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Sorry for the delay. Busy weekend.
Taking a short rest and searching the area, you discover, both amongst the dead outside and the dead within; +1 shotels (x3), darts (x30), deathblade poison (9 doses), 220 gp in strangely minted, unrecognizable gold coins, and inside the sarcophagus, a +1 monstrous humanoid bane returning trident is decorated with golden serpents twining up its shaft, an ancient weapon clearly designed by the Azlanti warriors of old.
Once ready, you head back inside, and with more time to look closer, easily spot a concealed door leading to the right as well.
Can I get everyone to place themselves inside or near that first room.

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Perception: 1d20 + 15 ⇒ (12) + 15 = 27
After the fight concludes Jaggar looks over the captured gear, disregarding all of it save for the coins, and moves back towards the room.

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perception: 1d20 + 13 ⇒ (7) + 13 = 20 Dora moves into the room atop Boots.
Some interesting weapons in the mix. Some I have never seen before.

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We're good on negative levels?
Frag eschews the treasure, but does eye the trident. "Ranged combat is not for me, but I would hurl such a weapon into my foe's heart before I go for their necks."
Placed on map.

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Begus chuckles to himself as Rathen has problems with his wand. He doesn't say anything but gives him a knowing smile.
Begus can take 10 on activating any magic item at any time Even during combat etc). T10=34
perception: 1d20 + 23 ⇒ (2) + 23 = 25
I hope rathen can take care of seeing this...
regrading negative levels: Begus has a scroll of restoration just for such situations. let me know.

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Rathen moves back inside, taking the lead and scanning as he usually does. Rathen auto-succeeds on the Perception check, and has Trap Spooter to boot.
"Watch out for the trap. It's a magical symbol trap. And no, Begus, now is not the time to get curious. Everyone step back. I'll take care of this.
Once everyone is clear, Rathen will try and deal with the trap.
Disable Device: 1d20 + 28 ⇒ (5) + 28 = 33
And if that doesn't disarm it (but doesn't trigger the trap, meaning he fails by 4 or less), he'll try again.
Disable Device: 1d20 + 28 ⇒ (1) + 28 = 29
Gosh, I really hope that worked the first time...

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I believe Kulik had cast the spell twice. I was assuming one caster each which should remove all of the Negative Levels. If that's incorrect, please let me know.
That is indeed enough to disrupt the sensitive magic glyphs and disarm the trap, allowing you and your team to pass safely. This leaves you with three possible paths you might take.
Directly before you stands a large, open chamber that extends to an exit at the far end of the room. The walls and floor are lined with burial niches, empty of any occupants. This chamber was once a catacomb and the burial niches in the floor count as difficult terrain.
The other two, you are not certain as each turn a sharp corner and you can not see beyond yet.

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Jaggar moves forward and backs up the headstrong barbarian...
"awfully quiet in there... could be a trap...just like the last hallway...you go first..."

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I believe Kulik had cast the spell twice. I was assuming one caster each which should remove all of the Negative Levels. If that's incorrect, please let me know.
As I read it, each casting should dissipate all the temporary negative levels.
KULIK keeps his eyes open toward the rear.

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Once Rathen motions us on, Frag follows...

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Rathen leads the way down the northern hall. "A friend of mine once said 'When exploring, always go left'. He doesn't always make the right decisions, especially when it comes to women, but in this I agree."
He stops at the end of the hallway, where it bends, pausing for a moment to adjust the straps of his haversack and to let the DM have time to update the map :).

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Rathen leads the way down the northern hall. "A friend of mine once said 'When exploring, always go left'. He doesn't always make the right decisions, especially when it comes to women, but in this I agree."
He stops at the end of the hallway, where it bends, pausing for a moment to adjust the straps of his haversack and to let the DM have time to update the map :).
Somewhere there's a half-elf who just smiled for now reason.

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Dora and Boots will follow 10' behind the leaders, with lance at the ready.
He sounds like an interesting friend, Rathen. Those are the best kind.

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Sorry all. I was expecting to get off a little early today and wound up working even later than I did yesterday. I'm just getting home, so let me grab some food and I'll update asap.

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Turning the corner without actually entering it, you see that this room seems nearly identical to the one in the middle, filled with burial niches and other things you would expect from an ancient tomb. The floor, however, is covered in an inch of midnight spores, which resembles an uneven black carpet.
Juliver looks on in concern, "I've seen this before, though I have difficulty remembering it. It was in another of the tombs. It, . . . I think it was the cause of my madness."

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I suggest we not go into this room without some protection...madness and all.
bardic kn:nature: 1d20 + 8 ⇒ (11) + 8 = 19

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Dora scratches her chin thinking hard.
Well, maybe just stepping on them is the problem, so flying over them might work. Or a force field or drink some antitoxin or a maybe they emit a gas or are psionic or something. I am not yet sure if I recall anything about them. .

