
Fentus Mourncrag |

Looking at the locks, ”Hold on, actually I might be able to pick these open…” he digs around in his pack before pulling out some worn, beaten up thieves tools and gets to work, tongue slightly sticking out as he concentrates on the locks.
Fentus has a +7 to thievery

DM DoctorEvil |

Trista does not sense any traps on the locked sepulcher and sets to work trying to jimmy the lock on the first crypt. Fentus, who also has some hard-learned skill with breaking locks, starts in on the second.
Within a few minutes, each of the locks are open. The hinged stone lids lift up on the first and second crypt, and each reveals the mostly decomposed remains of a human man. These are clearly still dead, and have not been reanimated as the wights had. In addition to the remains, each crypt holds a finely crafted weapon, that looks just as shiny and bright as the day it was made. The first crypt holds a bastard sword, while the second holds a smaller stabbing shortsword. They both appear to have magical runes inscribed on them.
Fentus Thievery: 1d20 + 7 ⇒ (19) + 7 = 26
Trista Thievery: 1d20 + 10 ⇒ (19) + 10 = 29
Trista Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Trista Lortella |

"So well preserved! These are certainly magical. Olaf, what do you make of them? I imagine they were etched by Hellknight smiths."
Olaf has a +10 Arcana, looks like. Much better than Trista's +6

Fentus Mourncrag |

Fentus pulls the sword out of the hellknights hands, ”Sorry, sir, but we need these to finish cleaning out your old place from cultists, hope you don’t mind,”
Fentus’ arcana is also less than Olafs, only +6

Olaf, Son of no-one |

Olaf looks over the items with a critical eye, "Hmm, they do look impressive."
I actually happen to have Quick Identificaiton, so the process only takes a minute intead of 10 minutes per
ID Bastard Sword: 1d20 + 10 ⇒ (12) + 10 = 22
ID Short Sword: 1d20 + 10 ⇒ (14) + 10 = 24
After sharing what he learned about the weapons, he asks; "Do we have a few more minutes to spare, I'd like to hammer the dents out of these shields and fix the straps before we fight the next horrible monster to pop out of this gods forsaken place."
I'd do a couple quick repairs if we decide we have a few spare minutes

DM DoctorEvil |

It takes roughly 10 minutes to identify each item, but you can use that time to rest and recover. Since Olaf is doing the identifying, he cannot mend his shield at the same time, but could still take extra time if you wish.
Both the weapons are +1 magical, so a +1 bastard sword and another +1 shortsword.
These weapons are tailored for Zainab and Olaf, but you can distribute them how you wish, I suppose. What next?

Zainab Ebrahin |

Zainab took the shortsword to take a look as well as test it out. Interestingly enough, it was a good fit.
The cleric nodded to Olaf. "Take as much as you need. I would even suggest we take a break. I hardly have any spells left on me."

Fentus Mourncrag |

Nodding to Olaf, "We might as well take a breather so you can fix your shields, I doubt that will be the last tough fight in here, seems like the deeper we go, the harder it gets,"
Fentus takes the time to examine the buried Hellknights a little closer, a morbid curiosity driving him.

Fentus Mourncrag |

Not really, just spending my down time while Olaf fixed his shields to look at the bodies. Fentus is just very curious with the Hellknights and their history and interested in learning more.

DM DoctorEvil |

The party leaves the burial crypts and the blue runes on the walls behind, and moves back up to the central hallway, then back down the middle passage to the south. After the expected bend to the right, this time the hallway ends in a standard wooden door.
If there was more anyone wanted to do in the Lictor's burial chamber, please let me know and we can walk it back a bit.

Trista Lortella |

Trista gives the door a quick once-over, then opens it carefully.
With our current composition, I'm definitely going to be Searching as my exploration activity.

