
Dain GM |

Caslav feels a surge of relief as Bjoern smashes in the head of the creature. Relief that is short-lived as he sees Red start to move. Oh no - is she herself or not? Unsure which direction she intends to go, he hurries to block the door back towards the shrine lest she damage their makeshift barricade and let in the blood monster.
Standard & Move: double moving from B:18 to L:13; Swift: none; Free: none.
[dice=Knowledge (dungeoneering)]1d20 + 8
If Caslav knows anything of the humanoid creature they've just slain(?) he'll relate it to Tairin.
You believe it is some sort of undead creature; basically a variant of a zombie... However, as seemingly harmless as that may seem from an RPG perspective, dealing with an actual undead is pretty unusual in this world, just saying...

Dain GM |

Red moves to the door and and attempts to break free of her bonds.
While she is not successful in breaking free, it is clear she is trying to escape.
Samir turns and looks at the others.
"We have rested, but the lady is yet possessed. I do not think we can open the door, at least without risk, yet I deem that if we attempt to crawl through the hole in the wall we should find what is on the other side and - hopefully - put an end to whatever afflicts her, for good or ill," he adds.
He glances at Tairin.
"If you could send one of your lights through the breach in the wall, I will do what I can to examine the next room," he adds.
At this Samir will bend down to the hole in the wall and squeeze through it. He will relate what he sees on the other side; but he will need light to be better able to see as there is some dark presence in the next room preventing him from seeing far.
Red will try to get on her stomach and crawl after Samir, but Hedran will stop her.
He turns to study you all.
"What do you want to do?" he asks as he holds Red's body in his arms.

Caslav of Lamu |

"I say we risk the darkness." Caslav looks nervously at the makeshift barricade behind him. "It's really the only way any of us can go anyways..."

Tairin of the Veils |

As Hedran and Bjoern finish the crawling creature, she is relieved for a moment.
Hearing Samir, she looked to him, "It's been many hours since we heard it or seen the blood of the golem beneath the door. Perhaps it is a guardian and since there is no threat, it has returned to its bowl. We may stand a chance to make a run for the doorway we entered through. As to the hole, you would want to crawl through and perhaps find a nest of those Undead creatures inside? Hedran said he felt a significant darkness inside, Bjoern is still yet wounded and Red is once again enthralled." Tairin sighed and ran a hand over her sleep-tousled hair, wishing she was back asleep.
Hearing Samir then ask for a light to see into the chamber beyond, and Caslav elect to risk the darkness, too, Tairin sighed again and then nodded, quietly adding, "We need to move the bookshelf away from the wall, so you can gain access to the hole. Come," she gestured to Caslav, Samir and Bjoern as Hedran had his hands full with Red.
When the hole was visible once more, Tairin carefully moved forward and gestured for her floating light orbs to move, too, directing one inside the opening and then into the other chamber and the others around the hole, ready to move inside when they were required. She held a weapon in each hand; ready for possible threat.
Quietly to Hedran she instructed, "Keep a tight hold of her and your weapons away from her. The spirit within her seems eager to go through this hole. So Hedran, go last with Red. Samir, you lead. If there are more Undead, we must know sooner rather than later."
Perception to hear anything on other side of hole: 1d20 + 6 ⇒ (12) + 6 = 18
Stealth not to be noted by anything on the other side of the hole: 1d20 + 9 ⇒ (20) + 9 = 29

Caslav of Lamu |

"... As to the hole, you would want to crawl through and perhaps find a nest of those Undead creatures inside? Hedran said he felt a significant darkness inside, Bjoern is still yet wounded and Red is once again enthralled."
"I'd rather risk the unknown than that blood golem again. If you're all truly here to lay a vengeful spirit's bones to rest," he looks at Red with a mixture of pity and fear, "then unfortunately I think the unquiet dead are a sign we're getting closer to your goal."
Staff in hand, the Lamuran waits to the side of the hole until he may enter behind Samir and Bjoern, alert for any signs of danger.
Perception: 1d20 + 7 ⇒ (5) + 7 = 12 Eyes of the Cat
Stealth: 1d20 + 11 ⇒ (5) + 11 = 16
EDIT rephrased dialogue; sounded a little too formal for Caslav.

