
DM Alexander Kilcoyne |

Barghest Will: 1d20 + 10 ⇒ (9) + 10 = 19
Coated in hundreds of tiny particles of gold dust, the resilient Barghest continued to resist Marcus' spells; the magic did not blind him.
Barak, Durin, Arachiel, Zanzu and Khun-Duhn are up.
Arachiel I think I had Lord V cast Heroism on you downstairs, which would be the source of the extra +2.

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Ok. :)
The paladin slashes at the barghest two more times, hopeful for better results.
Attack #1: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 (heroism)
Miss Chance?: 1d100 ⇒ 40
Damage: 1d10 + 5 + 1d6 + 2 ⇒ (3) + 5 + (6) + 2 = 16 (fire, heroism)
Attack #2: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 (heroism)
Miss Chance?: 1d100 ⇒ 35
Damage: 1d10 + 5 + 1d6 + 2 ⇒ (9) + 5 + (1) + 2 = 17 (fire, heroism)
From previous rounds: Consecrated Weapon Damage: 2d6 ⇒ (2, 6) = 8 (damage applies to the first successful strike, Will DC 17 for half) - Consecration will remain for 1 hour or 1st successful strike.

Barak Varr |

"yeah, just like that Durin another good whack and that head will break right open"
move: Refresh hunters bond +1
Attack:
Shot to hit:1d20 + 13 ⇒ (16) + 13 = 29
Damage:2d10 + 11 ⇒ (6, 10) + 11 = 27
1d100 ⇒ 37
Alas another well aimed shot fails to find its mark due the the rapidly blinking creature.

Durin Stonehammer |

Round 11 Init 15b
Durin calls out to Zanzu, Attack and then get outta my way!! as he waits for the Tengu to give him room to swing his hammer... (delay until after Zanzu [init 13b])
Durin swings twice for the head again...
attack #1 w/hammer +rage +reckless -power attack +bond: 1d20 + 10 + 4 + 2 - 2 + 1 ⇒ (16) + 10 + 4 + 2 - 2 + 1 = 31
damage w/hammer (two handed) +rage +power attack +bond: 2d6 + 11 + 4 + 1 ⇒ (5, 2) + 11 + 4 + 1 = 23
miss chance: 1d100 ⇒ 63
attack #2 w/hammer +rage +reckless -power attack +bond: 1d20 + 5 + 4 + 2 - 2 + 1 ⇒ (19) + 5 + 4 + 2 - 2 + 1 = 29
damage w/hammer (two handed) +rage +power attack +bond: 2d6 + 11 + 4 + 1 ⇒ (5, 3) + 11 + 4 + 1 = 24
miss chance: 1d100 ⇒ 38
....with one strike connecting solidly with the thing's noggin!
Current Status and Effects
AC: 20 HP: 51(+21) of 79(100)
rage round 11 (+9) of 22
magic circle against evil (Khun-Duhn)
(un)Fun Fact: Blink's 50/50 miss chance has nullified a minimum of (by my count) 132 points of damage so far this combat. (against a high AC opponent no less). Most of it Barak's. :P

Durin Stonehammer |

Blink's only a round/level, surely the magic can't keep up much longer... :).
Yeah right. :)
Zanzu, why you no move? :$

Khun-duhn |

Khun-duhn staggers back another step as he tries once again to utter the words of a healing spell to mend his wounds.
5 ft. step back to square AS,16. Standard action to attempt to cast Cure Serious Wounds on self; 20% chance of spell failure due to curse (1-20 fails): 1d100 ⇒ 86 - success.
Cure Serious Wounds (self): 3d8 + 7 ⇒ (6, 4, 8) + 7 = 25
Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.
Second, the subjects immediately receive another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the targets are immune to any new attempts to possess or exercise mental control over them. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the targets.
Third, the spell prevents bodily contact by evil summoned creatures.
Khun-duhn's AC: 23; touch 13, flat-footed 22
Khun-duhn's HP: 32/50

Durin Stonehammer |

Durin grunts in frustration when Zanzu fails to move, swinging over his head instead at the enormous Barghest... and hopes his Tengu friend knows what he is doing.
He also casts a concerned eye over his shoulder as he hears Khun-Duhn's healing prayer uttered. Don't be in too much a hurry to be risking your neck... Durin thinks to himself.
Keep it up boys and girls, his luck has to change at some point!