Olaf, Son of no-one |

Olaf breaks out his tools and gets to trying to repair his shields, starting with the least damaged one first.
DC to repair is GM decision, but its suggested to use the craftic DC, which for a level 0 shield is DC 14. Success is 5 HP back, Crit is 10. 1 minute per attempt
Craft 1: 1d20 + 8 ⇒ (4) + 8 = 12Probably a fail
Craft 2: 1d20 + 8 ⇒ (4) + 8 = 12
Craft 2: 1d20 + 8 ⇒ (9) + 8 = 17That'll make Shield 2 back to full
After spending a few minutes, Olaf only manages to get one shield back into working order but shrugs and says its time to move on.

Zainab Ebrahin |

Zainab decides to she if she could do a better job healing the wound sustained on herself.
Medicine: 1d20 + 9 ⇒ (16) + 9 = 25
Damaged healed: 2d8 ⇒ (1, 7) = 8
After putting some ointment on herself, she was feeling well enough to put some more weight onto her arm again.

Olaf, Son of no-one |

Still looking over the fine bastard sword, Olaf asks the group, ”This is a fine blade, and we’ll suited to my fighting style. Do you all mind if I wield it?”
Totally forgot to even mention the awesome sword!

DM DoctorEvil |

As Olaf knocks the dents out and equips the new magical blade, Zainab doses herself with field dressings and simple salves, restoring a bit of the damage taken.
At the new door Trista opens it, making sure there are no shenanigans with the portal first. The door opens into a very large chamber. Along the southern wall here is a large relief carving of a sunburst, made entirely of long iron nails. Instead of typical flagstones, the floor is made up of headstones with names and dates. Curiously, six of the headstones seem to be pried open to reveal empty graves within.
Five skeletal warriors dressed in rags and carrying rusty or chipped scimitars, amble about the room. A single skeletal champion dressed in black Hellknight half plate and carrying a long halberd is also present. As you enter, the former Hellknight points at you and the rest of the minions move to attack.
Hellknight: 1d20 + 7 ⇒ (12) + 7 = 19
Guards: 1d20 + 2 ⇒ (12) + 2 = 14
Olaf: 1d20 + 5 ⇒ (4) + 5 = 9
Zainab: 1d20 + 9 ⇒ (1) + 9 = 10
Trista: 1d20 + 7 ⇒ (9) + 7 = 16
Fentus: 1d20 + 5 ⇒ (18) + 5 = 23

DM DoctorEvil |

Hall of Graves - Round 1
23 Fentus
19 Skeletal Hellknight
16 Trista
14 Skeleton Guards (all)
10 Zainab
9 Olaf
Fentus has the first actions. I will be updating the combat map shortly. I am just going to run all the skeletal guards on one count to save complexity and time. The Hellknight will be different.

Fentus Mourncrag |

Fentus moves into the room, surveying the situation, "Now this is more what I thought undead would look like!"
Grinning he readies a small ball of flame and throws it at the near Yellow Armored Skeleton.
Produce Flame: 1d20 + 9 ⇒ (14) + 9 = 23
Fire Damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9

DM DoctorEvil |

Hall of Graves -Round 1 - continued
Fentus moves into the room and lobs a small orb of flame at the nearest skeleton guard. His aim is true, and Fentus is a bit surprised when the magical flames burst the target, shattering it into a cloud of fragments and dust.
The skeletal Hellknight advances on the crypt breakers, and slashes at Fentus with its long halberd. The former Hellknights skill at arms remains apparent as with one blow, he guts the sorceror, nearly killing him outright in the process. The actual pain from the wound is bad enough, but in addition, Fentus suddenly feels as if nails were being driven into his entire body. The pain is enormous! The champion then beckons to the other skeletons, commanding them to attack!
Fentus must make a DC 17 Will save or be stunned 1. Critical failure adds damage via manifested actual puncture wounds. Trista is up before the skeletons act.
Hellknight halberd: 1d20 + 11 ⇒ (19) + 11 = 30 Critical Hit!
Slashing dmg to Fentus: 1d10 + 4 ⇒ (9) + 4 = 13 Total of 26hp dmg. Yikes!

