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Seeing Toctel not keel over from the water, Elric finally lets Anto, who has been mrowling quietly and trying to inch forward un-observed, have a drink of water. The tiger happily dunks his head in and laps eagerly. Elric follows, and turns to the party after he's had his own drink.
Its quite good. I'd even wager its magical somehow. I feel much better.

GM Qwerty |

of a cure moderate wounds spell, healing 2d8+10 points
of damage. In addition, drinking from the fountain
removes the fatigued, sickened, and shaken conditions,
and heals the character of 1d4 points of ability damage
from one ability score. A character cannot gain the
benefits of drinking from this fountain more than once
per day (additional drinks have no magical effect).
After a group discussion between those who practice magical arts the group determines the nature of the water...

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"That was refresssshing!" Toctep says
Not sure if that is a door to the south, if it is Toctep will open it to see what is behind once everybody is ready, otherwise retrace our steps and go west

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"As I'm feeling perfectly fine, I'm not going to drink right now. It clearly has some healing effect. I might need that later," Teena advises the others.

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Not sure if that is a door to the south, if it is Toctep will open it to see what is behind once everybody is ready, otherwise retrace our steps and go west

GM Qwerty |

if you mean if there is a trap door in the room where the fountain is then no. the items on the n and s wall are just room decorations.
the group retraces their steps back to the circular room and head west...
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.

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Grimnir, at the head of the group, spits.
"Somethin' foul is afit. Undeid, ur mah Uncle Horrace's socks..." he says as he looks around.
perception: 1d20 + 4 ⇒ (1) + 4 = 5

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Teena takes a step backwards. If there was undead around, she wanted the boys to take the front. Her magic was still awfully low right now.

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sorry again for ghosting the game was having a really hard time but then things got better in a big way, I'm becoming a father. Well anyway sorry again I feel bad for doing that to you all no mater the reason
-Posted with Wayfinder

GM Qwerty |

congrats Ruik
Grimnir walks into the room and looks around seeing nothing as cobwebs get caught in front of his eyes...Chankuto follows the dwarf in and immediately notices some strange looking zombies on the west side of the room rising and slowly advancing towards the dwarf and kitsune in a menacing manner...
Teena:1d20 + 4 ⇒ (17) + 4 = 21
Toctep:1d20 + 1 ⇒ (2) + 1 = 3
Grimnir:1d20 + 2 ⇒ (4) + 2 = 6
Chankotu:1d20 + 2 ⇒ (6) + 2 = 8
Necuametal:1d20 + 3 ⇒ (9) + 3 = 12
Elric:1d20 + 1 ⇒ (17) + 1 = 18
Zombies:1d20 + 0 ⇒ (4) + 0 = 4
Combat 1st Round
Teena, Elric, Necu, Chankuto, Grimnir
Zombies
Toctep

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Teena tries to pick up a local unAttended rock and toss it at the closest undead using her Telekinectic Projectile spell.
Ranged attack 1d20 + 2 ⇒ (17) + 2 = 19
Damage 1d6 ⇒ 5

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"Huh, why are you all sssstoping?" Toctep asks, utterly surprised by the zombies
Congrats Ruik!

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Grimnir moves to an advantageous position, then prepares to cave in the skull of the first creature that comes near him.
"Brin' it!" he shouts.
Weapon currently at 10' reach
MW Dorn Dergar: 1d20 + 5 ⇒ (16) + 5 = 211d10 + 4 ⇒ (1) + 4 = 5

GM Qwerty |

Teena enters the room moves to the back and sends an attack at the teal zombie hitting it square in the chest...
Elric and Anto charge into the room and maneuver to positions to attack next turn...
Grimnir moves to a corner and waits for the zombies to move towards him...
Chankuto moves across the room and sends a bolt towards the teal zombie hitting it as well...the teal zombie, having taken sufficient damage, begins to sway and then explodes hurling rotting flesh out and about in all directions for roughly 5 feet away...everyone in the room thanks the gods they were not next to the creature when it exploded or they would be covered in that rotting flesh and who knows what kind of illnesses they could catch...warning
Necu delays- jump in when you can
the purple zombie moves towards Grimnir and gets strick with the readied attack but it is not enough to down the zombie and the creature gets closer to the dwarf...
The orange zombie moves next to the kitsune and the pink zombie follows the purple zombie tiwards the dwarf...
Party is up
Combat 1st Round
Teena, Elric, Necu, Chankuto, Grimnir
Zombies
Toctep
Combat 2nd Round
Teena, Elric, Necu, Chankuto, Grimnir
Zombies
Toctep

