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After a small burn, the waterbug moves up tp attack Daveak.
Sting: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Fort Save vs Str Poison: 1d2 ⇒ 1
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It misses, but the party sprongs forward to attack, wounding it pretty well.
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Daveak will move back 5ft drawing blow and attacking
attack (pb): 1d20 + 7 ⇒ (7) + 7 = 14
damage(pb): 1d8 + 3 ⇒ (6) + 3 = 9
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Bicor Capshin & Breacher |

Bicor draws his rapier and moves carefully around the bug.
R1 draw (move) & move, I'll try and set up a flank next round. I only have two spells? EDIT OK three prepped (int) still only two avialable meaning the arcane pool is 1+0+2 if I consume both my daily spells. This class will be tough at low levels... and fire bloodline or fire school might have been (IS) a better choice than fire arc.

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"OK bug, now you're trying my patience. Don't. Sting. My. Friends."
Round 2
Status:HP 13/13; AC 15/T 11/F 13; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 (not using buckler)
bastard sword attack (2h): 1d20 + 4 ⇒ (12) + 4 = 16, damage: 1d10 + 6 ⇒ (2) + 6 = 8

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You manage to drop the thing within 6 seconds without anyone taking damage. Moving on into the underground building, you see it is a network of 6-foot-wide, arched tunnels connects double-vaulted ossuary chambers. The once ornate chambers are now a patchwork of brown stone walls, faded paint, and crumbling plaster. Water seeps through the walls and collects in floor cracks and ankle-deep puddles. The entire necropolis is unlit. All of the doors are made of heavy stone and are unlocked and ajar. Throughout the necropolis, the hallways are lined with alcoves filled with multitudes of ancient, skeletal remains. These rooms contain nothing of value. Several passageways end in cave-ins, evidence of the great geological violence visited upon the necropolis 10 years ago.
Carved pillars in the corners of this chamber hold aloft a double-vaulted ceiling of cracked frescos. On either side of the chamber, a single step leads up into a deeply recessed area that forms an arched room of its own. On the floor of the east recess, the perfectly preserved body of a young boy lies in a puddle and stares silently upward.
As you step into the rom to investigate the body, a rotting mound of animated Bugbear flesh steps out of the shadows to attack.
Bicor: 1d20 + 3 ⇒ (4) + 3 = 7
Corina: 1d20 + 4 ⇒ (11) + 4 = 15
Daveak: 1d20 + 4 ⇒ (13) + 4 = 17
Elsabeth: 1d20 + 3 ⇒ (16) + 3 = 19
Zombie: 1d20 + 0 ⇒ (17) + 0 = 17

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Init:
->>Elsabeth
Daveak
Zombie
Corina
Bicor

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Daveak will draw bow and fire... moving back if adjacent
attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 3 ⇒ (5) + 3 = 8
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Elsabeth steps forward to deliver a strike but misses while Daveak draws bow and looses an arrow, hitting, but for little damage. The zombie shambles foreward, charging at Bicor.
Slam: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Corina and then Bicor are up.

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"THAT is an abomination! An affront to all that is good and clean and right in the world! Be no more!" Corina explodes into a blaze of outraged violence, slicing furiously at the shambling bugbear.
Round 1
Status:HP 15/13; AC 13/T 10/F 11; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 (not using buckler)
Free: rage (1/6)
Standard: bastard sword attack (2h): 1d20 + 7 ⇒ (11) + 7 = 18, damage: 1d10 + 9 ⇒ (7) + 9 = 16