Dain GM |

Samir enters the hole first, though not a Ranger, he elects to pause at the passage and instruct the others briefly with the light of Tairin's light.
"There is thick dust here, but it has been disturbed all around. I think there must have been a fight here, but I am not certain... I only know that at least one man has fallen... but by the signs it looks like it rose, and - indeed - it may have been the very wretch that was slain in your passage..."
"The light shines, but it is dim and the chamber is long, though not wide... Yet at the far side I see..." his voice trails off.
You wait a moment as Hedran holds Red, and then Bjeorn enters the hole, too.
Samir calls to you all.
"At the far side of the chamber is something like a throne; though it looks as if it is carved of rock, and there upon it sits a corpse. His gear is like that of the men of this city; men of power and influence, yet his flesh is withered as if it is naught but a dry husk."
"The throne is on a raised dais of sorts, but on the base of it is an inscription. I cannot read it for though the letters are native to this land the writing is archaic - yet I know at least that among them I can discern the same words we saw upon the hilt of the dagger which has afflicted our friend."
"What now shall we do?" he calls out.
Your mission was, as you recall, to find the body of the wizard and destroy it. You think, though you are not sure, that this the body of the wizard, therefore it would seem logical to destroy it.
Just tell me how you want to do that and we can move forward...

Bjoern Ghostbear |

Bjoern moves closer and inspects the man on the throne.
Feeling the spirit of the greatest of all adventurers he checks what kind of weapons the man has with him.
"I have lost two weapons and a a good shield. He won´t need it anymore!"
Perc: 1d20 + 8 ⇒ (13) + 8 = 21

Caslav of Lamu |

Archaic writing? Caslav plucks up his courage. "It may be that I can decipher the inscription." He tentatively steps through the hole and moves up beside Bjoern at the throne, staff held defensively in front of himself lest the corpse spring to life. He then kneels down and peers at the inscriptions in question.
Now, what have we here?
Linguistics / Translate inscription: 1d20 + 5 ⇒ (15) + 5 = 20
Caslav is fluent in Lamuran, Susrahnite, and Taraamite.

Dain GM |

"I have lost two weapons and a a good shield. He won´t need it anymore!"
Bjeorn advances and studies the body.
It is clear it is no carving, but was once a flesh and blood living being that has lived long ago to the point that it has deteriorated, though your thoughts tack back to the urns and phials used for preserving flesh and you wonder if some sort of dark talents were used to preserve the body beyond even the means of rot.
Your eyes flick to the side of the dais and you notice a wooden chest of ebon color with silver hinges, untouched in a thick coat of dust.
You notice, too, that the clothing of this body resembles that of a noble or a priest; you do not think it is something that a warrior would have worn, but rather, you suspect it is the gear of a powerful or well-off individual.
You notice something odd, too, the dust near the feet of the corpse has been disturbed as if it was pushed aside by some smooth, flat surface.
Archaic writing? Caslav plucks up his courage. "It may be that I can decipher the inscription." He tentatively steps through the hole and moves up beside Bjoern at the throne, staff held defensively in front of himself lest the corpse spring to life. He then kneels down and peers at the inscriptions in question.
You study the inscription in the dim light.
Ikhtanabu Xul; High Priest
"My Mortal Form Shall Linger
Yet My Spirit Everlasting
Rebirth Shall Thus be Granted
As Long as My Body Shall Not Perish"
As you and Bjeorn study the surroundings you are suddenly shocked to see a sickly, green luminosity shine forth from the eye sockets of the corpse before you.
Its sandal shod feet push forward over the once dusty dais and the rotted body rises from the throne to tower over you.
Please Roll Initiative

Tairin of the Veils |

"At the far side of the chamber is something like a throne; though it looks as if it is carved of rock, and there upon it sits a corpse. His gear is like that of the men of this city; men of power and influence, yet his flesh is withered as if it is naught but a dry husk."
"The throne is on a raised dais of sorts, but on the base of it is an inscription. I cannot read it for though the letters are native to this land the writing is archaic - yet I know at least that among them I can discern the same words we saw upon the hilt of the dagger which has afflicted our friend."
"What now shall we do?" he calls out.
From her position close to the hole, Tairin replied quietly, "We must go in, but carefully. We cannot afford to have our best fighters injured quickly or mortally. Be mindful of how or what you approach or touch."
I'm supposing we all moved through the hole in the order: Samir, Bjoern, Caslav, Tairin, Hedran with Red?
When it was her turn, Tairin carefully moved through the hole and then directed her lights in the chamber to provide the party with more light in the darkness of the space. She waited to hear what Caslav could make of the inscription he was studying.
Dain GM, are we all able to see the rotted corpse stand at this time?
I'm supposing we're still going with Group Initiative since the updated combat map has us all in the other chamber currently.
Group Initiative: 1d20 + 3 ⇒ (8) + 3 = 11 (Wow, sucky roll. Sorry, guys!)