DM Alexander Kilcoyne |

The melee raged on, with the Barghest's defences foiling yet more of Arachiel's strikes as well as Zanzu's; and a well placed bolt from Barak that may well have ended the fight, had the accursed Outsider not blinked to the Ethereal plane just as it was about to land. Durin's hammer slammed into the Barghest's head, this time definitely wounding it. He roared in pain, suffering from the many wounds he bore, spat a tooth at Zanzu; and launched a frenzied assault with his axe, shouting in the common tongue with venom as he did so-
If I, Tloxox, should fall here; it shall not be the end of me! I will rise again and have my revenge... Can you say the same, Dwarf!? Any of you?
___________________________________________________________________________
The Last Outpost- Upper Floor
Round 12-
Ordered Initiative-
Master of the Tower- 25
Marcus- 23
Barak- 15a
Durin- 15b
Arachiel- 15c
Zanzu- 13
Khun-Duhn- 12
???- Kirilarien
Active Effects-
Magic Circle against Evil emanating from Khun-Duhn
Zanzu's right claw enchanted with Magic Fang
Hound Archon paralysed until further notice from DM.
Map-
Notes-
Hound Archon treated as Helpless due to Paralysis and therefore doesn't take up a square.
Master of the Tower has 10 foot reach. Knowledge (Planes) check most appropriate as well as Spellcraft if you are trained in it.
Action-
With an initial swing, the Outsider slashed open Durin's collarbone, cutting deep into his chest through his breastplate and spraying blood over the corridor. His second swing had an air of finality to it; Durin looked horrifically wounded and another blow would surely finish him. The stout Dwarf's battered and cut armour saved him, the axe failing to penetrate the sturdy metal on the backswing.
Full Attack 1 (Hit): 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Miss Chance (1-20 Misses): 1d100 ⇒ 84
Damage (DR Included): 3d6 + 9 - 3 ⇒ (2, 4, 6) + 9 - 3 = 18
Full Attack 2 (Miss): 1d20 + 15 + 2 - 5 ⇒ (5) + 15 + 2 - 5 = 17
Miss Chance (1-20 Misses): 1d100 ⇒ 84
The group is up... You have 24 hours. One more decent hit should end this. Otherwise, I am likely to take someone out next round :O. AC26 is a hit. The Barghest is done fighting defensively...

Barak Varr |

vital strike shot to hit:1d20 + 13 ⇒ (12) + 13 = 25
Damage:2d10 + 11 ⇒ (6, 1) + 11 = 18
1d100 ⇒ 52Hit!
"Dying hurts though! See you again soon small-pox or whatever your called."
Barak arrow flies true towards the creature... embedding itself into its Armour but not inflicting any damage.

Khun-duhn |

Seeing Durin take another massive hit from the monster, Khun-duhn steps forward and attempts to cast a healing spell on his friend.
5 ft step to square AS,15. Standard action to attempt to cast Cure Moderate Wounds on Durin; 20% chance of spell failure due to curse (1-20 fails): 1d100 ⇒ 74 - success.
Cure Serious Wounds (Durin): 2d8 + 7 ⇒ (4, 1) + 7 = 12
Buffs in Effect:
Magic Vestment (self): +1 enhancement bonus to armor; duration 7 hours.
Second, the subjects immediately receive another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the targets are immune to any new attempts to possess or exercise mental control over them. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the targets.
Third, the spell prevents bodily contact by evil summoned creatures.
Khun-duhn's AC: 23; touch 13, flat-footed 22
Khun-duhn's HP: 32/50

