
DM of the coins |

Letha again channels her divine energy to destroy these undead creatures.
channel damage: 1d6 ⇒ 6
will save DC 13: 1d20 + 7 ⇒ (5) + 7 = 12
the remaining Ghast is practically disintegrated by the wave of positive energy. But still it continues its attack, looking to feast upon Conner's flesh.
attack claw: 1d20 + 5 ⇒ (13) + 5 = 18
attack claw: 1d20 + 5 ⇒ (9) + 5 = 14
and again only one claw finds its mark on Conner.
damage: 1d6 + 3 ⇒ (5) + 3 = 8
dropping Conner. but he still is alive, barely. at -2 HP
Conner need DC 12 Con check to stabilize
monster stats
Ghasts
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
Fort +4, Ref +4, Will +7
Defensive Abilities channel resistance +2
Base Atk +1; CMB +4; CMD 18
one destroyed
the remaining: has taken 8 damage

Tatsuo Arashi |

As Tatsuo continues to struggle against his paralysis, Sora moves back to try to bite the last undead abomination.
To Hit: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17
But gets distracted at the last moment by her nausea.

DM of the coins |

channel is either heal living or harm undead. cannot do both with the same channel.

Mickey Carver |

1d20 + 5 - 1 - 2 ⇒ (17) + 5 - 1 - 2 = 19
1d20 + 5 - 1 - 2 ⇒ (18) + 5 - 1 - 2 = 20
4d6 ⇒ (1, 6, 1, 5) = 13
Mickey expertly spins his quarterstaff, lashing out and knocking the creature's lower jaw off with one blow and the pulling the staff around, behind his back and then punching it through where the undead monster's heart would be.
He pulls it back out as the monster shrieks and falls to the ground.
Green clovers begin to grow on both of the monsters where his glowing green staff made contact.
[Ooc]Correct me if that doesn't drop it.[/dice]

DM of the coins |

actually wondering where you are getting two attacks and the damage is high for a staff. Yo do not have two weapon fighting feat and the extra d6 damage in each hit?

DM of the coins |

Mickey enters the fray and attacks the remaining Ghast.
Mickey fort save: 1d20 + 3 ⇒ (6) + 3 = 9
the stench of the Ghast overwhelms him but it does not deter him (much)
his second blow destroys the Ghast.
Mickey is sickened for 2 rounds and that causes the first attack to miss, but the second attack his and destroyed it.

Tatsuo Arashi |

I do not have anything for healing. Best I could do is a +0 heal check, and I'm currently paralyzed for, according to the stat page for ghasts, 1d4+1 rounds -2 rounds that have passed.
When Tatsuo feels his body shake off its unnatural stiffness, he rushes to his fallen comrade and attempts to staunch the bleeding.
Heal: 1d20 ⇒ 16

DM of the coins |

Tatsuo manages to stabilize Conner. he will be fine, for now.
the Ghasts are soundly defeated. allowing better examination of the room. (re posting the room description below.)
the bodies of the Ghasts it is obvious that these were once lizardfolk from the tribe you recently met.
The door to this room has been smashed open and its splintered remains lie across the open doorway. It appears that this was once a resting area or meeting place, as several decrepit chairs and small tables are scatted about the floor. It is hard to see the room in a pleasant fashion, however, as the stench of decay still hangs thickly in the air.
Viscera and remains are smeared across the walls, and piles of torn cloth and broken lizardfolk weapons cover the floor. a small puddle of filthy water fills the southwest corner.
If the water in this room is connected to the underground stream found with the lizardfolk, it is highly probable that this is connected to the town's water supply. the viscera in this room is obviously polluting the town drinking water, and causing the sickness that plagues the town.
you find a small brass locket worth about 5 gold.
Inside the locket is a small sketch of a woman, but you are unable to identify who she is.
salvaging what you can from this room you do manage to find 3 usable javelins

Tatsuo Arashi |

Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Heal: 1d20 ⇒ 9
Tatsuo looks over Jeironn's shoulder at the picture. "Perhaps it is one of the late baron's wives?" He then looks at the foul water source. "Hmmm... Do you think we could purify it somehow? Stop the sickness from spreading? It looks like we may have some time to kill before our companion wakes up." His nose crinkles at the smell. "Although I'm not entirely sure we'd want to do so here."

DM of the coins |

after hearing what Mickey has said about the water, you realize that a simple purify food and drink cast on this water, after removing the gore from the area will stop the contaminated water and remove the source of the sickness
total xp each for this room: 600

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gah sorry for not posting, was busy, then forgot, posting nowconner grunts at his awakening stretching and feeling at his injuries and the places he had strained himself he casts a quick spell to give him the strength to get up and fight 1d8 + 1 ⇒ (3) + 1 = 4 "did we win, I was kinda out of it after the first one fell,

Mickey Carver |

Mickey approaches the pool and dips the end of his staff in the gross water.
With that there, he rolls his foot and taps the edge of the pool.
Ice freezes over the top of it a couple of inches. He lefts go of his staff, which stays frozen in the water. He taps the shore with his foot to break the ice from the edges. Then he lifts the staff and pulls off the top layer of water with all of the nasty stuff frozen in it, leaving behind mostly clean water. He takes the frozen nastiness and leaves it somewhere out of the way, breaking the staff out of it.

