| Signboy77 |
The door in the southern corner is just as difficult to open as the other door was. Water is still about 3 feet high through this hallway.
On the western side of the hallway, a short passage opens up on a chamber. A strange blue fungus covers the walls, ceiling, and pillars of this waterlogged chamber. Its wispy strands stretch out from the wall like roots dangling in the air, twitching and swaying in an unseen breeze. Floating in the water are four decaying corpses—three large rats
and one giant frog—with strange burn marks all over their bodies.
Further south down the hall, you can see that it opens up into another large chamber, though you can't see to well into it until you get closer.
Argus Keld
|
"What is that? I've never seen a fungus like that, and what about the burns on those corpses?"
Argus makes sure to stay back far away from the strange fungus.
| Signboy77 |
I hope you don't mind if I give a little nudge.
Ezren's Knowledge (Nature): 1d20 + 8 ⇒ (13) + 8 = 21
Ezren takes a careful look in the chamber and notes, "Aye, Azure Fungus. Those poor creatures in there probably got hit hard. See - the fungus emits an electrical charge - but the water in here will likely intensify any shock you get. Probably best if we steer clear of this room, unless any of you have a strong urge to search those dead animals."
"Normally, it's not a big deal so long as you don't touch the stuff. If this place weren't flooded, it wouldn't be so dangerous - but such is life."
The party decides to forgo this chamber, noting that the exit on the other side seems to lead back around to the first room on this floor. They head south.
This large chamber is partially flooded, with the south end just
barely rising out of the stagnant water. A large wheel is set into the floor of the dry area, attached to chains that rise up into the ceiling. A thick layer of slick, black mold covers the carvings on the walls of this chamber.
All of the sudden, 6 skeletons emerge from under the water and move in to attack.
Due to the water, this is still difficult terrain, except for within 10 feet of the south wall where the wheel is).
Ezren: 1d20 + 2 ⇒ (6) + 2 = 8
Farris: 1d20 + 1 ⇒ (2) + 1 = 3
Jerrik: 1d20 + 3 ⇒ (6) + 3 = 9
Rayne: 1d20 + 4 ⇒ (11) + 4 = 15
Vitor: 1d20 + 3 ⇒ (13) + 3 = 16
Skeletons: 1d20 + 6 ⇒ (19) + 6 = 25
The skeletons swarm the party, attacking with broken scimitars!
Attack on Argus 1: 1d20 ⇒ 17
Damage: 1d6 ⇒ 1
Attack on Argus 2: 1d20 ⇒ 9
Attack on Rayne 1: 1d20 ⇒ 17
Damage: 1d6 ⇒ 3
Attack on Rayne 2: 1d20 ⇒ 14
Damage: 1d6 ⇒ 5
Party Up!
Rayne draws his longsword and swings it at the skeleton right in front of him.
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Rayne connects, but the sword seems to just nick the bone slightly.
Argus Keld
|
"More skeletons. Blasted things just don't give up."
Argus grunts as he glances at the wound he received before striking back.
Unarmed: 1d20 + 4 ⇒ (9) + 4 = 13 Probably not, but just in case
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Farris Imrian
|
For the previous room: Heal: 1d20 + 7 ⇒ (3) + 7 = 10
Farris nods solemnly along with Ezren's astute observation. Lots of death in these chambers... it was a horrible thing indeed.
"Swimming has never been my strong suit," he admits, accepting the ring and slipping it on the index finger of his left hand.
---------
"More skeletons!" Farris sighs in disgust. "What horrid curse has caused those interred in this crypt to rise again? And why on earth did the people of Kassen think it wise to put fake traps in a place so filled with undead?!"
"Sarenrae, destroy these foul beings!" he calls out again, but the sun's power is weak in this place so far below the ground...
Channel: 1d6 ⇒ 2 (DC 14 Will for half.)
Ezren, Grizzled Wizard
|
Delay until there's less of a crowd ahead.
Ez will draw his wand of burning hands and move to a spot where he is unlikely to be attacked but able to move and use the wand next round.
| Signboy77 |
All good.
5d20 ⇒ (5, 16, 15, 1, 12) = 49
Rayne finishes off a skeleton. Everyone else tries, but are unable to do much of anything.
Farris calls down a blessing, but only 2 of the five remaining skeletons seem to have been effected by it.
The skeletons continue to push forward.
Argus gets an AoO - difficult terrain, so no 5 foot steps.
Argus AoO vs. Skelly: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Argus kills a skeleton.
The remaining four skeletons attack.
Attack vs. Rayne: 1d20 ⇒ 16
The first one misses.
Attack vs. Argus: 1d20 ⇒ 7
Attack vs. Argus: 1d20 ⇒ 1
The other ones miss as well.
Party Up.
Rayne Deverin
|
Rayne swings at another skeleton after taking a moment to study it.