Durin Stonehammer |

Round 11 Init 13b
Reeling from the greataxe strike, Durin digs in and swings again at the deadly foe, this time giving up strength for accuracy...
SA attack #1 w/hammer +rage +reckless +hunter's bond: 1d20 + 10 + 4 + 2 + 1 ⇒ (5) + 10 + 4 + 2 + 1 = 22
damage w/hammer (two handed) +rage +bond: 2d6 + 11 + 1 ⇒ (4, 6) + 11 + 1 = 22
miss chance: 1d100 ⇒ 51
SA attack #2 w/hammer +rage +reckless +hunter's bond: 1d20 + 5 + 4 + 2 + 1 ⇒ (5) + 5 + 4 + 2 + 1 = 17
damage w/hammer (two handed) +rage +bond: 2d6 + 11 + 1 ⇒ (6, 6) + 11 + 1 = 24
miss chance: 1d100 ⇒ 93
....but he still fails to connect this time with either attempt.
With his gaping neck wound bleeding heavily, his magically diminished strength and the energy expenditure from the fight, Durin is almost completely spent. His grip on his hammer is beginning to falter and he is starting to pant.
Doubt begins to creep into his head... but he pushes it away and, ignoring the Barghest in favor of trying to direct the fight in the party's favor, he bellows, Make your attacks count! He is close to defeat! Aim your blows well!
A heartbeat later Khun-Duhn's healing magic washes over him, helping to staunch the blood flowing from his neck.
Current Status and Effects
AC: 20 HP: 45(+21)=76 of 79(+21)=100
rage round 12 (+9) of 22
hunter's bond (Barak)
magic circle against evil (Khun-Duhn)

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Arachiel audibly groans as more strikes miss their mark due to the barghest's defenses, before attempting two more strikes at the otherworldly creature.
Attack #1: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21 (heroism)
Miss Chance?: 1d100 ⇒ 73
Damage: 1d10 + 5 + 1d6 + 2 ⇒ (2) + 5 + (1) + 2 = 10 (fire, heroism)
Attack #2: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 (heroism)
Miss Chance?: 1d100 ⇒ 11
Damage: 1d10 + 5 + 1d6 + 2 ⇒ (1) + 5 + (1) + 2 = 9 (fire, heroism)
From previous rounds: Consecrated Weapon Damage: 2d6 ⇒ (2, 6) = 8 (damage applies to the first successful strike, Will DC 17 for half) - Consecration will remain for 1 hour or 1st successful strike...I really hope one of these hit, I'm getting tired of re-posting this blurb. ;)
And of course, two more misses. $%#^!

DM Alexander Kilcoyne |

I've been hoping so as well Arachiel... Looks like its down to your Rogue! I'm sure you guys can survive another round right... he's not even hitting every swing he makes himself :).
Note to self- first story based bonus feat or trait I give out to Arachiel MUST involve a re-roll of some kind...

Durin Stonehammer |

The die roller hates us all! Well, except for Alex. ;)

Marcus Claudius Marcellus |

Think Durin needs to save against the heal?
Round 12
Accutely aware that all of his remaining spells involve some threat of harm to his comrades, Marcus pauses to see if they can finish the beast off while he co-ordinates with Kiri in familiar-speak. We should be in the same square in the hallway as per last round
Both delay until after Zanzu acts. Then assuming its not down Kiri draws her wand of ill omen as a move and attempts to use it on the barghest. Marcus follows than an impulse later with create pit DC 18 on its squares. Aqueous orb is presumably sitting in the squares to its west.
UMD: 1d20 + 12 ⇒ (15) + 12 = 27 vs DC 20
If the barghest fails its save the aqueous orb goes on top of it in the pit with Marcus' move action. If it succeeds on its save against the pit Marcus moves to AS,13 (provoking with soft cover presumably although mirror image).
In the event that the pit plan fails. As Marcus moves toward Barak he fumbles open one of his scrollcases. Wait for my spell before firing, please!