DM of the coins |

The water is purified, though the sickness isn't 100% gone, the source is apparently removed. the normal flow of water should flush out the village water supply in a couple of days.
you are currently on party location map 1 where to now?

DM of the coins |

Ok I realized I forgot to reveal some parts of the location map. It should be correct now. You just cleared Area 19 and came in from the small tunnel to your south. and heading North.
Moving Northward there is a side passage to your left that appears to be a caved in tunnel. it would probably take quite a bit of time and proper tools to clear out.
further North the passage "T"'s
this is area 20 on the map
There is an unusual rushing sound filling this intersection. The floor here, to your right seems odd - as if the stone were alive.
Upon closer inspection, you can tell that the floor is not made of stone at all, but instead is made of glass.
An underground stream is visible through the glass, its strong current is causing the unusual noise.
the section of glass goes from wall to wall, and is about 30 feet long (see the marked hallway on the map)
The stream's current seems fairly strong

Tatsuo Arashi |

Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Tatsuo taps the glass experimentally. "Hmmm, this seems like a rather odd thing to put down here. Is it just for aesthetics? If we want to try to cross it, I have rope we could tie around someone while the others hold on to the other end. We could just as easily come back though, as we still haven't found this undead witch the Blackscale clan told us about."

Mickey Carver |

Mickey nods.
He clicks his tongue and the small monkey climbs off of his shoulder.
He removes some rope from his pack and ties it around Reeves into a small harness.
He gives another combination of clicks and points to the other side of the glass.
As he crosses, Mickey puts his head to the glass and looks at it sideways to see how thick it is.

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Conner chuckles at the other's look he says "there's more than a bit to laugh about, we're using a monkey as a trap checker plus it just amuses me what my old defence teacher would say if he saw how unprepared I've been in this maze, Constant Vigulance he used to shout, preparation and readiness will win you the day when your sword and your magic fail you,"

DM of the coins |

Mickey, it's hard to tell the exact thickness but the edge you are trying to see is pretty thick.
the monkey hops on across with no diffculty.
once on the other side, he stops and looks back putting his hands in the air seeking approval for completeing the trick.
a dice roll: 1d20 ⇒ 7
will describe what is on the other side once a player "successfully" goes over.

Tatsuo Arashi |

"Mickey, do you think you could get Reeves to either tie that end of the rope to something on that side or untie himself, so I can use the rope?" As he speaks, Tatsuo drops his bag off with Sora.
If neither of the two above things are possible, he'll pull out more rope, tie that around his waist, and cross over. So one way or another, he's attempting to cross.

Tatsuo Arashi |

"That is probably a good idea." Tatsuo ties the rope around his waist and carefully crosses.

DM of the coins |

As Tatsuo crosses over, the first 10 feet seem fine but the center 10 foot section, though it looks pretty much the same seems to crack as he crosses over.
Tat, I need a DC 10 reflex save.

Tatsuo Arashi |

Ref: 1d20 + 3 ⇒ (17) + 3 = 20 It cracks, but Tatsuo does a graceful pirouette and leaps across anyway?

DM of the coins |

tat makes it across but the glass does have cracks and it is uncertain how much more before it breaks.
the center 10' section cannot hold more than 150 pounds it is currently at half strength right now.
the rest of the glass seems much more sturdy and thicker. it can probably hold at least twice the weight of the center section
who's next?

DM of the coins |

Jeironn. the glass is wall to wall and 30 feet down the corridor the first 10 feet seem safe, the next 10 feet are cracked, nobody is certain about the last 10 feet yet.
there are no outside sections to "skirt"
you simply move out 10 feet and stop staring a cracked glass floor

Tatsuo Arashi |

Tatsuo looks around to see if there's anything he could tie his end of the rope to.
Perception (take 10): 10 + 3 = 13
Also, if mending would work to help fix the cracked glass, I have that as well.

DM of the coins |

There is nothing to tie the rope off too.
also yes mending will fix the glass cracks, but what about the next guy?
Mickey notices that if the first 10 feet are safe then a leap of 20 feet would definitely put him on the other side, the question now is can he do it.
with a running start, that is a long jump Acrobatics check DC 20

Tatsuo Arashi |

"Well, we can pass gear along separately." As he talks, Tatsuo mends the glass. "We might want to consider if we'd rather jump over or try to crawl across, which would at least spread your weight over a larger surface."
If anybody wants to tie their gear to the rope, Tatsuo will pull it across.