Dain GM |

Dain GM, are we all able to see the rotted corpse stand at this time?
You are, indeed.
I'm supposing we're still going with Group Initiative since the updated combat map has us all in the other chamber currently.
(Wow, sucky roll. Sorry, guys!)
Enemy Initiative
1d20 + 6 ⇒ (19) + 6 = 25The enemy creature, standing on the dais, takes a swing at the first target before him; in this case it is Caslav.
Attack vs Touch AC
1d20 + 4 ⇒ (16) + 4 = 20
If it hits -
1d4 ⇒ 3
Plus Dex Damage
1d3 ⇒ 1
EDIT: Caslav, you have taken 3 Points of Regular Damage and 1 Point of Dex Damage.
It's your move...

Dain GM |

Bjoern looks at Tairin as if to ask, attack or not attack?
Bjeorn; I asked the group to roll Initiative - they did.
I had the enemy roll initiative and it won.
The Enemy attacked Caslav standing next to you.
I have no idea why you are not choosing to attack the enemy - and I have no idea why you would look for any kind of guidance since standing next to you is an enemy who attacked your ally.
However, given all the details it seems that you are using your turn to hold action this round, that is your choice.

Caslav of Lamu |

"Ikhtanabu Xul..." As the figure suddenly rises and strikes, Caslav recoils in pain and fear. He looks back at Tairin. "The inscription - we must destroy the priest's body to save your friend!" Stepping to the side, he swings his staff at the revenant's closest shin in an attempt to turn it away from Bjoern - and any attacks he might make.
Attack, staff, aid another / +2 hit to Bjoern: 1d20 ⇒ 14 vs AC 10

Tairin of the Veils |

Round 1
Seeing Caslav come under attack and be wounded, and watching Bjoern's face, she instructed, "Attack and protect each other! Be mindful. We need to finish this."
Tairin heard Caslav speak the inscription aloud and she wondered/pondered how they would destroy the body of this menacing creature before them.
Tairin moved carefully forward, 5 ft, and stopped. Then she began singing , hoping to inspire courage in the hearts of her companions.
Free action: Speak and take 5ft step forward.
Standard Action: Start Bardic Performance: Inspire Courage (Allies receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.)
Active Effects: Round 1 of 5 rounds of Bardic Performance remaining this day.

Tairin of the Veils |

Dain GM, I think it's allowable to tack on the +1 to Bjoern's attack and damage for Tairin's Inspire Courage as we're on the same initiative. Yes?

She Who Knows |

Hedran moves forward to a position where he has a clear shot at the foe, depositing Red next to Tairin on the way. He then gets his bow ready to fire.

Dain GM |

The possessed boy of Red sees Bjeorn and uses her Hex on him to make him sleep -
Bjeorn, I need a Willpower Save to resist the Hex
The enemy, single-minded in purpose, continues to attack Caslav -
Touch Attack on Caslav
1d20 + 4 ⇒ (17) + 4 = 21
IF it hits -
Normal Damage
1d4 ⇒ 4
Dexterity Damage
1d3 ⇒ 3
EDIT: Caslav, you have taken a total of 7 HP and 4 Dexterity Damage

Tairin of the Veils |

Round 2
Know. Religion re creature's abilities and weaknesses before them: 1d20 + 7 ⇒ (11) + 7 = 18
Know. Nobility re creature: 1d20 + 7 ⇒ (11) + 7 = 18
Untrained Know. Arcana re creature: 1d20 + 1 ⇒ (14) + 1 = 15
======
Maintaining her Inspire Courage as a free action, Tairin had to leave the bound Red where she was and aid her fighting companions against the Undead menace. She moved forward 15 ft (she's at E:10) and directed her lights forward also, granting them more light with which to see/fight.
Switching her whip and scimitar between hands, she then thrust forward with her scimitar to attack.
Scimitar Attack with Inspire Courage bonus: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Damage, with Inspire Courage bonus, if hits: 1d6 + 1 ⇒ (6) + 1 = 7
Free action: Maintaining Bardic Performance: Inspire Courage.
Move action: Forward 15 ft to E:10.
Standard action: Attack with scimitar.
Active Effects: Round 2 of 5 rounds of Bardic Performance remaining this day. Please Note that everyone in the party gets +1 to hit and damage due to Inspire Courage.

