Hudak flails wildly and Camlo uses a more subtle approach, and while they strike.... something, the undead still remains. Alwyn then smites it with the power of Gorum, eliciting a furious shriek, but the creature is still sustained by its hate for the living. It turns a wispy claw on Alwyn, reaching through his armour to chill his vitals.
Touch attack on Alwyn: 1d20 + 9 ⇒ (18) + 9 = 27, damage 1d8 ⇒ 5 plus level drain (2 levels, Fort save DC 16 per level). Remember the house rules - you get a save now and if you fail that another at the end of the day.
Illes draws his rapier and holds it in a guard position as he begins to sing a rather macabre hymn of Pharasma's faithful-
"Why should you tary when Pharasma is pleading,
pleading for you and for me?
Why should you linger and heed not her mercies,
mercies for you and for me?"
Normally the song would be low and mournful, but Illes version is amused and sarcastic.
“I am glad that our brave warriors are practised at dispatching such evil spirits,” comments Elisile. “I for one felt somewhat useless.” She looks a little sourly (an ugly expression on her boggard's face) at her remaining bottles of holy water.
She'll also make a visual examination of the chamber. Percpetion: 1d20 + 10 ⇒ (17) + 10 = 27
Awyn's face splits into a satisfied grin. "Turns out the Shoanti way - hacking away with your sword - will dispatch ghosts as well as living foes. That's good to know."
"Looks like this is a dead end, which means we'll need to exit through the door we saw earlier. Are everybody ready for some serious ogre-slaying?"
To Camlo; "Oh, thanks friend, but no you keep it. I have a couple of those myself. I'd rather save them in for a jam, because they won't refill tomorrow."
"I think down the earlier passage. This warren of caves is our only retreat if things outside go badly. We should make sure, then, that this warren of caves is bereft of enemies first.
Then we can start attacking them outside. Hit-and-run if we have to."
To Camlo; "Oh, thanks friend, but no you keep it. I have a couple of those myself. I'd rather save them in for a jam, because they won't refill tomorrow."
"Ah, as you ah, wish." Camlos turns again, and buries the flask back where it was at the bottom of his pack.
"Indeed, I always, ah, prefer to know what is at my back. Well, my errm, flight down here excepted."
The party backtrack to the room where they killed the shocker lizards, and head east. After about twenty feet it ends at another stone door, while another passage just before it heads north east, slanting down.
Sorry for the delay - too much socialising gives me little time to arrange my gaming thoughts.
“I would suppose that this door also leads into the fort,” comments Elisile, looking about with her dark vision, and listening too. Perception: 1d20 + 10 ⇒ (9) + 10 = 19
The passage seems to run into a warren of dank, winding passages, bending and narrowing to a gap as small as three feet in places. The floor is muddy, carpeted with mushrooms, and crawls with insects and millipedes.
Perception, DC 24, or Survival, DC 19 (this is a Tracking roll):
Spoiler:
You notice small clawed tracks, probably those of lizards, among the muck.
The passage bears off west, with another branch heading north east but itself splitting south east and north west.
For clarity, you can go west, southeast or northwest.
“Look – lizard tracks by the look of things,” says Elisile, pointing into the mud. Can she tell which direction they come from / head towards, or they just generally all about?
While the elf-toad scouts ahead Illes whispers, "Vethran, how do you know if that spirit has been put to rest? I've heard lots of stories where shades rise again on the day of their death, or at midnight, or on the full moon. It doesn't seem right that a tormented soul would give up his unhallowed bones so easily..."
Vethran scratches his stubbled chin for a moment, then shrugs. "Ghosts are not really my area of expertise. Alwyn seemed pretty satisfied that it was dealt with, though, so I'm inclined to follow his lead."
Shocker lizards are territorial but, generally speaking, if you make no sudden moves, attack them or approach their egg mounds, they will generally leave large creatures alone.
"Can you tell how many there are of them? I'm a little worried about approaching large groups of lightning-throwing enemies. Mybe we should just leave them alone?"
“Not with certainty,” answers Elisile. “However, Shocker lizards are territorial but, generally speaking, if you make no sudden moves, attack them or approach their egg mounds, they will generally leave large creatures alone. We probably startled the two we have so far encountered, but by moving slowly and looking out for and avoiding their nests.”
Elisile will lead the way west, moving slowly and carefully, trying to be quiet and keeping an eye out for signs of lizards. Stealth: 1d20 + 13 ⇒ (16) + 13 = 29, Perception: 1d20 + 10 ⇒ (15) + 10 = 25, Survival (track): 1d20 + 11 ⇒ (18) + 11 = 29
Elisile backs slowly away, then whispers to the others when she reaches them, “There does not appear to be any way forward, and several of the lizards lurk here. I suggest we not disturb them, and try a different way.”