
7 CLW remaining
CMW: 2d8 + 3 ⇒ (2, 2) + 3 = 7
CMW: 2d8 + 3 ⇒ (5, 2) + 3 = 10
CMW: 2d8 + 3 ⇒ (5, 7) + 3 = 15
CMW: 2d8 + 3 ⇒ (6, 3) + 3 = 12
CMW: 2d8 + 3 ⇒ (4, 3) + 3 = 10
CMW: 2d8 + 3 ⇒ (4, 1) + 3 = 8
CMW: 2d8 + 3 ⇒ (7, 7) + 3 = 17

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Jebediah shrugs.
"Well, I suppose if you have enough generations of a particular family, eventually, one of them is going to fall a bit far from the tree..."
He then turns to look at the others.
"It looks like that is it; shall we head back? We have what we came for, and then some!"

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"I suppose so. I look forward to researching a few spells to fill out my repertoire... I was woefully unprepared for that combat with the devils, and that is shameful for a Venture Captain."

DM Kludde |

So, you want to finish this? Nobody has a K(nob)?

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Knowledge nobility is not something Druids usually have.

DM Kludde |

Uhm, okay then...
Pad feels a bit of a draft coming from the crypt in this room.
Does that work? ;-)

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Sure ;-)
"Hmmm... Looks like there's a complex underneath this crypt... Shall we take a look?"
So saying Jebediah moves forward to lever the crypt in question open.
After thoroughly searching it for traps, of course!

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"Wow, I can't believe I missed that! I really should invest in some magical goggles to see things such as that. This dungeon has really woken me up to the deficits in my own magical abilities..."

DM Kludde |

Woken you up? How do you think those devils feel?!
Inside the crypt is a stairway that descend into another underground area.
The walls of this room are brick. The ceiling is twenty-five feet above, and from its center hangs a ghastly chandelier, made entirely of skulls and bones. A pair of tapestries flanks a corridor that exits to the east, so ancient that the fabric retains only hints of the original color and the scenes they depict are insubstantial. Written on the stone above the archway seems to be some sort of phrase, although letters seem to be all strung together:
SOONENOUGHYETOOSHALLSLEEP
he room’s lone sarcophagus is made of plain limestone and the fitted lid is without mortar and somewhat askew, as though replaced in haste. Carved in its surface is: “Marcus Junius Adella, 3711–3758, Hero of Taldor, Patriarch.” Along the lid’s edge are the words, “While my bones rest peacefully here, the guardians need not protect me.”

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"Probably. SO let's avoid doing that then, shall we?"
Jebediah conducts a careful search of the room, before leaving via the left-hand corridor.
Perception 'Take 10' = 42.

DM Kludde |

Moving on from the entry chamber, the underground vault holds a series of twisting corridors, narrow and of low ceiling, riddled with burial niches. Some host one or two full skeletons in tattered rags; others are packed with bones stacked in an artful, if grisly, manner—one niche holds nothing but thigh bones, another jawbones, another an array of vertebrae. Some of the walls feature decorative brickwork, others are adorned with frescoes, and still others have bones and skulls mortared into place as though they were the most convenient and mundane building materials. The air is stale, and all areas are lit as though by flickering torchlight, though no such illumination can be found.
Eventually, the adventurers stumble upon a larger chamber. From the threshold, the party can peer into the room. Arranged in various raised niches in the ornately-bricked walls are several dozen mummified corpses, attired in clothing of bygone eras, standing in lifelike poses as though engaged in conversation. Four oval niches in the north wall are obvious places of honor, as each holds but a single mummy bearing valuable-looking treasures. The room itself is lit brilliantly by two spheres of bright light floating near the center of the thirty-foot-high ceiling above.
This is M3 on the map

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"Well now. Treasures such as those could keep the Society running for years at a time! I suppose it's our duty to at least try to acquire some of them... though I again get the sense that there will be undead guardians that we must deal with."

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"The Society? I think this is the reward the Adella boy promised us! Let's gather it up. And if there are undead guardians, so be it."