Dain GM |

Tairin; you know that this creature was once Ikhtanabu Xul in mortal flesh, but now undead. It's basic stats can be found Here.
You suspect it is far weaker, as its body is solid and its flesh seems to react to steel; though how much weaker you do not know.
In the end, you can defeat it, but to destroy it you must likely destroy the fundamental things which bind the spirit to the mortal realm.
As you consider this your eyes flick in the dim light to the ebon chest and you wonder at its contents...

She Who Knows |

Hedran attacks the unnatural creature with his bow.
Attack, Hedran: 1d20 + 6 ⇒ (9) + 6 = 15
Damage, Hedran: 1d8 + 4 ⇒ (2) + 4 = 6

Caslav of Lamu |

Round 2
Caslav stumbles from the undead priest's blow. Keeping his staff up defensively, he staggers away from the melee into the corner behind Hedran, mind racing. There are related inscriptions on a dagger? He then recalls the weapon Hedran used against the blood golem.
"Hedran! Show me that dagger!"
Full Round: withdrawing to B:07; Swift: none; Free: speaking.

Tairin of the Veils |

Round 2 - Botting Bjoern
Even as wounded as he still was, Bjoern continued to swing at the Undead creature before him. This time, he protected himself somewhat, as he could not afford to be taken down; leaving his companions to fight on their own.
Attack, Fighting Defensively, plus Inspire Courage bonus: 1d20 + 11 - 4 + 1 ⇒ (17) + 11 - 4 + 1 = 25
Damage with Inspire Courage, if hits: 1d6 + 8 + 1 ⇒ (5) + 8 + 1 = 14
With Fighting Defensively, Bjoern's AC increases to 20+2=22 until his turn next round.

Dain GM |

The enemy does what it can and seems to be able to shrug off Bjeorn's damage again; though not as successfully as it could.
It then moves to attack Caslav; clearly intent on doing what it can to finish what it has started...
Touch Attack on Caslav
1d20 + 4 ⇒ (10) + 4 = 14
If it hits -
1d4 ⇒ 3
Plus Dexterity Damage -
1d3 ⇒ 2
At the same time Red moves up and positions herself to prevent her allies from being better able to attack the creature.
Cas - I believe you're currently at 0 HP; so effectively you're "Staggered" and you lost another 2 Dex - this puts your current Dex is now at 9.
You believe your enemy is heavily wounded; but it's hard to tell if it is regaining power generated by some dark source...

Tairin of the Veils |

Round 3
She maintained her bardic performance as a free action. She directed two of the dancing lights closer to the locked black chest (to C:12 and D:12).
Seeing Red try to block any attacks on the creature, Tairin angrily clenched her hands tighter around her weapons before carefully moving sideways and back 10 ft to E:08.
Swapping her scorpion whip to her true hand, she pulled it back and aimed the end at Red's legs, hoping to trip the woman and stop her from impeding her allies attempts at hurting the creature.
Combat Manoeuvre with Finessable Weapon with Reach to trip Red: 1d20 + 3 ⇒ (13) + 3 = 16 vs. Red's CMD 11. (Succeeds)
Free action: Maintain Bardic Performance.
Move action: 10ft to E:08
Standard action: Combat Manoeuvre to trip Red.
================
Active Effects: Bardic Performance: Inspire Courage: +1 to hit/damage and a +1 morale bonus on saving throws against charm and fear effects (Round 3 of 5 rounds left this day).

