
Batango |

"Yes, let us be moving on and get done what we need to. I am not liking de thought of giving our enemies time to develop new plots against us." Batango does his best to get the mud out of his hair and off of his face. "Smells like death here. Death and rot boiling under a hot sun. Cleaning water is a priest's trick, Shark-Friend, and I am no priest. I could only spoil de water more. Strange, I am finding... de deep patron grants me power to heal a wound, but none to cleanse a pool to drink. Ha! But who I am to question such things? Just an old witch with a withering eye." Tabook chitters then, rising up on the man's shoulder. "Oh, of course. And a water-weasel too smart for his own good."

A'vandira "Raven" Silvermane |

Despite the seriousness of the situation, I grin as I make a long nose at Attajay "Jealous, Atty?" In my mind I can hear Shadow laughing, sharing my merriment and I decide to let the raven fly. "How about it, Shadow? Fancy a little flying?" - "Sure thing, Avi. I'll go scout ahead a little." Unbuttoning the upper part of my shirt, I expose the stylized form of the raven tattooed on my chest. My skin ripples and with a screach, the raven tears itself free and transforming into a real, three-dimensional bird it flies up into the sky.

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Splashing around in the water brings a welcome break from the tension since fighting the giant frogs. Certainly, this island is no innocent paradise! As it is, the biting clouds of insects are getting worse as the day wanes on, discouraging you from sticking in one place for long.
If you are really trying to clean each other up, doesn't one of you have hydraulic push as a spell-like ability? And Arven, the water around here means you can use your hydrated vitality. The water counts as brackish water.
After a short recovery, you are ready to move on. Arven finds the trail again through the swamp, firm enough to avoid any more pitfalls. A'vandira also summons forth her raven familiar, Shadow, to scout ahead. As he caws and wings ahead, you can see him turn and circle around a tree in the near distance. It's likely on the path you are now following. You can hear him make a din of raucous cries.

A'vandira "Raven" Silvermane |

Keeping an eye on Shadow as he flies ahead, I listen to his comments over our empathic link. "Unbreaths? Be careful, Shadow."
Turning towards the others, I share what information I get from Shadow.
"Looks like there's something ahead. Shadow has found a big roost. Death and unbreaths, as he calls it. He found bugs, but they didn't taste right, so there may be some foul magic at work. I think we'd best be careful and on full alert."
Nick, not completely sure if I understood Shadow's comments correctly. Unbreaths = undead?

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We're back! Very happy that engineer discovered the fault in the phone line down the street, as phone company kept telling us how expensive it would be if the engineer found the problem to be in the house!
Pressing forward carefully, you soon see what had caught Shadow's interest. A terrible stench fills the swamp here, a fetid odor of cheap perfume and rotting flesh. Through the undergrowth, perhaps ninety feet ahead, you can see a large tree in the middle of a clearing. This must have been the tree around which Shadow was circling, which you could see in the distance. Draped across the lower branches of the tree is a huge, garishly covered tent, pegged to the ground. Lurid, painted faces cover both the tree's trunk and the tent are decorated with rotting humanoid body parts and carpets of squirming insects.
You don't see anything going about the clearing, but you can hear rustling sounds and you can see signs of movement within. It looks like the path crosses the clearing, passing the tent and heading back into the swamp on the north side of the clearing. It might be possible to bypass the clearing without alerting whatever might be within the tent, but it would been cutting through the swamp.
Shadow settles on a tree branch beside you and hops along to perch on A'vandira's shoulder. His loud cawing sounds like "Death! Death!"
------
2d8 ⇒ (3, 6) = 9 x 10 = 90
1d20 - 2 ⇒ (17) - 2 = 15

Atajay |

Atajay holds, not daring to utter a sound. He knew that one of the stealthier members of his retinue would check things out and direct their actions.

