
Fener |

Fener calls out to Rudy. Come Back!
He then throws another Holy Water.
Ranged Attack 1d20 + 2 ⇒ (11) + 2 = 13
Damage ? ( Im not sure what damage Holy water does)
Rudy moves back to L18 trying to dodge any attacks of opportunity.
acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17

Flug Managarm |

Flug moves to stand behind Argyros Move to M-23. says something incomprehensible, darkness gathering around a hand, and manages to touch Argyros with the spell.
Cure Light Wounds: 1d8 + 2 ⇒ (3) + 2 = 5

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Celif maneuvers towards Rudy and casts a healing spell on the wolf. She encounters the evil aura emanating from the room and suffers 2 points of damage!
Argyros tries to strike the creature who holds him, but is unsuccessful. Although sprayed with the other creature’s remains, there does not appear to be any ill effect.
Fener tosses another flask of Holy Water at an unspecified opponent. It twirls through the air and hits Creature #2, breaks, and douses it 1d6 ⇒ 3 for 3 damage. Creature #3 is splashed by the water for one damage. Rudy answers Fener’s call and tries to escape from his situation, but the evil creatures are too fast and they strike at him again:
1d20 + 6 + 3 ⇒ (5) + 6 + 3 = 14
1d20 + 6 + 3 ⇒ (7) + 6 + 3 = 16
1d6 + 3 ⇒ (4) + 3 = 7
1d6 + 3 ⇒ (4) + 3 = 7
Creature #3 is able to strike Rudy for 7 points of damage, and he collapses!
Flug manages to cast a cure spell on Argyros, but incurs 2 points of damage himself from the evil aura.
The Map Is Updated.

Imowen Aroudilee |

If Rudy is where he is shown on the map I will do the following:
I move to N-23, grab Rudy and drag him back into the square with me, then uncork the waterskin and pour the rest of the Holy Water in it on him, hopefully healing him enough to bring him around.
If Rudy is still in L-18 where he moved back to I will do the following:
I move to N-23 and attack Creature #4 with my twin shortswords using Weapon Finesse in an attempt to break the grapple it has on Argyros.
Attack: 1d20 + 3 ⇒ (7) + 3 = 10 and 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 2 ⇒ (5) + 2 = 7 and 1d6 + 1 ⇒ (2) + 1 = 3

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1d6 ⇒ 4
Thorgrim continues to feel the effects of the evil aura, taking 2 points of damage. He quickly attacks Creature #2 (#1 is gone) and smashes it for 16 damage! The Creature collapses in a pile of rotten matter...quivers and shakes...and then BURSTS, spraying him with fleshy detritus! Thorgrim: Make a Fortitude Save.

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You observe that the remaining creatures' wounds are diminishing in size...
Creature #3 attacks Thorgrim with its open jaw bite 1d20 + 6 + 3 ⇒ (12) + 6 + 3 = 21 and sinks its slavering teeth deep 1d6 + 3 ⇒ (2) + 3 = 5 for 5 points of damage! It slams its arms around Thorgrim and tries to grab him 1d20 + 10 + 3 ⇒ (10) + 10 + 3 = 23, and successfully wraps him up in a grapple!
Creature #4 maintains its hold on Argyros and takes another bite 1d20 + 6 + 3 ⇒ (12) + 6 + 3 = 21 inflicting 1d6 + 3 ⇒ (5) + 3 = 8 eight points of damage! He also incurs 2 points of damage as the foul aura continues to wash over him!
The Map Is Updated - The rest of the party may act...