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Toctep enters the room and swings his nodachi in a wide arc
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d10 + 9 ⇒ (4) + 9 = 13
Fortitude Save if needed: 1d20 + 4 ⇒ (19) + 4 = 23

GM Qwerty |

Toctep- I moved you closer to the orange zombie as the teal zombie exploded
Toctep charges in and swings his weapon with great force at the orange zombie causing it to explode with the force of impact...Toctep steels himself to the possible infection after getting zombie guts on himself Anto, and Chankuto...Chankuto and Anto need a DC 11 FORT save or contract zombie rot

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Seeming to finally wake up from his nap Nec moves up to the party
Double move

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Map got screwed up, I think. I can't tell where I am, but I konw I had a zombie adjacent. I'll step back and attack.
Grimnir, having struck a creature once, steps back and swings again.
MW Dorn Dergar: 1d20 + 5 ⇒ (6) + 5 = 111d10 + 4 ⇒ (3) + 4 = 7

GM Qwerty |

OK i fixd the map from what i remember last looking at it when Toctep entered the room. Grimnir int he corner accosted by two zombies, Chakuto and Toctep and Anto near each other after a zombie exploded. We should be good. Will adjudicate the next actions.
Necu moves in to the room and sees the party fighting some zombies...
Chakotu proves to be virulent against rotting flesh can still act...
Grimnir takes a step north and swings at the closest zombie (purple) striking it and making it explode in a burst of rotting flesh..
just one zombie left, pink, in the southern part of the room

GM Qwerty |

The group work together to destroy the last of the slow moving exploding zombies...
After the melee ends the group begin to clean their weapons and their bodies of the zombie rotted flesh when a few of them notice some backpacks resting in the southeast corner is a tattered backpack...
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.”

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"No time to wasssste! Hurry!" Toctep says while he opens the next door.

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Teena shakes her head, thinking how great it would be to rest for just a few moments. Despite this, she follows the others into the next room.

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Necu smiles a hot-blooded Cold Blood hilarious he thinks as necu follows through the door
-Posted with Wayfinder

GM Qwerty |

Grimnir and Toctep lead the group through the southern door and take a few steps inside the next room to allow others a chance to enter. A shallow reflecting pool divides this long chamber, 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. The air in the room has an eerie feel and on some of the group the hair on their skin seems to stand up as if unnerved...
On the far side of the room is another door, that is blocked by a portcullis...the portcullis is half up allowing for people to pass under it while ducking their head...from their distance the group can see the portcullis normally down...

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"We've been all over down here and we haven't heard a peep from the girl we are after. Are we sure this is a great idea? Pressing on this way, I mean?"

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"We have come thisss far and not had any real oppossssition. What would ressssting have given ussss?" Toctep replies
Player is not opposed to resting; I understand that casters feel left out a bit at this point

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Grimnir appears ready to proceed, but knows they may not be as effective without their casters ready.
If we need to rest, the good water area is the place to do it. Want to stop, Teena?

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as the party thinks of resting Necu looks at the oddly still water using a random stone he skips it across the water...
im good with what ever you all want to do

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Teena wanted to stop clearly, but she didn't want to be the reason the group might fail to save the girl. "Tell me honestly, do you think the girl is alive? If any of you believe that, I will press on. If we are chasing with no hope, then we should rest."

GM Qwerty |

The dwarf leads the group under the portcullis into the next room...he being the only one who does not have to duck under the not all the way up gate...This chamber has a number of recesses carved into the walls and the looks of a recent fissure up in the ceiling....it seems as if the ceiling and the innards of the fissure are alive, but Grimnirs eyes detect the presence of a multitude of bats.... currently asleep...

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Grimnir backs into the hallway and whispers to his companions about the best way to confront the bats.
Should we unstop some acid flanks and surprise them?