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-1 hp
[dice=stabilize]1d20
Why are you a -1? This should be the first damage you have taken, or am I missing something?
And Corina destroys it with on deft slice. The bugbear zombie drops in a heap.
Turning back to the boy's body, you find a personal journal that indicates he was Grishan Maldris, younger brother of Colson Maldris, the head of the Andoran faction and famed Eagle Knight. It seems that he discovered a growing neromantic energy and rising undead threat here, and had come, much like yourselves, to find out what was happening. Between the boy and the zombie, you locate a pretty sizable pure of coin to split.
The door in front of you takes a little work to burst open, having been sealed in place for so long, but finally gives way. Water drips from the double-vaulted ceiling and trickles down the walls to pool on the floor. Bone shards of a hundred skulls litter the room like shattered seashells. Wide stairs climb to the west. Narrow stairs dive to the north. On the south wall, an open doorway gapes, a carved relief depicting a massive battle filling the archway over the door. The rest of the walls are filled floor to ceiling with nooks that house ancient, but drenched, skeletal remains. In the center of the room sit twelve school children in a circle on the floor. One child seems to be silently telling a story, her arms moving rapidly as she makes scary faces. From a sketch in the journal you saw earlier, she very easily might be the madman's daughter. They seem to notice you, but do not pay any attention to your presence, and you can not hear them.
Please give me 3 Perception checks (which will take place over 3 rounds). Also, don't forget to do any sort of healing (you have plenty of time in between) or any normal buffing like Mage Armor.
Also, just a head's up. This map is kind of big, but a great deal of it is undefined or empty and just to move things along, for the most part I am assuming that you are investigating each portion (like doorway to doorway) without needing to specify "hey I want to search this room", or "this corner". So for example, the section you are in now has three rooms, and before you move on, I'm going to assume that you have looked into all three, but for the moment, seeing the children's ghosts <and potentially something else>, you have not gone to them yet unless you specifically want to. Is that cool? Any questions?

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arcanist gets a d6 hit die and I don't think she put a 14 con
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per: 1d20 + 4 ⇒ (18) + 4 = 22
per: 1d20 + 4 ⇒ (4) + 4 = 8
per: 1d20 + 4 ⇒ (3) + 4 = 7
"Oh - it looks like that hurt. Someone may want to help her with that."

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perception : 1d20 + 5 ⇒ (17) + 5 = 22
perception : 1d20 + 5 ⇒ (14) + 5 = 19
perception : 1d20 + 5 ⇒ (19) + 5 = 24
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Did anyone need to use my wand to heal your more than welcome to I can't use it just carry it for back up
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Ok, I think that the best the to do is rewind for a moment to after the zombie attack, and have you return upstairs to find Deris, who can use the wand with a little bit of effort. Eventually he will get it going. 1d8 + 1 ⇒ (8) + 1 = 9 He agrees to hold on to it for a little in case you need him to use it again, and will stick with you guys (as a semi-noncombatant).
After reviving Bicor, you travel down and enter the next section. The door in front of you takes a little work to burst open, having been sealed in place for so long, but finally gives way. Water drips from the double-vaulted ceiling and trickles down the walls to pool on the floor. Bone shards of a hundred skulls litter the room like shattered seashells. Wide stairs climb to the west. Narrow stairs dive to the north. On the south wall, an open doorway gapes, a carved relief depicting a massive battle filling the archway over the door. The rest of the walls are filled floor to ceiling with nooks that house ancient, but drenched, skeletal remains. In the center of the room sit twelve school children in a circle on the floor. One child seems to be silently telling a story, her arms moving rapidly as she makes scary faces. From a sketch in the journal you saw earlier, she very easily might be the madman's daughter. They seem to notice you, but do not pay any attention to your presence, and you can not hear them. Deris points at one of the girls and says "[b]That's my Cassiel! See! Alive and fine, like I said, and even looking out for these other youngsters."
Shortly after that, Daveak and Corina notice a small creecking sound coming from the room to the north, followed by 3 sets of footsteps. They are attempting to be stealthy, and possibly to set up an ambush.
Bicor, can I get 3 Perception checks. DC is 15, so if you beat that for the first you also hear it.