Trista Lortella |

"Fentus, step back!"
Trista sees if she can figure out what sort of undead the Hellknight is, then Steps in and attacks him.
Exploit Vulnerability: 1d20 + 8 ⇒ (16) + 8 = 24
If that beats his Recall Knowledge DC, I would also get info.
+1 shortsword: 1d20 + 9 ⇒ (17) + 9 = 26 for slashing: 1d6 + 1 ⇒ (2) + 1 = 3
Should have Weakness 3 to my attacks, unless it has a higher weakness.

DM DoctorEvil |

Hall of Graves - Round 1 - continued
The pain from the wound puts stuns Fentus, rendering him senseless for a bit.
Quickly, Trista consults The Book, and while there is not exact entry for an undead Hellknight, she finds enough out.
After a dose of hot pepper spray to he weapon, she assaults the skeleton leader, stabbing him a minor wound with her magical blade.
Purple skeleton advances from across the room, scuttling fast across the graves and into the melee. It strikes once at Trista with its rusty scimitar, but the attack is thwarted by Trista's timely parry.
At the direction of the Hellknight undead, Green skeleton moves to flank Trista, trying to gain an advantage against her when it attacks, twice. But these attacks from the unskilled undead also miss.
With Fentus stunned, the undead master sends one of his minions after him as well. But the attack is also a miss.
Lastly, the Blue skeleton comes to the door and attacks Zainab. This attack hits, as the scimitar sweeps through the doorway and into the cleric.
Fentus is stunned 1, so loses one action next turn. Of all the skeleton guard attacks, only Zainab is hit for 6 hp (32/38 remaining). She and Olaf are up in this round, and Fentus can post for Round 2 also.
Blue skeleton strike vs Trista: 1d20 + 6 ⇒ (9) + 6 = 15
Green skeleton strike, flanking vs Trista: 1d20 + 6 ⇒ (4) + 6 = 10
Green skeleton 2nd strike, flanking vs Trista: 1d20 + 6 - 5 ⇒ (14) + 6 - 5 = 15
Red skeleton strike vs Fentus: 1d20 + 6 ⇒ (1) + 6 = 7
Blue skeleton strike vs Zainab: 1d20 + 6 ⇒ (14) + 6 = 20
Zainab slashing dmg: 1d6 + 2 ⇒ (4) + 2 = 6

Olaf, Son of no-one |

Hefting his new magic sword, Olaf steps around and through the doorway, looking for foes. Targetting the nearest skeleton, he slashes down in an overhead strike. Recovering from his swing, the northman raises his shield against any retaliation.
Stride, Strike Blue, Raise Shield
Attack Blue: 1d20 + 10 ⇒ (1) + 10 = 11
Damage, S: 1d8 + 4 ⇒ (1) + 4 = 5
Wow, a pair of 1's. Impressive.

Fentus Mourncrag |

Fentus, dazed and surprised by the ferocity of these skeletons, holding one hand to a bleeding wound, "this. . .this is not what I thought undead would be like," breathing heavy he defensively steps and stumbles into the corner, and raises a magical shield, barking the command word to summon it into being, interposing the shield between him and the skeletons.
"Everything is getting real dark in here. . ."
2 actions
*Step
*Cast Shield
Gives me the chance to use Shield Block reaction with the Shield, it has Hardness 5, which if I'm hit, I'll use my Reaction to Shield Block, hopefully saving my life. Also grants a +1 bonus to AC for 1 round.