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Sorry all. I was expecting to get off a little early today and wound up working even later than I did yesterday. I'm just getting home, so let me grab some food and I'll update asap.
Real Life Comes First [tm], DM Beckett.
KULIK looks over the spores.
Kn (nature): 1d20 + 7 ⇒ (19) + 7 = 26

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Rathen pauses to give others a look. "I'm happy leading the way, but I like being informed. Mr. Wizard," he says, and gestures to Begus. "Does that curious mind of yours know what we have here? And is there any magic?"

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Begus is a bit shocked that Rathen asked him for anything. Usually, it's 'don't touch that Begus' or 'leave that alone Begus...'
Begus looks at the fungus and ponders for a moment.
1d20 + 11 ⇒ (17) + 11 = 28
let's not disturb the mass of spores. They are harmless if they aren't disturbed.
He is quiet for a moment, Rathrn knows thats when he's doing his deepest thinking.
"I can place a barrier of force or ice over the spores to allow safe passage.
"or we maybe a fireball...

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"I find that magic causes as many problems as it solves, but I defer to the gnome."

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Dora nods. Whatever you think would be best. But We best get back incase it backfires...or is that backfireballs? she chuckles quietly.

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While you are unfamiliar with this particular mold specifically, you can ascertain that any movement through or near it will cause it to react by sending spores into the air, likely creating s ort of chain reaction throughout the entire room. It also seems very similar to some of the rarer fungi that the dark dwarves are known to utilize, causing first paranoia, that grows worse with each exposure, leading to full blow, multilayered insanities.
You also spot two vaguely humanoid shapes beneath the mold at the far end of the room, though you can not actually see the bodies. It looks similar to as if someone had covered them completely in a blanket, but these could also be statues, or even some sort of furniture that just happens to look like a body while covered completely in this thick, black mold.
Returning to the other hallway to look at the third room, it too seems to be a long room, with another small chamber just beyond it, containing a sarcophagus.
Burial niches still holding the remnants of old bones line the walls of this room, and similar grooves line the floor in a haphazard pattern, though these appear to have been emptied of their burial contents. In between the niches, the walls are painted black and decorated with wild, fetishistic motifs of snakes, spiders, and the walking dead. Burnt-out candles stand in the niches in pools of their own hardened blood-red wax. At the far end of the room stands a crude altar constructed of broken stones taken from the ruins outside. It surface likewise harbors the melted remnants of ancient candles.
Standing before an alter at the far section of the room, you see three rotting feline corpses standing at attention, as if guarding something. They seem to notice you easily, but do not otherwise react.

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Frag looks at the corpses, and then at the more learned members, "Begus? Time for words, or time for violence?"

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Dora also looks to her halfling ally for guidance.
Normally, I would suggest the fireball. But there could be something valuable under all this mold.
Looking beyond...
bardic kn:rel: 1d20 + 8 ⇒ (9) + 8 = 17
While this looks amazing and unusual, religious matters are not my speciality.
But I do know a bit about kitty cats...and those three do not look friendly at all. she points to the three rotting felines.

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"Definitely strike me as guardians of some sort," Rathen agrees with Dora. "I'd prefer a proactive approach to dealing with the dead creatures."
With an obviously pained expression, the rogue turns to Begus once more. "What's your assessment?"

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Begus ponders this situation for a moment and tries to recall what he has read from many hours of study:
kn:religion: 1d20 + 11 ⇒ (14) + 11 = 25
Begus is quiet for some time. His forehead wrinkles seem to get deeper as he thinks. The gnome's robes wriggle for a minute as Mrs. Pricklesworth, pokes her head out and climbs onto his shoulder. "hmm, you think so?... the iconography is right but it's not what we saw up north looking for that magic axe... Yes, yes I think you are correct, Young Lady."
Begus again focuses on the group as he pet his rather intelligent hedgehog. Begus addresses the group: " These images are the markings of Orcus, the deamon lord of the undead. He focuses his domain on practicing the vile art of necromancy. What's curious is that these are a bit different from what I have seen in the past, but Mrs. Prickleswoth assures me that I am right."
"On a personal note, those cats scare Mrs. Pricklesworth to no end." The rodents nose wiggles and Begus smiles at her, "She also said that she forgot how handsome Rathen is" Begus adds with a smile on his face.

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What is the ceiling height in the main chamber and where the cats are?
Too bad we do not have something that likes to eat nasty fungus.

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I'm sorry for my long absence again.
The ceilings are 10ft tall.
You assessment that they are guardians of some sort seems to be accurate, as they do not seem to react to your presence yet, besides simply watching you.