Batango |

Batango stops short as well upon seeing the swamp and obviously malign tree. He blinks a few times and squints his eyes at the fetid scene before him and frowns. "What in de salty deep is dis. No simple tree, I am tinking. And what exactly hides in de tent...bah, dis is a dark sign, I tink. Best to hack it down and burn it. I would say make use of power if it is here to be had, but I am not skilled in such magic."

Quara Sher |

"We have magic," Quara says, holding up one hand to forestall the others while she uses the other hand to sketch an arcane pattern in the air. "Now, let's see just what kind of magic dwells around this tree." The tiefling sings a single note, which shivers through the air and bounces off the tree and the tent...
Detect Magic! Spellcraft check: 1d20 + 1 ⇒ (3) + 1 = 4

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Quara weaves an arcane pattern and mutters a musical incantation. She gains the ability to detect magical auras, and uses her eldritch sight to spy to look towards the tent for any clues as to what's inside. Unfortunately, her sight doesn't seem to extand that far, meaning she will either need to move closer or find some other means of determining what's inside. You don't see anything in your immediate vicinity radiating magic. [ooc] Detect magic has a range of 60 feet, and the tent is 90 feet away from where you all are currently hiding.
An inhuman shriek emanates from the tent, and you hear sounds of tearing and ripping.
------
1d20 + 5 ⇒ (14) + 5 = 19

Batango |

Batango blinks. "Aye, I am aware we be having magic. Dat was not my meaning - I meant dat under normal circumstances, I would try to use de strange powers of dis area, take de might something like dis tree seems to possess. But tings such as dis require a sort of magic we are not having to manipulate, I am thinking. Dark shaman magic I foresee here. Black druidism."
At the shriek, Batango's eyes snap towards the tent. "A sacrifice? Or senseless slaughter?"

Arven "The Shark's Friend" |

Listening to Botago's words Arven start to stride forward, "Then it's time we went to help." he says loudly and meaningfully. "We can't let dark magic and evil prevail, let's make things right." he takes out his cutlass. "Follow behind and be ready."

Quara Sher |

"Move slowly!" Quara warns. "Let me get an eyeful once we're about sixty feet out; we don't want to walk into some magical trap."
Perception to check for mundane traps: 1d20 - 1 ⇒ (6) - 1 = 5

Batango |

Batango sighs and shrugs. "Why can we not let it?" he says as Arven moves forward. "I have no qualm with dis tree or what is in de tent. Whatever it is is distracted, I am tinking. Let us pass without issue. I did not know our goal in being here was to crusade against de "evil" and dark." He sighs again as everyone else moves after Arven, though, preparing for whatever lies ahead. "Bah, fine, fine...let us all go play de heroes for good. Curses to that.""
As Batango brings up the rear of the group, he mutters to Tabook. "Where do dey tink my magic is coming from? Sunshine and angel laughter? From a dark place, it comes. A dark patron. Feh..."

A'vandira "Raven" Silvermane |

"Shadow, how about returning?" - "Not yet A'vi. I'd rather keep an eye on things while y'all go after whatever is inside that tent." - "Good idea. Carry on."
Distracted by my silent conversation, I suddenly find myself alongside a muttering Batango. Not wanting to embarrass the old witch, I address him sotto voce: "What was that, Batango? Even if not a crusade, do we dare risk leaving a potential threat in our backs? I think we'd better make sure there's nothing going to sneak up on us. Either we find something harmless or we deal with any threats in there."