Zainab Ebrahin |

It didn't hurt as much as the attack from the wight did, but it stung all the same and she grunted as a result. She saw that Fentus was looking woozy from that attack and decided to help him out. But first, she had to deal with the skeleton in front of her.
Shortsword, blue, flanking: 1d20 + 5 + 1 + 2 ⇒ (7) + 5 + 1 + 2 = 15
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Shortsword, blue, flanking: 1d20 + 5 + 1 + 2 - 5 ⇒ (19) + 5 + 1 + 2 - 5 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Step, Strike, Strike

Olaf, Son of no-one |

forgot to note, was so excited by my pair of 1’s, that shield is raised, Will block, AC 21

DM DoctorEvil |

Hall of Graves - Round 1 - concluded
Olaf steps into the room that is suddenly filled with undead. He raises his sword to attack the nearest, overhand, but his blade catches in the doorway, and his attack is foiled before it ever really starts.
Zainab dances around the skeletons hemming the group in, getting behind one and stabbing at it twice. Her blade bounces off the ribs of the creature harmlessly at first, but the second strike is true, and the undead falls to bony bits after that attack.
End of Round 1

DM DoctorEvil |

Hall of Graves - Round 2
23 Fentus (6/32 hp; stunned 1)
19 Skeletal Hellknight (6hp dmg)
16 Trista
14 Skeleton Guards (3 left)
10 Zainab
9 Olaf (shield up)
With a major wound, and the echoes of the pain of the nails still bouncing in his psyche, Fentus finally becomes un-stunned. He steps away from the melee a bit more and casts a defensive spell, causing a magical force shield to appear in front of him, hopefully protecting from another attack like that.
The Hellknight soundlessly laughs at Fentus, but rather than attack for a killing blow through his own minions, he turns his halberd on Trista, striking twice. Somehow, Trista manages to twist and turn out of the way of both those attacks, and remains uninjured.
Trista is up next. Fentus loses the stunned condition, and has shield up.
Hellknight halberd vs Trista: 1d20 + 11 ⇒ (7) + 11 = 18
Hellknight, second strike vs Trista: 1d20 + 11 - 5 ⇒ (6) + 11 - 5 = 12

Trista Lortella |

"Stay strong, friends. They're just bones that don't know enough to settle down."
Trista slips between the leader and one of his minions, then slashes at the former Hellknight with her sword.
short sword: 1d20 + 9 ⇒ (14) + 9 = 23 for slashing: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
short sword: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11 for slashing: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Weakness 3 to my attacks. Also, I forgot implment's empowerment last round. My damage would have been 2 higher.

DM DoctorEvil |

Hall of Graves - Round 2 - continued
Trista pluckily stays in the combat, moving a bit farther into the mausoleum and striking at the skeletal leader with her magical shortsword. One attack hits, the damage from the what she learned in The Book increasing her effectiveness, but the second strike misses.
At the direction of the Hellknight, the skeletal minions focus their attacks on Fentus, trying to drive him out of the fight. The third slides into a flanking position against Trista.
Red Skeleton places one attack that probably would've ended the sorceror, but his magical shield wards the blow and Fentus is not harmed. It then lumbers back to stand near Trista.
Green Skeleton also strikes twice at Fentus, but the mindless undead cannot make a successful attack. It also then, following the wordless commands of its master, trundles over towards Trista.
Purple attacks Trista twice, the first missing, but the second driving home a painful blow that slashes the thaumaturge a fresh wound.
Lots of attacks, but just one hit, even with a critical its minimum dmg. 6hp from Trista who is at 22/35 now. The party is up: Olaf and Zainab this round, and Fentus can post actions for next round.
Red Skeletal Guard scimitar vs Fentus: 1d20 + 6 ⇒ (11) + 6 = 17
Red Skeletal Guard, 2nd strike vs Fentus: 1d20 + 6 - 5 ⇒ (7) + 6 - 5 = 8
Green Skeletal Guard scimitar vs Fentus: 1d20 + 6 ⇒ (7) + 6 = 13
Green Skeletal Guard, 2nd strike vs Fentus: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2
Purple Skeletal Guard scimitar vs Trista: 1d20 + 6 ⇒ (4) + 6 = 10
Purple Skeletal Guard, 2nd strike vs Trista: 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21 Critical
Piercing dmg to Trista, critical: 1d6 + 2 ⇒ (1) + 2 = 3 6 total dmg