Durin Stonehammer |

Right you are! My bad...
save vs heal: 1d20 + 11 ⇒ (4) + 11 = 15 (vs DC 16?)
If that DC is correct then yay! Durin "fails" and is healed. :)

DM Alexander Kilcoyne |

I had been forgetting the chance for a spell to not work on the Barghest due to Blink but that has worked in your favour anyway thus far.
1-50 Spell Fails (Ill-Omen): 1d100 ⇒ 41
Kiri expended a charge from her wand, but the cursed Blink spell upon the Barghest foiled her efforts, her target shifting randomly to the Ethereal plane just as the spell sought its target.
Marcus' pit was for more indiscriminate; the pit beneath the Outsider's feet cared little for whether or not its victim was ethereal when it was conjured, and sure enough, the Barghest was forced to plant its feet against the walls themselves in an effort to avoid falling in. Once again, the wizard Marcus felt frustration as his magic failed to have its desired effect. He moved back into the corridor with Barak, the Barghest choosing not to try and strike Marcus and his images.
Reflex Save (Pass): 1d20 + 10 ⇒ (15) + 10 = 25
The Last Outpost- Upper Floor
Round 13-
Ordered Initiative-
Master of the Tower- 25
Barak- 15a
Durin- 15b
Arachiel- 15c
Zanzu- 13
Khun-Duhn- 12
Marcus and Kiri- 11
Active Effects-
Magic Circle against Evil emanating from Khun-Duhn
Zanzu's right claw enchanted with Magic Fang
Hound Archon paralysed until further notice from DM.
Map-
Notes-
Anyone ending their turn adjacent to the pit must make a Reflex save (at a +2 bonus) VS Marcus' pit- DC18.
Master of the Tower has 10 foot reach. Knowledge (Planes) check most appropriate as well as Spellcraft if you are trained in it.
Action-
Balancing carefully above the pit, the Barghest continued to focus its strikes upon Durin; slashing him twice more with his greataxe and maintaining his precarious position above the pit. It was clear that the cunning Barghest was trying to use the pit to its own advantage, as it deftly avoided falling in.
Full Attack 1 (Hit): 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
Damage (DR Included): 3d6 + 9 - 3 ⇒ (5, 1, 3) + 9 - 3 = 15
Miss 1-20: 1d100 ⇒ 73
Full Attack 2 (Hit): 1d20 + 15 + 2 - 5 ⇒ (12) + 15 + 2 - 5 = 24
Damage (DR Included): 3d6 + 9 - 3 ⇒ (5, 4, 1) + 9 - 3 = 16
Miss 1-20: 1d100 ⇒ 53

Durin Stonehammer |

Posting now as per DM Alex... who also rightly pointed out to me that I also didn't make my save vs magic circle. I checked back and no harm was done so I'll just drop it as punishment. (It is only giving me +1 to AC anyhow :) ) I would also ask for your help in reminding me to make those saves in the future as it isn't natural for me yet. lol
Round 13 Init 13b
At the limit of his endurance, Durin summons the strength for two more swings of his mighty hammer...
SA attack #1 w/hammer +rage +reckless +hunter's bond: 1d20 + 10 + 4 + 2 + 1 ⇒ (20) + 10 + 4 + 2 + 1 = 37 HIT - crit threat
damage w/hammer (two handed) +rage +bond: 2d6 + 10 ⇒ (3, 4) + 10 = 17
miss chance: 1d100 ⇒ 84 hit
SA attack #2 w/hammer +rage +reckless +hunter's bond: 1d20 + 5 + 4 + 2 + 1 ⇒ (20) + 5 + 4 + 2 + 1 = 32 HIT - crit threat
damage w/hammer (two handed) +rage +bond: 2d6 + 10 ⇒ (2, 5) + 10 = 17
miss chance: 1d100 ⇒ 54 hit
confirm #1 w/hammer +rage +reckless +hunter's bond: 1d20 + 10 + 4 + 2 + 1 ⇒ (10) + 10 + 4 + 2 + 1 = 27 confirmed
damage w/hammer (two handed) +rage+bond: 4d6 + 20 ⇒ (3, 4, 5, 2) + 20 = 34
confirm #2 w/hammer +rage +reckless +hunter's bond: 1d20 + 5 + 4 + 2 + 1 ⇒ (15) + 5 + 4 + 2 + 1 = 27 confirmed
damage w/hammer (two handed) +rage +bond: 4d6 + 20 ⇒ (4, 6, 4, 2) + 20 = 36
....and is rewarded with two staggeringly deadly blows!! 104 total damage
Durin roars as he crushes the Barghest, Come back if you can! If you DARE!! We'll be waiting for you!! before collapsing to the floor in exhaustion. (rage ends, fatigued for 26 rounds)
Current Status and Effects
AC: 19 HP: 45(+21)=45 of 79(+21)=100
rage round 13 (+9) of 22
fatigue round 0 of 26
hunter's bond (Barak)
I take back all the bad things I said about you die roller. :D