Bicor Capshin & Breacher |

Bicor shakes his head as he hears the sound. Not going to let that happen again. His fingers glow with a heat that spreads across the rest of his feathers. The fire disappears but an occasional flicker crosses his form.
"I can do one more of these, if someone wants it?"
casting mage armor (stats updated to reflect it)

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Daveak will draw bow and ready an arrow
"There is something coming from that room...motioning in the direction of the door...we should be cautious they know we are here"

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To Deris, "Oh, what a lovely daughter you have! and you're right. She's a very responsible young lady, helping the other children like that. You must be very proud." It seems that Corina has entirely neglected the haunted aspect of these children, and is well caught up in Deris's delusion.
Corina readies her Great Bloody Monsterwhacker, [b]"I'm ready. Let's see what can be seen." Conspiratorially, "On 3? 1.. 2.. 3.." Having given some warning and preparation, Corina takes up a defensive stance, bursts through the door Daveak has indicated.
@GM, can you please position us on the map? I'm having difficulty orienting... Thanks!

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Hearing some noise to the north, you begin to go up to investigate, but also hearing some footsteps puts you on alert. Corina begins to go look into when a moldy door crashes open, ripped from the hinges completely and an undead monster leaps out. Another appears behind it stepping from the darkness, and a third can be heard inside the room that the first one came from. Things are not looking good. . .
Corina: 1d20 + 4 ⇒ (11) + 4 = 15
Daveak: 1d20 + 4 ⇒ (15) + 4 = 19
Elsabeth: 1d20 + 3 ⇒ (3) + 3 = 6
Deris: 1d20 + 2 ⇒ (10) + 2 = 12
Ghoul 1: 1d20 + 2 ⇒ (6) + 2 = 8
Ghoul 2: 1d20 + 2 ⇒ (18) + 2 = 20
Ghoul 3: 1d20 + 2 ⇒ (4) + 2 = 6
Ghoul 2
->Daveak
->Corina
Deris
Ghoul 1
Elsabeth
Ghoul 3
Bicor
ROUND 1
Most eager for blood, Ghoul 2 bounds out of the room, pushing it' way past Ghoul 1, and hunkers low to the ground, making ready to charge.

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Daveak will use move action to target ghoul 1 with favored target and shoot him
attack: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d8 + 4 ⇒ (2) + 4 = 6
-Posted with Wayfinder

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I don't think I can hit DC11 untrained, but just in case...
know(religion) - untrained: 1d20 - 1 ⇒ (16) - 1 = 15
but definitely, "smells bad - slavering, trying to eat me. kill it!"
"Oh, that is just... disgusting. Back under the earth with you - you're wrong! evil!" and Corina assaults the over-eager ghoul with the fury of angelic righteousness.
Round 1
Status:HP 13/13; AC 15/T 11/F 13; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 (not using buckler)
free: raging (rd 2/6)
standard: attacking ghoul2 - bastard sword attack (2h): 1d20 + 4 ⇒ (4) + 4 = 8, damage: 1d10 + 6 ⇒ (8) + 6 = 14
not that it matters, but the attack is 'good-aligned' for purposes of overcoming DR.

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Daveak studies his foe and then puts an arrow into the leading ghoul as Corina steps up to unleash a little Two-Handed Bastard sword justice, but misses. Deris still holing the wand of cure light wounds readies to try to use it to heal if needed, but says "We need to draw them out. But hold the line. Don't let them at my daughter!"
Ghouls 1 and 3, as well as Elsabeth advance, but can not get any closer to the melee, and are kind for stuck for the moment.
Bicor is up, hopefully with something nasty up his sleeve, followed by Round 2 and Ghoul 2 (I'm sorry in advance Corina. . .)

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ROUND 2
->Daveak
->Corina
->Deris
->Ghoul 1 <can't advance yet>
Elsabeth
Ghoul 3 <can't advance yet>
Bicor <Readied to attack>
Ghoul 2, seeing a hardy meal before him unleashes tooth and claw.
Damage: 1d6 + 1 ⇒ (1) + 1 = 2
Claw vs AC 15: 1d20 + 3 ⇒ (6) + 3 = 9 <MISS>
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Claw vs AC 15: 1d20 + 3 ⇒ (20) + 3 = 23 <Crit threat>
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Crit Claw vs AC 15: 1d20 + 3 ⇒ (1) + 3 = 4 <NO CRIT>
Crit Damage: 1d6 + 1 ⇒ (4) + 1 = 5
The Ghoul lands a single claw, <4 Damage>, and Corina feels a strange, unholy magic course through her body.
Corina, I need a Fort Save from you.
As the Ghould hits, Deris takes his readied action to try to activate the wand to heal the Bloodrager, but can't seem to get the wand to work, and stays back.
1d20 + 5 ⇒ (5) + 5 = 10