Olaf, Son of no-one |

Seeing Trista beset by a horde of skeletons, the warrior moves to flank what looks to be the leader and lashes out with blade and spell.
Stride, Spellstrike
Attack Hellknight, Flanking: 1d20 + 10 ⇒ (18) + 10 = 28
I am spellstriking Shocking Grasp, so if the skeleton is wearing metal its +1 to hit
Can't recall if I add to my roll or - from its AC for flanking
Damage, Bastard Sword, S: 1d8 + 4 ⇒ (2) + 4 = 6
Damage, Shocking Grasp heightened to 2, Electric: 3d12 ⇒ (12, 9, 12) = 33
Persistent Electricity damage: 1d4 + 1 ⇒ (1) + 1 = 2
If its a crit, Sword and Shocking grasp are multiplied, but not the persistent electricity damage

Zainab Ebrahin |

Zainab saw Trista in trouble, surrounded by skeletons. Yet by some miracle, she has been able to hold her own. She used that courage to step up behind a skeleton and strike back.
Strike 1: 1d20 + 5 + 1 + 2 ⇒ (6) + 5 + 1 + 2 = 14
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Strike 1: 1d20 + 5 + 1 + 2 - 5 ⇒ (10) + 5 + 1 + 2 - 5 = 13
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Stride, Strike, Strike

Fentus Mourncrag |

Fentus, hyperventilating as the Skeletons lay into him, as he shelters behind the magical Shield, eyes growing wide as they leave him to attack Trista he throws a fireball at the Red Skeleton, seeing Zainab and Olaf handling their own foes.
Produce Flame: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7

DM DoctorEvil |

Hall of Graves - Round 2 - concluded
With a brutal attack and a surging burst of electrical energy, Olaf cuts loose on the skeletal Hellknight and the combined might and magic blow the undead commander to dust and ash, leaving only a small cloud where he once stood.
Zainab makes more melee attacks, stepping into a flanking position and catching the Green Skeleton from behind, she uses her new magical blade to end it as well.
End of Round 2
Some good work in that round. It was not a critical against the Hellknight, but enough spell damage to finish him off anyway. On to Round 3.

DM DoctorEvil |

Hall of Graves - Round 3
23 Fentus (6/32 hp left)
16 Trista (22/35 hp left)
14 Skeleton Guards (2 left)
10 Zainab
9 Olaf
Under less direct pressure and despite his wounds, Fentus conjures and tosses a ball of flame at Red Skeleton, and the magical fire burns the undead monster to bits, ending it.
Trista is up with a chance to close this out before the skeletal guards go again.

Trista Lortella |

with the skeleton pinned against the wall, Trista looks for a weak spot and attacks.
Exploit Vulnerability, Strike, Strike
Exploit: 1d20 + 8 ⇒ (4) + 8 = 12
Probably a regular failure, so Weakness 3 and no recall knowledge
short sword: 1d20 + 9 ⇒ (14) + 9 = 23 for slashing: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
short sword: 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9 for slashing: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Weakness 3 to my attacks

DM DoctorEvil |

Hall of Graves - Round 3 - concluded
Going from fully surrounded by skeletons, to just having one left, Trista continues her assault on the undead, and her enhanced shortsword does all th work, destroying the last of the foes.
End of Combat
Fentus is hurt pretty badly, Trista to a lesser degree. But the fight is ended at least.

Trista Lortella |

Trista wipes some of the blood off of her arm and kicks over the pile of bones that was once a Hellknight.
"Stay dead this time." Trista peaks around the corner to see if there is anything interesting in the rest of the room.

Olaf, Son of no-one |

Olaf also pokes at the big, electricty charred, hellknight with his blade tip.
"Seems done for."
Looking around the group, he moves to Fentus and calls for the medic, knowing there is precious little he can do himself.