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The Whores' Boudoir
Arven Shark's Friend stride forward with intent. Quara follows, the two of them scanning the bround between the edge of the clearing and the tent for traps or other surprises. As far as you can tell, the ground is clear. Atajay is right behind them, purpose etched on his face. Batango and A'vandira bring up the rear, with Shadow winging overhead.
Quara also uses her detect magic, projecting it forward in front of her. She is able to sense an item radiating faint conjuration magic coming from within the tent.
From the remains of the once-considerable tent stumbles a humanoid figure, that of a buxom human woman with lank red hair and a dress adorned with trinkets. And yet, as her head swivels and she looks about, you realize that while she may once have been human, little humanity remains. Eyes that had been adorned with makeup now glow like cruel embers. Painted lips part to reveal teeth grown long and sharp like a predator's, and a long, rasping tongue flicks out to test the air. Hands twisted into wicked claws, and her gown of rich fabric is now torn and made even more revealing. A ghoul!
You are nearly halfway across the clearing approaching the tent when the undead turns and sees you. It gives an inhuman, hungry howl, and lurches toward you! Roused by the sound, you hear movement from within the tent, and two more ghoulish ladies emerge, one must once have been a tall woman with high cheekbones and flowing hair, most have which has since been pulled out. The other looks dark and menacing despite heavy layers of makeup, and licks its lips in anticipation. A cloying, sweet scent pervades the air, mixed with the stench of rotting meat.
You've got the drop on the ghoulies, so you can take a surprise round action, and if you roll an intitiative of 22 or higher you can take a first round action as well.
Initiative
22 - ghouls
-----
init 1d20 + 2 ⇒ (20) + 2 = 22

Batango |

Initiative: 1d20 + 1 ⇒ (10) + 1 = 11
"Undead! Bah and damn dis island...My magic is useless against tings such as dese."
During the surprise round, Batango loads his light crossbow with a bolt.
My repertoire of spells is largely mind-affecting (or otherwise living/humanoid targeted), and I believe Evil Eye is also. Looks like I'm an archer in this fight!

Arven "The Shark's Friend" |

Init 1d20 + 2 ⇒ (12) + 2 = 14
Arven, having no ranged weapon turns to his friends, "It you can aid my defence with you magics, then do it. Else I will wait til my cutlass can damage them as they come."
Arven readies to attack when a ghoul comes in range.

Atajay |

Initiative 1d20 + 2 ⇒ (8) + 2 = 10
Atajay holds his ground, firing a small jolt of electricity at the closest undead.
Ranged touch 1d20 + 3 ⇒ (14) + 3 = 17
Damage 1d3 ⇒ 3

Quara Sher |

Initiative 1d20 + 1 ⇒ (8) + 1 = 9
Quara throws back her head and unleashes a ululating howl, which through some weird alchemy of vocal chords and ears turns into song. The music buoys the party up, granting strength to their arms and minds.
"Don't stand still like a slaughtering-beast
Don't stand still to be a monster's feast
Take a shot, make a run, but stay on the hoof
If they flank us now, all's over soon enough!"
Bardic performance: Inspire courage +1!

A'vandira "Raven" Silvermane |

Always trying to find the humor in any given situation, I poke Arven in the ribs and give the Undine a wink: "You'd better not be ogling those ladies, big guy!"
Calling on the magic of my blood, a coruscating ray leaps from my hand towards the closest of the ghouls.
Initiative: 1d20 + 8 ⇒ (6) + 8 = 14
Ranged Touch Attack, Ray 1d20 + 2 ⇒ (10) + 2 = 12
Strength Damage Ray: 1d6 + 1 ⇒ (4) + 1 = 5
Status: AC 12 - Current HP 13/13