Cеlif |

Celif retreats from the foul energy 5' diagonal step back to M21 then sweeps her open palms up, forward, and to the sides, invoking a wave of healing energy.
Channel Energy, healing intent, 30' radius burst including self.
Channel Energy: 1d6 ⇒ 1
Of course. <Sigh>

Flug Managarm |

Flug casts another healing spell on Argyros before moving back.
Cure Light Wounds: 1d8 + 2 ⇒ (4) + 2 = 6
Move to K-19

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Even though spattered with the creature’s remains, there does not appear to be any lasting effect on Thorgrim.
Celif concentrates while touching her Holy Symbol, and a pulse of positive energy provides 1 point of healing to all within 30 feet of her.
Flug heals Argyros for 6 points, and then moves back a bit. Likewise, Nastrod approaches and provides healing to Rudy. Now conscious, Rudy is able to join Fener in moving farther from the Creatures.
Foul energies continue to be present, causing 2 points of damage to Fener, Rudy, Celif, Nastrod, Imowen, and Gezzo.
Sirena fires an arrow at Creature #31d20 + 6 ⇒ (10) + 6 = 16, and the shaft buries itself solidly 1d8 + 1 ⇒ (7) + 1 = 8 for 8 damage!
The map is updated. Check it carefully, as some map specifications either weren't provided or did not seem logical. I placed Nastrod in N-22 and Flug in L-19.

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Argyros struggles to break free of the Creature which has him grappled, but cannot break the Creature's hold on him. Imowen grabs Argyros and tries to break him free. A tug-of-war ensues between her and the creature, but it is too strong and retains its grip.
Imowen suffers 2 points of damage from the foul energy emanating in the area.
END OF THE ROUND
Thorgrim's turn, map is updated...

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Even though grappled, Thorgrim manages to strike the creature attacking Argyros, smashing it solidly! The creature collapses in a pile of bones and rotten flesh...quivers...and then BURSTS, spraying matter in all directions! Argyros and Thorgrim - make a Fortitude Save.

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1d6 ⇒ 1
You observe the creature's existing wounds repairing themselves...
The remaining Creature continues trying to bite Thorgrim 1d20 + 6 + 3 ⇒ (13) + 6 + 3 = 22, and buries its filthy teeth into him 1d6 + 3 ⇒ (5) + 3 = 8 for eight points of damage! It continues to try and hold Thorgrim in place 1d20 + 10 + 3 ⇒ (10) + 10 + 3 = 23, and maintains a tight grip on him!
The foul aura emanating in the area causes 1 point of damage to Fener, Rudy, Argyros, Thorgrim, Celif, Gezzo and his mount.
The rest of the group may act - the map is updated.

Cеlif |

Celif curses under her breath at her ineffectiveness, then blushes and hopes Septimus is looking the other way. Both Argyros and Thorgrim are seriously hurt, and a healing touch would guarantee more benefit than channeling. But she can only touch one at a time, and as she struggles with the logistics she realizes choosing one over the other isn't an option. Plus others are injured as well...
Taking a deep breath and willing a better result this time, Celif sweeps her hands through slightly different arcs than before in the hopes of finding a "sweet spot."
Channel Energy, healing intent, 30' radius burst including self.
Channel Energy: 1d6 ⇒ 3
At least that's an improvement...

Fener |

Fener letting his anger overcome his good sense and disgust at these foul beasts moves forward to assist his allies. Rudy although wounded follows as well. both risking attacks of oportunity
Rudy to L25 - acrobatics: 1d20 + 7 ⇒ (1) + 7 = 8
Fener to L24
Rudy:
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Trip: 1d20 + 5 ⇒ (11) + 5 = 16
Fener Swings his staff.
Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 2d6 + 3 ⇒ (3, 4) + 3 = 10
Rudy 8/23 HP
Fener 19/24 HP

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Fener and Rudy charge into the room and attack the final creature. Their combined efforts result in the creature being terminated! It collapses on the floor, dropping Thorgrim...and then the corpse quivers...shakes...and BURSTS, flinging foul matter in all directions!
Argyros, Fener, Rudy and Thorgrim - make another Fortitude Save.
An eerie silence pervades the room, which is spattered with the remains of the foul defeated creatures. An aura of evil still pervades the area, and will continue causing damage until cleansed.
Looking around, you see that the four alcoves contain nothing but the rubble of four sarcophagi which have been thoroughly smashed to tiny pieces which litter the floor. At the south end of the room however is a sarcophagus that is still whole and untouched.
Some perception and appropriate knowledge rolls would be appropriate...