Caslav of Lamu |

Round 3
Caslav cowers before the unholy Ikhtanabu Xul...
Caslav glances at the inscription and tries to concentrate through his pain, swaying woozily on his feet.
Linguistics / Translate dagger inscription: 1d20 + 5 ⇒ (10) + 5 = 15
He will relate to the party any information he gleans from the dagger.
It will not stop until I'm dead! Caslav gasps, hand going to his brow as he stumbes against the wall, then collapses to the ground, "overcome" by his wounds.
Bluff / Appear unconscious: 1d20 + 10 ⇒ (20) + 10 = 30

Tairin of the Veils |

Round 3 - botting Hedran. (Don't know what's happened to Red as she was supposed to bot him.)
I thought we already translated the runes on the dagger (via Priestess Mei-Mei) and it only says the Undead's name 'ikhtanabu Xul'.
Hedran, through clenched teeth, responded to Caslav, "The inscription on the dagger is this creature's name! It belonged to him. It is accursed. Retreat from this foul thing, now!"
Then watching as Caslav slumped to the ground, Hedran quickly transferred his bow to his off hand, drew his morningstar and bolstered by Tairin's song, attacked Ikhtanabu Xul,
Attack with morningstar and inspire courage bonus: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage, if hits: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Dain GM |

Round 3
Caslav cowers before the unholy Ikhtanabu Xul...
Caslav - it looks like Hedran did not show you the dagger; however, given that you rolled a Natural 20 to Bluff I'll let you keep that roll, but you would probably know that an Undead creature drawn to slay the essence of the living is not something you can Bargain with... especially as Undead Traits preclude Charm/Compulsion effects. If you'd like to use your Natural 20 for something else, though, that's totally cool, just let me know...

Tairin of the Veils |

Round 3 - Hedran still has a move action left, so I'm going to take it now, since we're waiting on Cas to retcon his action.
Having a change of mind, Hedran suddenly drops his morningstar by his feet (behind him) and draws the accursed dagger. Let us see if this can hurt its maker, he mused silently.

Dain GM |

To expedite things a bit, I'll do the following -
Cas; your natural Intelligence is able to make the following deductions via history and religion - the dagger in question belonged to a dead priest; the priest followed a god of Death; you do not know, but you believe, that part of the purpose of the dagger was to sunder the spirit from the flesh; in short - a powerful bane against those who would do dark magic to call forth the dead from their slumber... in short, you would also wager that though it may have dark and powerful spells attached to it that could be dangerous, it would at least be a bane against the walking dead...
Samir sees Caslav fall to the ground.
While Cas is not truly able to bluff the dead, he certainly convinced Samir that he has perished.
Samir, fearing that the monster before you would somehow raise Cas as a weapon to use against everyone, moves to fling himself on top of your body to shield you from whatever vile sorcery the monster may attempt to use to raise your corpse.
Samir uses his Move Action to fling himself on top of your body and then uses his own body as a "shield" via Partial Defense to help protect you.
At this point, the monster - whether he believes Cas's bluff or is simply willing to attack whatever is in the way of him and his target - attacks Samir, who is on top of Cas.
Attack on Prone Samir
1d20 + 4 ⇒ (5) + 4 = 9
IF it hits -
1d4 ⇒ 1
Plus Dexterity Damage of -
1d3 ⇒ 1
EDIT: And it seems that the Creature missed Samir. It is now your turn.

Tairin of the Veils |

Round 4 - botting Hedran.
Raising the accursed dagger, Hedran attacks the Undead Ikhtanabu Xul.
Attack with Magical Dagger plus Inspire Courage: 1d20 + 3 + 1 + 1 ⇒ (17) + 3 + 1 + 1 = 22
Damage, with Inspire Courage, if hits: 1d4 + 2 + 1 ⇒ (2) + 2 + 1 = 5 (Plus additional damage, to be disclosed by Dain.)

Tairin of the Veils |

Round 5
Tairin maintains her bardic performance as a free action. Her song filling the hearts of her companions and bolstering their courage.
Red was now prone before her and unable to provide cover for the Undead creature.
Taking a 5ft step (to D:08), Tairin flicks back her wrist and aims the barbed end of her whip at Ikhtanabu Xul.
Scorpion Whip Attack with Inspire Courage: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Damage, if hits: 1d4 + 1 ⇒ (4) + 1 = 5
Active Effects: Dancing Lights and Bardic Performance: Inspire Courage: +1 to hit/damage and a +1 morale bonus on saving throws against charm and fear effects (Round 4 of 5 rounds left this day).