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Round 2 Daveak will shoot his favored target
attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d8 + 4 ⇒ (4) + 4 = 8
If creature dies will use move action to target ghoul 1 new favored target
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That does in fact hit and destroy the Ghoul. :)

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Fort: 1d20 + 6 ⇒ (17) + 6 = 23
Status:HP 9/13; AC 15/T 11/F 13; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 (not using buckler)
free: raging (rd 3/6)
standard: attacking ghoul2 - bastard sword attack (2h): 1d20 + 7 ⇒ (16) + 7 = 23, damage: 1d10 + 9 ⇒ (3) + 9 = 12
The raging Con is a good thing to go with on the fort save... nice extra.

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my bad I killed ghoul 1 target ghoul 2
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@Daveak - Please don't ever apologize for putting down a ghoul :) Corina was already swinging wildly at ghoul2 anyway - and it probably wouldn't have been wise to stand too close, considering how badly her first attack went.

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I wasn't saying my bad for killing it lol I was saying my bad because I was trying to target something I already killed lol
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Corina, where you going to step up and attack, or wait for the next ghoul to come to you, or even fall back a bit and Ready an Action to attack?
Deris again tries to activate the Wand 1d20 + 5 ⇒ (15) + 5 = 20, and finally gets it to work, advancing to touch Corina's shoulder for a little healing CLW: 1d8 + 1 ⇒ (1) + 1 = 2.
The next action kind of depends on what Corina decides to do, but the Ghoul is looking very torn up, and ready to meat the final death.
Daveak
Corina
Deris
->Ghoul 1
->Elsabeth
Ghoul 3 <can't advance yet>
->Bicor <Readied to attack>

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Corina - ever the paragon of unsubtlety, was stepping forward into the next available target. Then over that one, and on to the next one. Rinse, repeat.
I had thought that both ghouls 1 and 2 were available for melee - I think Corina just took some damage from ghoul2, which is what forced her Fort save last round. Was I mistaken?

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Ghoul 2 was the one in front of you, but Daveak destroyed it.
Nearly destroyed to the final death with Corina's onslaught, the Ghoul, starving decides to try to drop his prey before she can destroy him, jumps up to bite at her neck, then swipes with two filthy claws.
Bite: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Claw: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Luckily the savage woman manages to avoid all of the Ghoul's fury unscathed.

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"Wrong wrong wrong! and evil! and slobbery-disgusting! stop drooling on me! fall down!"
Round 3
Status:HP 9/13; AC 15/T 11/F 13; Fort +4, Ref +2, Will +0; Resist acid 5, cold 5, electricity 5; Init +4; Per +4 (not using buckler)
free: raging (rd 4/6)
standard: attacking ghoul2 - bastard sword attack (2h): 1d20 + 7 ⇒ (20) + 7 = 27, damage: 1d10 + 9 ⇒ (6) + 9 = 15
crit confirm ghoul2 - bastard sword attack (2h): 1d20 + 7 ⇒ (16) + 7 = 23, damage: 1d10 + 9 ⇒ (5) + 9 = 14

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Anyone else going to act for Round 2?

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Unfortunately Corina has closed with the Ghouls, so only ranged and reach attack can hit. I would allow you to have Readied and Action to throw a dagger after Ghould 2 was killed and before Ghoul 1 entered melee if you would like. Otherwise back to Bicor and Daveak.

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Daveak will get with in 30 and attack
attack: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d8 + 4 ⇒ (6) + 4 = 10
-Posted with Wayfinder

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Daveak again destroys the Ghoul(1), leaving a small opening between Corina and the final Ghoul.

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I just want to point out that we have about a eek left for the deadline for the Game Day Event. After this, there is really only a little bit of exploration and then the BBEG, and I think if we can push it a tiny bit, should make it.