Cеlif |

Are we out of melee? Some additional healing is surely in order...
Celif sighs in relief and, glancing briefly upward, mouths a "Thank you!" to her patron.
"Is there any of that holy water left? I'll go get more if not. We should try to dampen (heh) that negative energy, and the water seemed to help in the other room."
While waiting for a reply she stares into the foul room and ponders the situation.
Kn:Religion: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21

Fener |

Fener says I have 2 flasks left of holy water. but i agree we should get more from the cistern outside.
Fener looks the area over. Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Fort Saves:
Rudy 1d20 + 5 ⇒ (15) + 5 = 20
Fener 1d20 + 5 ⇒ (6) + 5 = 11

Thorgrim Æsgard |

fort: 1d20 + 6 ⇒ (9) + 6 = 15
Badly wounded I get up from the goo on the floor. Take a moment to collect myself and then join the party in exploring the room beyond, once it has been hallowed back to normal
Is there still a negative energy aura in the room, or did it go away when the creatures were destroyed?

Cеlif |

Thorgrim, I'll lay some healing on you (and others) just as soon as I get clearance. I think we're out of melee but don't want to jump the gun.
As to your question: "An aura of evil still pervades the area, and will continue causing damage until cleansed." Considering how much damage you took, you might want to back away until we can get some healing in.

Argyros Amyntas |

Fortitude: 1d20 + 5 ⇒ (7) + 5 = 12
Foritude: 1d20 + 5 ⇒ (7) + 5 = 12
HP 9/18
AC 16/14/12
AP: 3/5
Status: arcane strike, +1 scimitar
Stepping back as soon as Thorgrim drops the creature attacking him, Argyros voices a serious concern.
These bodies are still repairing themselves. We need to burn them or douse them in holy water.

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Cеlif |

"Thorgrim, quickly! Get out of that vile aura! It reaches as far as where I stand, though I think it's weaker at this distance. Come let me help you!"
Immediately after so saying, Celif broadcasts healing energy again, trying to repeat the exact motion she used last time since that seemed to work a bit better.
Channel Energy, healing intent, 30' radius burst including self.
Channel Energy: 1d6 ⇒ 2
Sigh.

Cеlif |

Celif pulls out the wand she'd been using previously and -- after searching a good long while for an unbruised, unwounded spot on the brutalized barbarian -- touches him with it.
Cure Light Wounds=>Thorgrim: 1d8 + 1 ⇒ (2) + 1 = 3
Lather, rinse, repeat...
Cure Light Wounds=>Thorgrim: 1d8 + 1 ⇒ (1) + 1 = 2
Curse thee, foul DiceBot!
Cure Light Wounds=>Thorgrim: 1d8 + 1 ⇒ (7) + 1 = 8
Finally, a decent heal. Yeesh!
"Perhaps we should let that be; resources are running low and we don't know what we might yet face. Are you alright for now? If another threat arises I'll cast again immediately."
She looks at the others. "The aura here seems the same as in the other room. Dousing the center with holy water should dispell it, or at least reduce the effect. Fener, do you think you could lob a flask in so it will break open in the center of the room? That would be safer than entering that evil aura, and it may lessen the effect if we must go in."
She eyes the intact sarcophagus with suspicion. "Plus who knows what might come out of that if we get too close," she says, pointing. "I would rather have the room cleared and us prepared before approaching it."

Fener |

Fener takes out the two bottles of Holy water he has and walks to the center of the room and pours the Holy water. I think it might be a good idea to save these flasks for use later.
Will someone head to the Cistern and fill a few water skins with that Holy water out there. I have a feeling its going to come in handy here.
Fener casts Detect Magic and focuses on the sarcophagus at the end of the room.