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Congrats, Durin. Though I will never take back all of the horrible things I've said about the die roller.;)
Seeing the barghest's lifeless form slump down into Marcus's pit, Arachiel steps back away from the edge, wiping bits of slaughtered barghest from his face.
With a grin toward his tired friend and a pat on the shoulder, the paladin says, "You know, you could have done that sooner and saved the rest of us a bit of trouble."

DM Alexander Kilcoyne |

I take back all the bad things I said about you die roller. :D
No shit! That would have taken the Barghest out in round one. You can't argue with double 20's...
With two unstoppable hammer blows, Durin masterfully batted aside the Barghest's axe like a toy, sending it sweeping so far wide that he bought himself a clear opening.
The first, overhead swing of his hammer caved in the brute's skull as flesh and bone were splattered across the west wall. The second blow was so hard it removed Tloxox's head from his body, decapitating him as surely as any blade could. The swing was so hard compared to the resistance it met that Durin was taken aback by the sheer force and near-collapsed from the unchecked swing and his fatigue; while Tloxox's headless body plummeted into the extra-dimensional pit below!
With a twisted sense of irony, the Barghest's goblin-like body stopped blinking the moment its body hit the bottom of the pit; the defensive spell had finally expired.
XP Earnt- 5600

Barak Varr |

As the adrenalin of battle wears off Barak begins to acutely feel his fairly hefty wounds. grunts it off and moves over to the rest of his friends
"Bloody hell Durin when you take my advice yo do so with gusto. I couldn't hit the blinkin' thing and you turn it to paste. HA! blinking" Barak laughs deeply wincing at his wounds. looking around finaly he says. "Hey, where is Vincent?"

Zanzu Kakrak |

Zanzu clucks in frustration, the creature being too damned difficult to hit. He bows with a sweep of his wing to Durin and his bloody exhausted body. "You have reason to rest, you have gotten us out of a bit of a spot. Damn thing, it was." He looks down into the pit, scratching his chin, "Have I got time to go down there and retrieve that ruddy great axe, and anything else I can before that pit swallows me up?" he asks, with a little cheerfulness in his voice.

Durin Stonehammer |

The timing of those double 20s was even more fortuitous than I realized. After re-checking Durin's HP tally I found out that in addition to my failing to account for those last two hits (31 damage) in my last post, I also forgot to log the damage the ghost did (22 damage) when it drained Durin's strength. As such...
Retcon
As Durin's devastating two blows bring the Barghest down, he roars out in triumph, Come back if you can! If you DARE!! We'll be waiting for you!! before collapsing to his knees in exhaustion. (rage ends, fatigued for 26 rounds) A moment later he pitches over.
Current Status and Effects:
AC: 14 HP: -8
rage round 13 (+9) of 22
fatigue round 0 of 26
prone, unconscious and dying
Assuming someone is nice enough to bring Durin's HP into the positives... :)
Durin sits up with a gasp and looks up at those standing over him. What? I was... I was... just taking a nap. This is hard work you know. This hammer is heavy! he says with a smile.
After getting up he responds to his comrades praises and teasing, I would have done it sooner but Barak didn't mention it would be that hard to hit its ripe melon!
Yeah! Where is Vincent?
Is that XP for everything since the grey render encounter? We haven't recieved any XP for the trenches or the tower yet.