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"Ha! Fair enough, Glau. Though of course we'll have to chronicle all of it for the society regardless."
Nalshene will send Narshala into the room, sniffing around for dangers.
Percep with scent: 1d20 + 6 ⇒ (14) + 6 = 20

DM Kludde |

init, Glaurung: 1d20 + 8 ⇒ (19) + 8 = 27
init, Nalshene: 1d20 + 5 ⇒ (6) + 5 = 11
init, Amsheagar: 1d20 + 8 ⇒ (5) + 8 = 13
init, Pad: 1d20 + 10 ⇒ (19) + 10 = 29
init, Jebediah: 1d20 + 2 ⇒ (5) + 2 = 7
init, Shin: 1d20 + 3 ⇒ (6) + 3 = 9
init, Shining creatures: 1d20 + 7 ⇒ (4) + 7 = 11
As Pad moves into check for traps, the room suddenly fills with a searing light, flooding in from the illumination spheres.
DC 25 Fort or be blinded
Pad then feels a burning ray of fire hit him in the chest
RT, Pad: 1d20 + 19 ⇒ (4) + 19 = 2310d6 ⇒ (2, 1, 2, 4, 1, 1, 6, 4, 4, 3) = 28
---
Pad
Glaurung
Amsheagar
---
Glowing thing
Glowing thing
---
Nalshene
Shinkeer
Jebediah
---

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Amsheagar starts to transform into a huge air elemental

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Assuming she can see the guys on the map. "Not nice!" Glau shouts as she throws a snake of fire between the two spheres of light.
fire damage: 13d6 ⇒ (4, 5, 6, 2, 6, 3, 1, 4, 2, 1, 5, 4, 5) = 48
[ooc]DC 19 Ref for half (stupid Cha damage)[/dice]

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Fort: 1d20 + 17 ⇒ (12) + 17 = 29.
"That... is a pretty bright light!"
Closing his eyes (so as to rely solely on his blindsight), Jebediah charges one of the glowing things.
Talon, Rage, Pounce: 1d20 + 21 + 2 + 2 ⇒ (4) + 21 + 2 + 2 = 29, for 1d8 + 18 + 2 ⇒ (7) + 18 + 2 = 27 damage +2d6 ⇒ (1, 6) = 7 Holy damage +1d6 ⇒ 5 Acid damage.
Talon, Rage, Pounce: 1d20 + 21 + 2 + 2 ⇒ (16) + 21 + 2 + 2 = 41, for 1d8 + 18 + 2 ⇒ (6) + 18 + 2 = 26 damage +2d6 ⇒ (6, 6) = 12 Holy damage +1d6 ⇒ 2 Acid damage.
Bite, Rage, Pounce: 1d20 + 21 + 2 + 2 ⇒ (19) + 21 + 2 + 2 = 44, for 1d6 + 18 + 2 ⇒ (6) + 18 + 2 = 26 damage +2d6 ⇒ (3, 1) = 4 Holy damage
Foreclaw, Rage, Pounce: 1d20 + 16 + 2 + 2 ⇒ (5) + 16 + 2 + 2 = 25, for 1d8 + 18 + 2 ⇒ (6) + 18 + 2 = 26 damage +2d6 ⇒ (6, 1) = 7 Holy damage
Gore, Rage, Pounce: 1d20 + 18 + 2 + 2 ⇒ (8) + 18 + 2 + 2 = 30, for 1d8 + 15 + 2 ⇒ (4) + 15 + 2 = 21 damage +2d6 ⇒ (5, 1) = 6 Holy damage

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didnt see the fort thing.
blind: 1d20 + 11 ⇒ (19) + 11 = 30

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Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Fort Narshala: 1d20 + 13 ⇒ (2) + 13 = 15
Sigh. Both Nalshene and Narshala have been blinded.
"My friends, that light has blinded me! And from what I know of Narshala, her whimpering suggests she has also been blinded. I have two scrolls which will remove such maladies, if someone would be willing to pull them out and cast one of them for me!"

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"Someone turn off the lights!"
Pad moves 15 feet away and casts Chain Lightning at flying globes of light.
SR 1: north: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33
SR 2: south: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27
DC Reflex 28 (north) DC 26 others: 19d6 ⇒ (6, 2, 5, 4, 2, 3, 2, 5, 6, 3, 4, 1, 3, 1, 3, 2, 2, 5, 3) = 62
FYI, Pad is a 14th level sorcerer an item granting +1 caster level, two feats granting +2 caster levels in evocation spells and +2 caster level with Chain Lightning boon from Ruby Phoenix.

DM Kludde |

Fort, Glau: 1d20 + 12 ⇒ (12) + 12 = 24
Fort, Pad: 1d20 + 14 ⇒ (14) + 14 = 28
Glaurung bathes the bright creatures in fire, as Jebediah winds walks up to the glowing thing, ripping at it. Lightning then strikes the two and the first of them drops to the floor, a lot fainter.
RFX: 1d20 + 10 ⇒ (3) + 10 = 13
The last creature shoots a searing ray at pad, burning him badly.
Ray, Pad: 1d20 + 19 ⇒ (4) + 19 = 2310d6 ⇒ (1, 6, 5, 2, 6, 1, 2, 2, 4, 3) = 32
---
Nalshene
Shinkeer
Jebediah
Pad
Glaurung
Amsheagar
---
Glowing thing (62)
---
---