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Surprise Round
Acting reflexively, A'vandira spreads her fingers and hurls a ray spell at the nearest ghoul. The ghoul doesn't think to dodge the ray, and the coruscating light engulfs the undead. Its pace slackens as its wasted muscles wither even further. Ghoul failed its save, loses 5 points Strength for 2 rounds.
Beside the sorceress, Arven readies his weapon to attack the ghouls when they come closer.
Batango slows to load his crossbow, fitting a bolt to the device. Tabook scampers nearby, hissing at the oncoming undead.
Atajay slings one of his own spells at the closest ghoul, a jolt of electricity. With a wave of his hand and a snap of his fingers, the jolt slams into the ghoul. Its tongue whips out as it hisses, its frayed dress singed. 3 points of damage to the ghoul.
Quara throws back her head and begins howling a song. Her words bolster your courage in the face of the hungry dead.
Round 1
Your attacks slow down the closest ghoul, but it still attacks, filled with bloodlust. Arven manages a cutting blow with his cutlass as the ghoul throws herself at him, his sword biting deep into her torso but drawing no blood. The undine just manages to hold off the ghoul's gnashing teeth, pushing the woman back. Arven's readied action hits for 5 points of damage.
A'vi, you're up next.
Updated map to follow, for the moment can't seem to be able to upload it. First ghoul is adjacent to Arven, with another 10 feet away. Third ghoul is 30 feet away yet.
Initiative
22 - ghouls
14 - Arven
14 - A'vandira
11 - Batango
10 - Atajay
9 - Quara
------
ghoul 1 Fort 1d20 + 2 ⇒ (4) + 2 = 6
ghoul 1 attack 1d20 + 3 ⇒ (4) + 3 = 7
damage 1d6 + 1 ⇒ (2) + 1 = 3
Arven 1d20 + 5 ⇒ (10) + 5 = 15
damage 1d6 + 2 ⇒ (3) + 2 = 5

A'vandira "Raven" Silvermane |

The successful hit on the closest ghoul, helps me decide to attack it again. Another ray shoots from my hand, though this time it's a ray of pure cold, covering the ghoul in crystals of ice.
Ranged Touch Attack, Ray 1d20 + 2 ⇒ (18) + 2 = 20
Strength Damage Ray: 1d3 ⇒ 3
Status: AC 12 - Current HP 13/13

Atajay |

Atajay fires off another tiny electrical blast, at the closest unattended undead.
Ranged touch 1d20 + 3 ⇒ (7) + 3 = 10
Damage 1d3 ⇒ 3

Arven "The Shark's Friend" |

Arven takes another swipe at the nearest ghoul.
Cutlass attack 1d20 + 5 ⇒ (6) + 5 = 11 damage 1d6 + 2 ⇒ (1) + 2 = 3
Botango, your spells may not effect the undead, but if you have mage armor and can cast it on Arven, it would increase his chances of defending you...

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Round 1 continued
Flushed with her earlier success, A'vandira hurla another ray spell at the foremost ghoul. Her aim is spot on, and the strumpet's emaciated body becomes rimed with ice. It seems to be freezing up her joints, such that now she can barely move. 3 points cold damage to the closest ghoul.
Batango draws a bead with his crossbow on the furthest ghoul, the one slathered in makeup. The bolt hits her square in the chest, causing her to writhe in anger as she tries to pull it out. In her undead state, it seems to be more a distraction than painful, yet she clutches at it, long tongue flicking in and out. 7 points of damage to the ghoul.
Atajay fires off another jolt of electricity, this time at the second ghoul coming from the right, so far not targeted by any of the others. But the ghoul seems to anticipate the move and dodges out of the way of the bolt. It flings away over her shoulder as she continues to bound towards you.
Arven duels with the closest ghoul, but she is quick. The closest he gets is a swipe that slashes one of the straps of her dress. "Die you ungodly flesh!" he says with menace.
Quara back over to you. Don't forget to factor in the Quara's inspire courage bonus to attack rolls, ranged touch attacks, damage and the like.
Initiative
22 - ghouls
14 - Arven
14 - A'vandira
11 - Batango
10 - Atajay
9 - Quara

Quara Sher |

Quara pulls free her sling, whirls it around and launches a bullet at the ghoul that just dodged Atajay's snap of electricity while continuing to sing.
Minor action: maintain song. Move action: ready weapon. Standard action: attack. Ranged attack roll 1d20 + 3 ⇒ (19) + 3 = 22 for 1d4 + 1 ⇒ (2) + 1 = 3 damage. If they come closer, I'll drop the sling and switch to sword.