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Retcon based upon Durin's Retcon...
The paladin moves to the slumped over form of his friend and touches the dwarf, sending the last of his healing energies into Durin.
Lay on Hands: 3d6 ⇒ (6, 2, 6) = 14
As the dwarf returns to consciousness, the paladin pats his friend on the shoulder and with a grin quips, "You know, you could have done that sooner and saved the rest of us a bit of trouble."

DM Alexander Kilcoyne |

That was XP inclusive for the entire area, as promised. Already divided by 7 for the number of characters.
Paralysed while invisible by the Barghest's spear, Lord Vincent eventually recovered from the powerful toxins and rejoined the group, quite unhappy at his role in the battle.
Taking us out of rounds. What's next?

Barak Varr |

"Well onward and upward lets see if this guy had any good loot upstairs. Shall we?"
Barak will is keen to find treasure (the more mercantile aspect of his dwarven personality winning through) and will only want to be healed after the looting is done, unless forced to now.

Durin Stonehammer |

That was XP inclusive for the entire area, as promised. Already divided by 7 for the number of characters.
Thanks! Was just double checking. :)
Off to work... will post more later.

Marcus Claudius Marcellus |

Marcus dispells his pit and the watery orb with a word and a gesture each, the barghest's headless torso returning to the floor level.
The wizard looks relieved at the group's victory and Durin's recovery although a bit peevish as well, perhaps at the relative failure of his spells. Its a bit sad but I think the only thing I managed to actually do today beside some damage from the lantern archons is magic missile the ghost Durin was going to kill anyway.
He shakes his head a few times and seems to snap back to the tasks at hand.
I'd say make doubly sure of the body but Durin seems to have already taken care of that. Lets make sure this tower is all ours shall we?
Will use any remaining hound archon duration to try and spring any more door traps. Kiri will scan the whole floor with detect magic (will later expand that to the whole tower).
I make it the tower top and that hidden door on the ground level left... although maybe we want to leave the latter until we've rested, my magic is nearly exhausted. We should be able to rig a make-shift seal easily enough.
We need to remain wary of that ghost as well. Giving the poor soul a proper burial might free it but then again it might not. If its waiting on vengeance for its killers say we may need divine magic we don't currently have.

DM Alexander Kilcoyne |

Zanzu seemed to come into his own as the group took stock of the cleansed outpost.
Zanzu- your claw damage is still off (your Dexterity is 20 so should be +5 damage).
Zanzu Appraise (Gems): 1d20 + 13 ⇒ (14) + 13 = 27
Zanzu Appraise (Gloves): 1d20 + 13 ⇒ (19) + 13 = 32
Zanzu Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Zanzu Disable Device: 1d20 + 15 ⇒ (14) + 15 = 29
After identifying that the gruesome sack of oily flesh was actually the Barghest's stash, Zanzu slew the six lardworms that were lying in wait inside; tiny, parasitic creatures that paralysed their hosts. The Barghest was likely immune to their attacks by virtue of his hardened skin. The sack seems to be the sewed up remains of some creature's abdomen. Reaching his hand inside the thing was nauseating and the Tengu almost retched, but the prospect of treasure kept a glint in his eye. One by one, he produced various items from the fleshy sack-
#1- Four pearls, each in a small sack. Zanzu confidently appraised them as being worth 100 gold pieces each.
#2- Three brown jugs. One contained nothing but urine, the other extremely questionable water, but the third contained a potion of Neutralize Poison.
#3- A pair of bejeweled calfskin gloves that Zanzu appraised as being worth 1,200 gold pieces based on the gems inset into them.
#4- Beautifully crafted, etched leather bracers. The symbols upon these bracer's seem to match those on the sword found by Zanzu. Marcus is able to identify them as an especially old pair of Bracers of Falcon Aim
The Barghest's breastplate, spear and greataxe were entirely mundane. However, the shackles upon the non-Dwarf skeleton in the Gaol seemed to be magical in nature when inspected from a distance with Detect Magic.
The door at the western edge of this level led out to a defensive platform; with murder holes opening out over the trench below. It was underneath this defensive platform that the group fought and slew the Mohrg. Arrow slits looked out on the western, northern and southern edges.
The stairs leading up first led to a parapet; a small firing platform which could be used by a ranged combatant in defending the outpost.
The final door from the stairs led out to a High Tower, the highest point of the outpost. This high point provides an excellent vantage point over this portion of the Boiling Lands, though the view is obscured by the omnipresent steam clouds that hang over the landscape. A single catapult rests in the center, and a wooden palisade battlement surrounds the platform. Strangely the catapult appears to be in good shape despite the constant wetness. The moving parts are new and well oiled, and it stands taut in a cocked position as if ready to fire at any moment upon the ghosts of enemies from long ago. A wooden beam extends from the corner of the tower with the ancient remains of block and tackle used to haul up the catapult’s heavy ammunition from the ground below.
Although the group were eager to inspect the seemingly functional catapult, Zanzu spotted a hidden snare that would have led to an unwitting person being flung off the tower and onto the spikes lining the ground west of the trench; a gruesome fate to say the least. Zanzu deftly disarmed the snare trap. The block and tackle next to the catapult are rotting and no longer operational, and the catapult lacked ammo; but otherwise it was actually ready to fire.
XP Earnt- 250