Zainab Ebrahin |

"Fentus are you okay?" Zainab walked over as she proceeded to tend to his wounds.
Medicine: 1d20 + 9 ⇒ (15) + 9 = 24
HP recovery: 2d8 ⇒ (5, 2) = 7
"There's way to much negative energy around here. All sorts of undead is being made here."

Fentus Mourncrag |

Stumbling and Staggering, "I don't think I ever want to find undead again. . ." Accepting the healing from Zainab, "Thank you, that feels much better, I don't feel so on death's door anymore, I swear that Hellknight was trying to make me join him,"
He then casts a heal spell, adding a little more to his constitution.
"I've never tried this spell before, but I was watching you Zainab and I think I can replicate the effect,"
2 action heal on self: 1d8 + 8 ⇒ (8) + 8 = 16
Now at 29 of 32

DM DoctorEvil |

With the scattered corpses of the undead now at rest, you can look around the room during the time Fentus gets some first aid from Zainab, and uses some of his own casting ability to Heal. The dead Hellknights stylized half-plate lies there, as does his halberd. The equipment from the others skeletal guards is revealed to be only junk.
The sunburst of nails dominates the southern wall of the chamber, and the built in gravestones, a few of them pried out,, make up most of the floor. There are openings, without doors, in the walls to the west and south, and there is a single door way at the far eastern end of the grave hall.
After healing, what do you do next?

Trista Lortella |

"Ah, I can never get these bandages right myself. Zainab, would you mind?"
Medicine: 1d20 + 9 ⇒ (4) + 9 = 13 for healing: 2d8 ⇒ (8, 5) = 13
Trista fusses the whole time that Zainab is trying to fix her up, impatient to continue exploring.
No healing for me, but I'm okay to push on a little more.
"I'm sure someone would be willing to put this on display," Trista says as she gathers the remnants of the Hellknight's armor.
Trista will peek through the opening in the west wall first.

Fentus Mourncrag |

Fentus examines the Hellknight Plate, "I'd love to hold onto this, or at least move it to store is somewhere more safely than down here. I doubt I'll ever be able to wear it but. . . maybe some day"
He looks wistfully at the Plate Armor, before moving to reinforce Trista at the West Wall.

DM DoctorEvil |

I added the Hellknight half-plate armor to your Loot Tracker.
The opening to the west wall reveals a smaller chamber where four monuments loom, dark and somber. Each has a prominent carving of black-winged angels and various stylized pentagrams. Burnished plaques along the floor next to each sepulcher bear the names of those interred within, while atop the northern wall near the ceiling the words "Sepulcher of the Nail" are carved in a prominent relief.
No threats are apparent in this room (for a change). The names on the plaques say, from left to right: Mistress of Blades Xera Delphine, Master of Blades Renten Viselle, Paravicar Yenesta, and Paralictor Loreen Sinelle.
The tombs are all sealed, but have similar locking, hinged mechanism as the other crypts. They could also be opened by strength if you could manage it.

Trista Lortella |

"Olaf, would you help me with this?"
Trista works on the lids of the tombs.
Athletics: 1d20 + 8 ⇒ (15) + 8 = 23
Athletics: 1d20 + 8 ⇒ (13) + 8 = 21
Athletics: 1d20 + 8 ⇒ (15) + 8 = 23

DM DoctorEvil |

Perhaps surprising even herself, Trista manhandles the lids off the first three sepulchers. Inside are the mummified remains of those who must have been remarkable in the Order of the Nails history. Buried inside with each is an item that does not seem to have aged at all.
The first item seems to be a pair of bright metal bracers and gleam like the summer sun. The second is small bit of amber cut in a convex round shape, it seems to have a bit of feather stuck inside it. And the third is small brass pin in the shape of a monkey climbing a tree.
The fourth tomb remains unopened.