Caslav of Lamu |

Round 4
"Thank you!" Caslav gasps to Samir. He knows I still live - Xul must sense my very life essence!
The Lamuran, oblivious to the details of the continuing melee from underneath his human shield, calls out. "This dagger that bears his name - use it against him!"
Re: bluff check - you never know 'til you try ;)
As he is disabled, and taking anything but a move action would render him unconscious and bleeding out, Caslav is content to stay under his Samir blanket for the time being.

Dain GM |

Round 4 - botting Hedran.
Raising the accursed dagger, Hedran attacks the Undead Ikhtanabu Xul.
The dagger lashes out and seems to score a dark, sickening rend in the flesh of the creature tearing open its body and causes green, filthy ichor to ooze from the wound...
Bonus Damage
2d6 + 2 ⇒ (2, 2) + 2 = 6
NOTE: It just did 11 Damage
Samir stares up that the creature.
"That has done more than all of our assaults together... Don't let up, push home the assault!" he cries out.
The foul creature turns in baleful eyes at Hedran and then decides to strike at him, realizing the true threat...
Touch Attack vs. Hedran
1d20 + 4 ⇒ (8) + 4 = 12
If it hits
1d4 ⇒ 1
It does an additional 1d3 Dex Damage
1d3 ⇒ 1
No sure if that hits Hedran's Touch AC; but if so, it bypasses his armor either way.
Samir notes Tairin's combat strategy. From his place on his ground he calls out as a Free Action -
"Give the weapon to the strongest one so he may better use it," and with that he scissors his legs and also tries to trip the creature to knock it prone.
CMB via Trip
1d20 + 2 ⇒ (8) + 2 = 10
Unfortunately, he failed to trip the creature, too...

Tairin of the Veils |

Round 5
Tairin maintains her Bardic Performance to inspire her allies to greater feats of courage.
Again, she flicks her wrist and tries to attack the Undead with her scorpion whip.
Scorpion Whip with Inspire Courage: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Damage, if hits: 1d4 + 1 ⇒ (4) + 1 = 5
but her whip misses its mark, again.
Active Effects: Dancing Lights and Bardic Performance: Inspire Courage: +1 to hit/damage and a +1 morale bonus on saving throws against charm and fear effects (Last round for this day).

Tairin of the Veils |

Hedran's touch AC is 13, so the touch attack of 12 by Ikhtanabu Xul fails to hit last round.
Round 5 - Botting Hedran
Nodding at Samir's words, first Hedran attacks the Undead Ikhtanabu Xul again with the dagger; Tairin's beautiful song resolving his heart and mind.
Magical dagger attack including Inspire Courage: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage, if hits: 1d4 + 3 + 1 + 2d6 + 2 ⇒ (4) + 3 + 1 + (3, 5) + 2 = 18
Then using his move action, Hedran hands the magical dagger across to Bjoern. "Use it well and hit this foul creature hard, my friend."
Bjoern, you now have the magical dagger to use against the Undead guy. The damage is 1d4 plus your strength modifier/power attack mods, +1 for Inspire Courage and then an additional 2d6+2. Finish him off! ;)
I think it'll be fun to have Bjoern and Hedran tag team the big bad with the magical dagger to end him sooner rather than later.

Bjoern Ghostbear |

Bjoern whirls the dagger in his off-hand.
Feinting once, twice with the gladius, he goes for the kill with the dagger.
attack: 1d20 + 6 + 1 + 1 + 1 - 1 ⇒ (18) + 6 + 1 + 1 + 1 - 1 = 261d4 + 1 + 6 + 2 + 1 + 2d6 + 2 ⇒ (4) + 1 + 6 + 2 + 1 + (4, 5) + 2 = 25

Dain GM |

With a wail and sickening hiss the creature collapses to the ground; the body seeming to shrivel and tighten around the bones and joints, now stiff and brittle, as if the body had locked up in a brutal violence and the sense of fluid power which animated the limbs and muscles had been banished.
At the same time Tairin feels a tremendous sense of relaxation wash through her limbs and feels her eyes blinking back a veil of confusion and stress and looks around at everyone, confused as to where she is and what she is doing.
Even so, there is a strange lingering sense of something dark and unwholesome in the room that is both vague and disturbing. At this time no one can be sure where that presence is coming from, but despite the banishment of the dark spirit from the corpse before you, you sense that there is some lingering threat...
Samir pulls himself up from Caslav and then crouches down to look at him.
"He lives, but he is not well... Can anyone help him?" he asks the others.
He moves then to Red.
Though his dagger is at the ready, he gently removes her gag and speaks to her.
"Are you alright?" he asks her, still nervous lest her relaxation is some sort of ruse.
He looks up at the others.
"Well done with the dagger; it seems the vile wretch has been defeated, perhaps - but now what?"