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"Seems like we have this place pretty well cleared, of course with the exception of anything that lies in wait beyond the secret passage. I know many of us have exhausted many of our resources, but I am willing to continue on if you are."
"That being said, if you would just as soon barricade the secret door and get a bit rest that would be fine too." the paladin adds with a weary grin.

Durin Stonehammer |

Even a quick glance at Durin is enough to see he still suffers from many open and bleeding wounds (current HP = 6) and looks too spent to continue. I'm afraid I don't have much left today... I really do need a nap, he manages in a quiet voice. (0 rage rounds left for today)
I think we should bury the dwarf and hole up someone secure if we can...
Did we find anything of interest on the dwarf?
I am out of town for the next two days. Should have internet access but time to post will be limited. Please DMNPC as needed.
EDIT: And don't think for a second I didn't notice the new "Promises of Revenge" counter next to the PC Death counter. :)

DM Alexander Kilcoyne |

All of the Dwarf's equipment remains on his corpse. It includes a ruined breastplate, a masterwork heavy steel shield, a masterwork dwarven waraxe, two gold epaulettes signifying his rank of commander (25gp each), and a pouch holding 26 sp and a jar of restorative ointment with 4 applications remaining.
No Dwarf would want to be buried away from his kin. You aren't sure just a simple burial in this blasted, cursed land would suffice to prevent the Ghost from rising again and again.

Khun-duhn |

Assuming we're going to rest now...
Khun-duhn exhausts his remaining spells for the day healing Durin.
Cure Moderate Wounds (Durin): 2d8 + 7 ⇒ (3, 6) + 7 = 16
Cure Light Wounds (Durin): 1d8 + 5 ⇒ (7) + 5 = 12
Cure Light Wounds (Durin): 1d8 + 5 ⇒ (7) + 5 = 12
Cure Light Wounds (Durin): 1d8 + 5 ⇒ (6) + 5 = 11
For a total of 51 hp healed for Durin.
Were there any dwarves back at the Camp?

Marcus Claudius Marcellus |

On the parapet Marcus was clearly moments away from fiddling with the odd catapult and thanks Zanzu for his efforts.
The whole place seems a charnal house but the wizard does his best to clean a safe place to camp in the upper level.
Lets get some of that wall debris in front of the hidden door. Might not block it completely but should give us a warning at least.
After talking to the dwarves he seems less confident about the bones.
This ghost is probably going to keep re-forming then. We can bless them at least.