Move action - Favored Target
1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22
1d8 + 3 + 1 + 1 ⇒ (4) + 3 + 1 + 1 = 9
Jerrik Payne
|
Jerrik tries to hit one of the skeletons with an arrow, then backs out of the way so others with more useful ideas can try and use them.
Bow: 1d20 + 5 - 4 - 4 ⇒ (6) + 5 - 4 - 4 = 3 for Arrow: 1d6 + 2 ⇒ (3) + 2 = 5
Ceased inspiring but it will linger for this round and next round.
Argus Keld
|
Argus takes a swing at the skeleton in front of him.
Unarmed: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Farris Imrian
|
Farris moves into a small alcove and releases another wave of burning holy energy into the room, searing bones into charcoal.
Channel: 1d6 ⇒ 5 Will DC 14 half
| Signboy77 |
The party makes systematic work of the skeletons attacking them, bringing the other four down. Argus, Rayne and Farris prove their worth against the bony undead.
Out of Combat.
Argus Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Vitor Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Rayne Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Rayne notices that there are two pits in the middle of the room - though they are tough to see through the murky water. There is a 5 foot wide path down the middle.
A search of the area reveals nothing but the wheel in the room.
Want to turn the wheel?
| Signboy77 |
Nothing left in here so...
The party finds itself back in the round room with stairs leading back to the first level of the crypt. There are portals to the south and the west that have not yet been explored.
Which way?
Argus Keld
|
"Probably opening up some other surprise we're bound to find in a bit."
Argus muses with a dry chuckle before checking his xbow to make sure it's ready, following in behind Rayne.
| Signboy77 |
Rayne heads south. 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.”
Westward...
The corridor 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 evident.
Please adjust your placement on the map either within the western room, or just outside of it.
Jerrik Payne
|
Jerrik sniffs at the water. Seems alright to me. Why not. Kassen is suppose to have been a good man. After drinking the water Jerrik remarks. Refreshing enough I guess. We'll see if I end up dead later.
Vitor Bresnarov
|
Vitor shrugs and follows Jerrik example. After taking a drink, he exclaims. "I feel positively better...and stronger! That is some wonderful water!
1d4 ⇒ 4Yay!
Flexing his shoulders and readjusting his pack, he follows along, sword out.
Argus Keld
|
Argus watches Jerrik and Vitor take drinks from the fountain, then follows suit.
"Aye, doesn't have the kick, but it does make you feel pretty good." He looks down at his equipment, noting the waterskin. "Will to wager it won't work if we take it out of here, but why not."
Argus drains one of his waterskins, before filling it from the fountain.
Once in the western room
Argus sniffs at the rancid smell in the air. "Ugh, most crypts don't smell like this. Be wary, might be something else in here."
Jerrik Payne
|
You felt something? Jerrik asks but notes that his friend's joy is more than enough of a response. Seeing Argus refill his waterskin Jerrik does the same. Certainly shouldn't hurt to try.
| Signboy77 |
As the party enters the malodorous tomb, a shambling and low groaning are heard as foul-looking creatures arise. They look as if they were once human, but they're covered in large pustules, some of which are oozing slowly.
They shambling creatures move to attack the party.
Argus: 1d20 + 4 ⇒ (5) + 4 = 9
Ezren: 1d20 + 2 ⇒ (11) + 2 = 13
Farris: 1d20 + 1 ⇒ (4) + 1 = 5
Jerrik: 1d20 + 3 ⇒ (13) + 3 = 16
Rayne: 1d20 + 4 ⇒ (4) + 4 = 8
Vitor: 1d20 + 3 ⇒ (9) + 3 = 12
Zombies: 1d20 ⇒ 10
Jerrik, Ezren and Vitor are UP!
Zombies
Argus, Rayne, Farris
Farris Imrian
|
Farris follows Argus' example and fills his waterskin with water from the healing spring, leaving only once he has murmured a quiet word of thanks to whatever being blessed this place.
-------
Kn. Religion: 1d20 + 4 ⇒ (10) + 4 = 14
"More undead..." Farris heaves a heavy sigh. "We must find the foul corruption in this place and expunge it before it spreads further than this crypt!"
He then espouses what he knows of these oozing zombies.
| Signboy77 |
Farris Imrian
|
"Watch out for these things! Stand too close when you ram a sword through them and and those gross pustules will burst! There's no telling WHAT diseases they're carrying..."
Ezren, Grizzled Wizard
|
Hmpf, Ezren grunts, shaking his head. Getting close is for you lot. Some of us have more sense than that...
As if to prove his point, Ez reaches into his robes to pull out his wand (giggety) and fires an acid splash at the zombie on whom he has a (relatively) clear shot.
ranged touch vs. flat-footed touch AC: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
damage: 1d3 ⇒ 2
Argus Keld
|
Got a question, are the burial niches in the middle of the room something we can see over. Or do they go all the way to the ceiling? Just curious since you can't really tell from the map.
| Signboy77 |
Excellent question and I apologizing for not clarifying that earlier. They are about 3-feet high. I'll need to double-check to ensure whether or not that counts as partial cover - but you do have line-of-sight over those burial niches.
