Wow... okay, all the monsters beat those initiative scores. I'll post up the first turn including the actions you already specified, and whoever didn't act yet can post what they want their characters to do before round 2.<br/>For the sake of steamlining play, we won't be rolling new init each round, only once at the start of combat.<br/><br/>The wisdom damaging poison is actually not the bad air from the crypts, it's an odorless gas in the tunnels, bubbling up from under the water at a few points. It is mildly hallucinogenic and it prepares the acolytes taking the pilgrim's path for "receiving visions" and "finding understanding" on their journey.