Barak Varr |

"Bury him at the camp? either that or do you know of any great dwarven battalions who fought out in this wasteland if we lay him to rest among his fallen comrades he might find peace." Barak look at Durin "Great dwarven battalions is a bit redundant. ALL dwarven battalions are great."
Barak's eyes widen as he picks up the bracers, automatically being drawn to them even before Marcus tells him their wondrous properties. "Well I have found my share. If that is OK with all of you."
satisfied the tower has been looted Barak gingerly rubs his wounds "Kiri have you got anything left in the healing wand of yours"
Barak is missing 24 hp

Marcus Claudius Marcellus |

Kiri hands her wand to Khun-duhn to top up Barak and other wounded.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Think that all other healing resources have been used. I'm fine with people just rolling for healing out of combat and noting the charges.
If we take the bones with us the ghost may well reform where we are. Which could be a major problem depending on what we are doing at the time. On the other hand if we leave them here we are going to have to deal with the ghost everytime we come back. Which makes it a bit hard to use the place as a safe place to rest.... Although if we could communicate with the ghost .. if its not too far gone to madness.... it would make rather a good guardian until we can find a way to free its spirit...
Don't think there were any dwarves at camp and we have no way to identify the dwarf's clan without much higher level magic unless there is something in his possessions.
I suggest we rest up and try that door tomorrow. Depending on what we find I wouldn't mind staying here at least for another day after that. We aren't in any rush and I would like the time to clean this place up and identify our remaining items.

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"Sounds like a reasonable plan of action, Marcus."
"Khun-duhn, Barak, you two willing to give me a hand gathering things to barricade that door?" the paladin asks heading off to to do just that.

DM Alexander Kilcoyne |

Day 4-
Based on your brief time spent in The Camp you spotted about a half dozen Dwarves living there, maybe more you didn't see. There doesn't seem to be a main Dwarf representative or any particular faction within the camp they were associated with.
Although it was still only midday, the group were dubious about their chances of venturing further today after the battle to gain the outpost. They busied themselves barricading the single door to the place, taking inventory, cleaning up the muck, gore and viscera and moving the bodies of the slain. There was more than enough work for everybody and the band of adventurers were tired by nightfall, with the place looking a little like its glory days. The group built a primitive roof for the High Tower containing the catapult and used it as a lookout spot throughout the day and night.
Other than the constant mists and gases and the endless fields of mud visible on the rare occasion that they dissipated enough to allow vision, the group spotted a few other potential threats, noting that most seemed to consciously steer clear of the Outpost:
#1- A sinister looking black and green cloud that seemed to be sentient. It looked incredibly poisonous and toxic in nature.
#2- The sharp-eyed Barak spotted a couple of mudmen moving around to the west of the trenches. He dispatched them with ease from his high perch, but it seemed the mudmen were not merely limited to the Outpost...
#3- Two more intense periods of acid rain hit during the night. The outpost itself was very sturdy, but the primitive roof the group had fixed up to protect their lookouts barely survived. It would need something a little more permanent and durable.
AKA; Decent craft check with materials.
No consensus was made on what to do with the Dwarf bones. Marcus knew of the existence of several well-established Dwarven clans living in the Stoneheart Mountains west of the Dead Fields, who occasionally made forays into the cursed land. He could not recall the location of any particular Dwarven battalion that fell here long ago, though. The scholarly Wizard stated that it usually took several days for the Ghost to reform in any case, and thus a solution may present itself in time.
Day 5-
PLEASE UPDATE YOUR HP. You all heal 7HP overnight. If you march out of here half-dead you have no one to blame but yourself :P.
The next morning at breakfast, the normally chatty Lord Vincent seemed very quiet and somewhat morose. Eventually, he spoke up.
It seems to me that much of our effort could be completely redundant, if we wander off and some other nasty comes in and lays claim. There certainly seem to be enough deadly monsters in this accursed place. Perhaps I could stay here and keep an eye on the place, maybe send for some of my house's servants to patch it up a bit? Its no castle but its not like i'm going back to my estate for several years at any rate. What say you, friends?
Guess its over to you. Are you going to investigate the secret door? Leaving the Outpost today? If so, where are you headed?