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Apologies for the inaction, I've not been well and couldn't manage to post. Had this update half-ready for ages but wasn't able to complete it until now. Enjoy!
Round 1 continued
Quara continues singing as she grabs up her sling and whirls a bullet at one of the strumpets. The missile impacts off her head, knocking her back but hardly stopping the fiend. She continues to race towards you, hungry for flesh! 3 points of damage to the middle ghoul.
Round 2
Arven finds himself fending off the advances of two of the undead ladies as they seek to flense him of his flesh. The two leap at the undine, trying to bear him to the ground underneath their weight, teeth grown jagged ripping out chunks of his flesh, from arms, legs, and shoulders. As they smother him, Arven can feel a cold dread seeping through him, threatening to stop him from throwing them off. 11 points of damage to Arven from two bites. Arven please can you make two Fortitude saves against DC 13 to avoid picking up any infection from the bites; please also can you make two more Fortitude saves against DC 13 to avoid being paralyzed by their attacks.
The third ghoul, the one drowning under a sea of makeup and perfume, lunges lustily towards Quara and Atajay, sprinting across the clearing.
Initiative
22 - ghouls
14 - Arven
14 - A'vandira
11 - Batango
10 - Atajay
9 - Quara
------
ghoul 1 bite 1d20 + 3 ⇒ (16) + 3 = 19
damage 1d6 + 1 ⇒ (3) + 1 = 4
ghoul 2 bite 1d20 + 3 ⇒ (12) + 3 = 15
damage 1d6 + 1 ⇒ (6) + 1 = 7

A'vandira "Raven" Silvermane |

"Get away from him, you undead harlot! He's "The Shark's Friend", not the ghoul's friend!" Pointing at one of the ghouls attacking Arven, another ray flashes across the open space, draining the undead's strength.
Ranged Touch Attack, Ray 1d20 + 3 ⇒ (13) + 3 = 16
Strength Damage Ray: 1d6 + 1 ⇒ (4) + 1 = 5
Status: AC 12 - Current HP 13/13

Quara Sher |

Quara drops her sling and draws her sword, continuing to sing while the ghoul approaches.
"Batango, my dear, if you'd be so kind
Use witch's magic to ravage this horror's body or mind," she sings, standing ready to meet the ghoul's charge -- and then she chants in the language of arcane magic: "Simil clamo, simil moris!"
Immediately, an unearthly wailing sets up inside the ghoul's skull; a voice only it can hear is shrieking its head off in there!
Move action: switching weapons for melee combat. Standard action: Ear-Piercing Scream! DC 15 Fortitude save from the ghoul closest to us to halve 1d6 ⇒ 3 sonic damage. If it fails the save, it is dazed for one round.

Atajay |

Atajay moves back from the undead approaching Quara and himself. He continues to use his electric cantrip, hoping to do enough damage to drop the creature.
Ranged touch attack 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Damage 1d3 ⇒ 2

Arven "The Shark's Friend" |

Arven, quickly goes into a rage as dead women bite into his flesh, despite his rage, he finds himself unable to move.
Fort save 1 - disease 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 rage
Fort save 2 - disease 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 rage
Fort save 1 - paralysis 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 rage
Fort save 2 - paralysis 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12 rage ---- FAILED

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Round 2 continued
Arven struggles to move, struggles to throw these undead harlots off of him. But his limbs feel frozen, helpless as the fiends claw at him. Three out of four saves isn't bad. Paralyzed for 5 rounds.
A'vandira sends another ray across the open space, hitting the tall woman with most of her hair torn out. The blast of magic robs the ghoul of most of her strength, she seems to be just pawing at Arven now rather than gouging him with her clawed hands. Missed its Fort save, -5 to Str until end or round 4.
Over to Batango!
Initiative
22 - ghouls
14 - Arven
14 - A'vandira
11 - Batango
10 - Atajay
9 - Quara
------
ghoul Fort 1d20 + 2 ⇒ (11) + 2 = 13
1d4 + 1 ⇒ (4) + 1 = 5