Vitor and Ezren both attack the zombies and manage to hit with help from Jerrik's inspiring encouragement.
However, all of the zombies are still standing and they move in to attack the party!
The zombie that Vitor hit with an arrow staggers forward, but takes so long to do so, it is not able to attack.
The other zombies also close in, though none of them attack at this time.
Party UP!
1:5
2:3
3:0
4:0
Rayne Deverin
|
Rayne draws his sword and slashes at a zombie after studying it.
Inspire, Favored Target: 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 18
1d8 + 3 + 1 + 1 ⇒ (8) + 3 + 1 + 1 = 13
Farris Imrian
|
Farris hefts his scimitar towards the roof and calls out, "Sarenrae, guide our arms against these abominations!" Golden particles of light surround the party, bolstering their morale even further.
Casting bless, +1 to hit for the next minute.
| Signboy77 |
Rayne dispatches a zombie with ruthless efficiency. As Rayne's sword slices through the zombie, it's body explodes - sending rotting flesh all around it.
Fort: 1d20 + 5 ⇒ (19) + 5 = 24
However, Rayne smiles through the flying carrion and isn't affected in the least.
Vitor swings, but in the confusion of battle misses his target.
Meanwhile, Farris blesses his companions with more accurate attacks.
FYI: Bless and Inspire Courage do stack for the attack bonuses that are offered.
Argus, Jerrik and Ezren are up.
1: 6
3:0
4:0
Jerrik Payne
|
Jerrik tries to hit the zombie in the back of the room!
Bow: 1d20 + 4 + 1 + 1 - 4 ⇒ (1) + 4 + 1 + 1 - 4 = 3 for Blunt Arrow: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Courage will linger for this turn and next.
Argus Keld
|
"Blasted shambling things. Why don't you just stay down."
Argus grumbles as he drops his crossbow before striking at the undead.
Unarmed: 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22 bless and Courage
Damage: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
| Signboy77 |
Ezren throws some more acid around, like it was nothing. The zombie's flesh starts to sizzle. Jerrik's arrow shot ricochets harmlessly against the ceiling and Argus punches a zombie with force.
The zombies retailiate.
One tries to slam against Argus.
Slam: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Argus Fort Save: 1d20 + 4 ⇒ (2) + 4 = 6
The zombie connects and Argus starts feeling unwell.
In 1d4 ⇒ 1 day Argus will start to feel the effects of the zombie's disease.
Another steps forward and takes a swipe at Rayne.
Slam: 1d20 + 4 ⇒ (1) + 4 = 5
But it misses. The last zombie scurries around to try and help against Rayne.
Party UP!
1: 9
3:5
4:0
Farris Imrian
|
Channel: 1d6 ⇒ 6 DC 14 Will for half.
Though his reserves of holy energy were waning, Farris continues to call upon the warmth of the sun to cleanse this place, and yet again the room floods with a wave of burning heat.
Almost through all my channels for today.
| Signboy77 |
3d20 ⇒ (20, 14, 19) = 53
Farris calls again to brig down holy energy to harm these creepy undead. However, they are all able to resist the worst of it, but it is still too much for the zombie that's been attacking Argus and he dies, guts bursting.
Argus doesn't need a Fort save.
Vitor Fort Save: 1d20 + 4 ⇒ (15) + 4 = 19
Vitor is able to withstand the flying detritus from the zombie's body.
3:8
4:3
Vitor, Jerrik, Ezren and Argus are up.
Jerrik Payne
|
Jerrik moves into the room, hoping to get a better shot at the zombies! I'll fire at the one directly across from me.
Bow: 1d20 + 4 + 1 + 1 ⇒ (1) + 4 + 1 + 1 = 7 for Blunt Arrow: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
I don't know if they have cover from the stuff in the middle from where I am. **EDIT : It doesn't matter, oof.** Also, this is the last round of Inspire Courage.
| Signboy77 |
I'm not counting those sarcophagi as cover, but yeah - two natural 1's in a row - ouch. I've had plenty of games like that.
Argus Keld
|
Argus lets out a grunt as the zombie slams a fist into him, staggering him back a little. He rears his fist back to retaliate just as Farris's holy power washes over the creature and destroys it.
Shaking his head slight, as he feels a little unwell, he vaults his way up onto the sarcophagi Accrobatics: 1d20 + 6 ⇒ (19) + 6 = 25 before movign in to strike at one of the zombies from higher ground. northmost zombie of the group.
Unarmed: 1d20 + 4 + 1 + 1 + 1 ⇒ (5) + 4 + 1 + 1 + 1 = 12 inspire, bless, higher ground
Damage: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
"Blasted, disease ridden monstrosities."