Bjoern Ghostbear |

Slowly taking the dagger out of the undead Bjoern gives a smile of triumph.
"We grab what we can.. and make a move for it!"
Looking around he shrugs.
"THat place has a bad vibe, if you ask me!"

Dain GM |

Slowly taking the dagger out of the undead Bjoern gives a smile of triumph.
"We grab what we can.. and make a move for it!"
Samir gives a glance to Caslav and then Hedran and Red.
"They are wounded badly, and cannot move far. Further, we have many trials before us and the exit which were hard to master when we were hale. They be more grim ere we leave and these few are yet poorly..."
"We should rest again ere we leave, further, I am no sage, yet I am not overconfident that the threat has been utterly destroyed, though I may be in error..."
Looking around he shrugs.
"THat place has a bad vibe, if you ask me!"
Samir nods.
"In this we are agreed. Would it not be best to discover the nature of this darkness? Perhaps you and I may yet search with the room more closely with the aid of the lady," he says with a nod to Tairin "while the others spend some time rest in the next room - at least for a short while. Unless they are well enough to help us now?"
"First we should see how they are doing fully; then we can make better arrangements - yet in this I leave others more skilled in healing."
He turns back to Red, still waiting for an answer from her.
"How do you fare?" he asks again.

Tairin of the Veils |

Samir pulls himself up from Caslav and then crouches down to look at him.
"He lives, but he is not well... Can anyone help him?" he asks the others.
"Alas, no. We have expended all the healing we can on him this day. All he can do is rest for the remainder of the night and let his body heal with sleep. We can attend to him again in the morning."
(Unfortunately Cas has already received a healing via the heal skill and also via Red's hex this day. Unless these wee early hours of the morning are considered the "next day" for game purposes, Dain GM?)
"Samir, take Caslav to the other chamber and make him comfortable on the bed, there. The blanket I laid out for Bjoern should still be there to keep him warm."
Tairin moved to Red, who was still prone on the floor of the tomb, "The one who possessed you has been banished. I will unbind your hands now," and placing her weapons away, Tairin worked the cord that bound Red's wrists and untied it; setting the witch healer free. "There, you have your freedom now. Be mindful lest something try to possess you as we work." Tairin helped the woman up from the ground and settled her properly on her feet. "Samir, take Red into the other chamber once you have settled Caslav. Give them both some water and then let them sleep. Watch over them as we work."
Looking to Bjoern and Hedran, she continued, "The three of us can examine this chamber, locate and remove any of the residual darkness."
Tairin then directed the dancing lights about the tomb, providing as much light as she could with which to examine the spaces.
Hedran nodded and did as he was bid, attempting to discover anything out of ordinary/strange that could be the source of the darkness.
Hedran's Survival to check out the tomb: 1d20 + 8 ⇒ (12) + 8 = 20
Hedran's Perception, if required also: 1d20 + 6 ⇒ (4) + 6 = 10
Know. Dungeoneering: 1d20 + 5 ⇒ (7) + 5 = 12
Tairin moved to the dais the Undead Xul sat upon and looked it over.
Tairin's Perception on dais: 1d20 + 8 ⇒ (4) + 8 = 12
Then she moved back to the locked black chest/box to the side of the throne/dais and examined it for traps.
Tairin's Perception for traps on locked black box: 1d20 + 8 ⇒ (16) + 8 = 24
If she can see no traps, she will attempt to open it,
"I will be opening this chest now. Mark me, in case, something goes wrong," she instructed Hedran and Bjoern.
Tairin pulled out the masterwork thieves tools from her pack and began to work carefully on the simple yet sturdy lock.
Tairin's Disable device to pick the lock: 1d20 + 10 ⇒ (16) + 10 = 26