Penta Slaughter |

The storm gathered strength. The dark clouds billowed towards the ship as her crew scurried around the deck securing it. A distant growl, and then a sudden crack and boom rocked the ship’s crew. Their faces lit up from the pulsing lightning, like ghostly masks of dead men. The ship swayed to the seas angry beat. “Get the sails down, Mister Slaughter! Damn your hide, faster!” Screamed the captain over the howling winds.
Penta was attacking the rigging, but something had it caught. The main sail would not fall. She ran to the mast and quickly began to climb. Her pony tail whipped around her as if it had a mind of its own. Another crack of lighting, this time much closer, caused the sailor to lose her footing. She dangled from the mast for what seemed like minutes, as the waves pounded the ship endlessly. Penta used all of her strength to right herself, and continued up the mast without missing a beat. The rigging was a tangled mess. She cut it loose with a swift motion. The main sail, held up for a moment by the gusting winds, finally dropped under its own weight. Penta smiled at the success, but her joy was fleeting.
A rouge wave, at least 30 feet high, crested a mere hundred feet away. Penta watched in dumbfound horror as the harbinger of doom approached. The ship rode the wave to its crest. It hovered at an impossible perpendicular angle, as the fates decided if she would flip end over end. Penta released her grip from the mast and pushed away, as she watched ship eaten by the monster wave.
The priest fell into the water. Her body turned over and over. Desperately she tried to reach the surface, only to be tumbled under again by the rough sea. Her mind filled with desperation, as her lungs burned to breath. She was fighting to live. Again she tried to break through her liquid tomb. She swam up. Her hand broke the surface. And again the fates deny her as the ship, broken and capsized, which had been her home, her savior, moved over her and blocked her egress. A jagged piece of lumber, cutting through the water, clubs her head with sickening force.
Dazed, Penta slowly slips further beneath the waves. Calmly she resigns to her fate. She prays to Calistra, apologizing to her goddess she could not do more. Her world fades into oblivion.
Penta opened her eyes. Her head ached. She reached up to find a knot, swollen and painful. She remembers getting hit in the head. She remembers she should be dead. The priest stands up and finds herself on a beach. How had she gotten there, she asks herself. Steadying herself, she still had not found her land legs. After a moment, she walks the beach.
Jetsam on flotsam crowd the shoreline. Some she recognizes, remnants of her ship, “The Intrepid” . She searches through the wreckage, by her goddess’ blessing; she finds most of her gear. She also finds equipment that could only be described as a boon, two finely crafted whips and a bow. The priest gives thanks, and gets on with the work of survival. She was alone, and goddess knows where. What would become of her, she thinks.
Days pass, and Penta has pushed deeper into the island. She hears fighting sounds in the distance, and rushes off to investigate.

Batango |

Use witch's magic to ravage this horror's body or mind
Evil Eye is mind-affecting, so unfortunately can't use it on them as they are immune. Then again, undead are also immune to any effect requiring a fortitude save, so I don't know if these are just different undead or things have been overlooked. All of my prepared spells are likewise ineffective against undead :(
"Bah, witch's magic has no use against dese creatures! I am needing living minds to manipulate...gods be damned - de savage one isn't moving!" Disgruntled by his ineffectiveness, Batango loads his crossbow again and fires at the ghoul closest to him. Certainly do not want to risk firing into melee and hitting Arven.
Crossbow: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Penta Slaughter |

The warpriest breaks through the under growth and into the clearing. She scans the scene while deciding what should be done.
Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
HP 14 (2d8+2)
Fort: +4, Ref: +4, Will: +6