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Well, phooey. These ceilings are not tall enough for me to get out Goldwing. I cannot think of anything to do with the fungus. Anyone have any ideas?

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"Burn it with wizard fire. This standing around is for stained-fingered academics."

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Frag, uncharacteristically, gives a hearty belly laugh at Jagger's words, "It's the content that matters. I've seen Taldans speak like artists. Reminds me of dung painted gold."

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Just a head's up, this is a CR 6 encounter.

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LOL paranoid Seekers. Burn it and be done. onward!
-Posted with Wayfinder

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Now Dora is even more paranoid....the GM is probably just messing with us! LoL :)

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Standing at the back of the group, Juliver suddenly looks concerned, as if sensing something, but unable to place the worry or dread, "I feel cold. Anyone else's hair on the back of their necks standing up?"

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Begus, I would agree with your former suggestion of a force or frost barrier over the fungus which will allow us to proceed. I am not sure what lies under this 'carpet' but it might be damaged in the fire and we may need it.
Dora will continue scanning and waiting for the wizard or warriors to charge in.
Detect magic and concentrate on auras in the room

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Frag gets REALLY impatient. "ENOUGH!"
He rushes past Rathen and charges the closest guardian, giving into the boiling blood of the Beast Totem: Can only charge if he doesn't trigger initiative on the way to the square in front of Rathen.
ATK 1: 1d20 + 21 + 2 ⇒ (5) + 21 + 2 = 28 for DMG: 2d4 + 21 ⇒ (4, 2) + 21 = 27
ATK 2: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38 for DMG: 2d4 + 21 ⇒ (1, 2) + 21 = 24
ATK 3: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20 for DMG: 2d4 + 21 ⇒ (3, 2) + 21 = 26
ATK Confirmation: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23 for an extra DMG: 2d4 + 21 ⇒ (4, 4) + 21 = 29 if confirmed.

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Frag, tired of waiting rushes into action. The second he sets foot within that small chamber, a dark purple flash of energy flashes from the rotting eyes of the three felines, who suddenly spring into action, but far too late. Frag lays the closest one out in a pile of stinking, rotting flesh with no trouble.
Juliver appears a bit nervous, and Dora, Kulik, Begus, and Jaggar can all feel the unnatural cold seeping from the nearby wall, reminding them of the same fear and unholy presence of the spirits you encountered not long ago, though you can not see it just yet.
ROUND 1
Rathen ()
Begus ()
Kulik ()
Jaggar ()
Dora/Pet () / ()
Frag ()
-
Zombie Cat 3 YELLOW ()
Zombie Cat 2 PURPLE ()
Begus: 1d20 + 8 ⇒ (16) + 8 = 24
Dora (+ wolf mount): 1d20 + 4 ⇒ (9) + 4 = 13
Frag: 1d20 + 2 ⇒ (11) + 2 = 13
Jaggar: 1d20 + 7 ⇒ (6) + 7 = 13
Kulik: 1d20 + 9 ⇒ (5) + 9 = 14
Rathen: 1d20 + 12 ⇒ (20) + 12 = 32
......
Zombie Cat 2: 1d20 ⇒ 5
Zombie Cat 3: 1d20 ⇒ 6

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The simplicity of blade and foe brings peace to the storm of chaos that is Frag. He continues his slaughter unabated. charging forth to #2
Widowmaker 1: 1d20 + 24 + 2 ⇒ (19) + 24 + 2 = 45 for DMG: 2d4 + 21 ⇒ (3, 4) + 21 = 28
Widowmaker 2: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35 for DMG: 2d4 + 21 ⇒ (4, 1) + 21 = 26
Widowmaker 3: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 for DMG: 2d4 + 21 ⇒ (1, 3) + 21 = 25
Confirm Widowmaker 1: 1d20 + 24 + 2 ⇒ (14) + 24 + 2 = 40 for DMG: 2d4 + 21 ⇒ (3, 4) + 21 = 28 if confirmed.

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Jaggar rolls his eyes when Frag takes off...
He then thinks for a second weighing his options and reluctantly follows behind the crazy man...
"I figured you would have this all wrapped up by now!" he says as he gets in position behind the man...
double move

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Just about everyone else actually acts first, but. . . another of the zombified cats goes down in a rotting pile of necrotic sewage.
ROUND 1
Rathen ()
Begus ()
Kulik ()
Jaggar ()
Dora/Pet () / ()
Frag ()
-
Zombie Cat 3 ()

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Dora makes like she is about to sing...but as the zombie cats are falling faster than the temperature in this room, she delays.
Strong work, Frag.
She will move in with Boots and have lance at the ready.

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Sorry, I had the window to post, so I did :-)
-Posted with Wayfinder

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Oh, no worries. I actually prefer people to post early if they can. I just wanted to point out I wasn't skipping anyone else who would actually come before.