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Round 2 continued
@Batango: Actually, you are correct, well spotted. The ray of enfeeblement shouldn't have affected the ghoul. I had missed that, just thinking that it would be affected because it was a necromantic spell and wasn't a charm, compulsion, pattern, or phantasm. Alas, will need to retcon that I think. In other words, despite their alluring appearance, these three ladies are just average ghouls.
Casting about in his mind for a spell that might affect undead, Batango shoulders his crossbow and fires at the ghoul closing in. The bolt sails overhead, leaving the ghoul unfazed.
Atajay tries to hurl another electric bolt at it, but that too fails to stop the ravening strumpet.
Quara draws her sword, and silently summons another spell. She aims it at the ghoul drawing near, but it doesn't seem to have the desired effect.
Focused as you are on the monsters around you, you become aware of another combatant arriving on the scene. It looks like a human woman, with chainmail and a bow and two whips at her belt. A savior, or a new foe?
Penta you can act this round
Updated Map - Penta is up in the upper left corner, near to the tent the ghouls came out from.
Initiative
22 - ghouls
14 - Arven
14 - A'vandira
11 - Batango
10 - Atajay
9 - Quara
8 - Penta

Penta Slaughter |

Penta hated undead, but was thankful for their presence in this fight. It was far too easy to pick the wrong side. In this case, it would be easy. She could see one of their group was in dire trouble. Their tactics left room for much improvement. They don’t seem to have a plan of attack, and their haphazard attacks seem ineffectual.
The warpriest moves quickly and deliberately toward the fallen one and the two undead standing over him. Her chainmail jangles, and her feet rustle the scrub beneath them. In a smooth motion, she pulls her bow free and sets for a shot. Her eyes roll briefly back into her head, as she prays for Calistra’s favor. Penta thinks better of firing into the group set upon the unfortunate one on the ground. Not being a master of the bow, she could unintentionally strike him. The priest notches an arrow and lets loose on the distant foe.
Move Action: Move 30’ SE, Pull Bow
Swift Action: Use Fervor to cast Divine Favor
Standard Action: Fire at undead standing alone
I’ll assume I get the benefit of Inspire courage
Attack: 1d20 + 7 ⇒ (12) + 7 = 191d8 + 3 ⇒ (2) + 3 = 5

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Round 2 continued
The woman in chainmail raises her bow and shoots at the ghoul charging at Quara and Atajay. The arrow pierces the harlot right through, nearly knocking the ghoul off her feet. 5 points of damage to the third ghoul.
Round 3
The two ghouls that pounced on Arven continue to paw at him and feast on his flesh. Their long claws strip away skin, horrifying to see as he is powerless to stop them! It is only afterwards, satisfied that this one isn't going to get away, that they look up, seeking more prey. 11 points of damage to Arven; I think that has put you into the minuses? Please can you roll to stabilize, also can you make two more Fort saves against DC 13 to hopefully avoid contracting ghoul fever.
The third ghoul charges into Quara, clawing and biting. Its teeth tear into the tiefling's neck, lapping eagerly at warm blood. 4 points of damage to Quara. Please can you make a Fort save against DC 13 to avoid being paralyzed, and another Fort save against the same DC to avoid contracting ghoul fever.
Okay, party's up. Not looking good at the moment, but can still be turned around. It could indeed be a boon that a divine caster has just joined the party. In fact, I realize I haven't officially welcomed Penta to the game - glad that you can join us!
Initiative
22 - ghouls
14 - Arven
14 - A'vandira
11 - Batango
10 - Atajay
9 - Quara
8 - Penta
-------
ghoul 1 1d20 + 3 ⇒ (11) + 3 = 14
1d6 + 1 ⇒ (3) + 1 = 4
ghoul 2 1d20 + 3 ⇒ (5) + 3 = 8
1d6 + 1 ⇒ (6) + 1 = 7
ghoul 3 1d20 + 5 ⇒ (10) + 5 = 15
1d6 + 1 ⇒ (3) + 1 = 4

Atajay |

Atajay casts EAr Piercing Scream at the undead attacking Quara.
Damage 1d6 ⇒ 3
DC 16 for half damage and to avoid Daze effects.