
Eloise Tow |

Initiative 1d20 + 5 ⇒ (16) + 5 = 21
"Give me a minute, I'm thinking," Eloise says as she wracks her brain....
Knowledge (religion) to identify this thing and its weaknesses: 1d20 + 15 ⇒ (4) + 15 = 19

DM Corerue |

This undead could very well be a Draugr. An undead made by being drowned or lost at sea and by the look of it and stench it gave off that was one of its qualities. Those struck by them are sometimes overcome by the putrid smell they give off. They are also known to strike very hard and have the skills thet once had in life...
Party is up!

Eloise Tow |

"Looks like a Draugr -- a person drowned at sea who won't lie still. They remember their skills from life, they've got a hefty blow on them, and the stench can make you ill. Try hitting it with a volley of ranged attacks to soften it up before it gets in melee range!" Eloise counsels.

DM Corerue |

The undead shudders from Sunset's magic but doesn't fall, its eyes glowing a brighter red before Iesha raises a hand and hammers the same undead as well.
1d20 + 5 ⇒ (8) + 5 = 13
1d8 + 3 ⇒ (5) + 3 = 8
Despite both of their strikes the undead holds out, if just barely, its skin is leaking putrid water and it appears to be shedding leeches by the half dozen.
Spear Thrust: 1d20 ⇒ 6
Sour Hecks spear glances off the Undead's shoulder, he gives off a little meep as its eyes follow the length of the spear until they look into his own. "Best of luck Iesha!"
She scoffs loudly as the Draugr wields its blade against her. "Not helpful!"
Undead!
Room with cages
The water swirls as something under water moves into the room below...
The swirling is moving in the direction of the cages until a nother Draugr emerges, carrying a battered set of keys. The howls in the cages seem to be getting louder now as the Draugr steps up to the first cage, fumbling with the keys as it tries to find the right on...
Water filled but empty room
The water swirls momentarily before an Draugr's head emerges from the water, looking up at
Draugr battling Iesha
Aid another Attack: 1d20 ⇒ 10
Attack Iesha with Longsword: 1d20 + 2 + 5 ⇒ (15) + 2 + 5 = 22
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
The two Draugr at the bottom of the stairs fight in tandem, one stabbing at Iesha's feet with a sword and driving her into the one before her's powerful swing. Which buries its blade in her side, Iesha cries out, obviously injured from the blood and the splatter of blood on the wall shows it was deep.
Party is up! Map is updated!

Eloise Tow |

"No, you don't!" Eloise shouts as she starts making her way over to Iesha.
The Magus raises her hand to fire a coruscating ray of golden light at the already-injured draugr, hoping to take it out of the fight.
Casting disrupt undead. Ranged touch attack 1d20 + 5 ⇒ (16) + 5 = 21 for 1d6 ⇒ 3 positive energy damage.

.Sunset. |

Raising her sword into the 'guard' position Sunset steps up so as to aid her fellow warrior.
(Sorry, coming down with flue. Work hours terrible. Posting when can.)
(Sunset is moving into a 'Fully defensive' type stance besides Eloise. Trying to both prevent flanking as well as be as hard to hit herself as possible.)
(Pedending on Eloise' effects Sunset will either add a ray of her own or, should combat be now too close, swing her sword at one of the offenders threatening Eloise)

Adelram |

Protection from Evil
Adelram readies to attack a foe that comes within his 10' reach.
1-hand Ectoplasmic Lash +2: power attack
to hit: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27 to hurt: 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15

DM Corerue |

Back, first night back at work is slow.
Those fitting in melee, so long as they are above their opponent, get a +1 atk bonus for Higher Ground.
Iesha 29/39 HP
Sour Heck 48/48
Draugr
Left Room
Undamaged
Right Room
??? - Out of Sight - Under water
On the Stairs
Front -8/??? Badly Damaged
Rear - Undamaged
Room with Cages
The Draugr appears to be doing something to the cages, the noises in the cages intensifies...
Empty Room
The Draugr disappears beneath the water abruptly before the water starts to ripple at the surface. Though little can be seen in the murky, dark water...
At the foot of the Stairs
Fort Save for Iesha - Fail = Nauseated: 1d20 + 6 ⇒ (9) + 6 = 15
Iesha struggles with the attack undead, Eloise spell strikes the one in front, causing it to shed some of its flesh. Iesha rankles her nose at the undead's horrible smell. "Ugh, get away from me!" She swings out with her Battle Aspergillum in an attempt to fend off the attacking undead...
1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Holy Water Charge + Norm Damage: 2d4 + 1d6 ⇒ (1, 2) + (6) = 9
But her attack fails to connect as the undead ably deflets her attack with its sword.
Sour Heck, wielding his long spear, stabs at the offending undead from over Iesha's shoulder...
To Hit with Longspear: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
The spear connects, tear more flesh from the undead which retaliates by attacking Iesha again! The one in the rear aiding his strikes by drawing and throwing a dagger at Iesha's feet...
Rear Draugr
Aid Another - Attack: 1d20 ⇒ 16
Front Draugr
Attack Iesha with Sword: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
1d8 + 3 ⇒ (4) + 3 = 7
Thankfully Iesha was more nimble this time, despite their odd and rapid coordination, the undead both fail to do anything harmful to Iesha. The fighting continues though, though the lead Draugr appears to be badly damaged, its watery flesh oozing and some bones are visible from the areas where its flesh was cut off...
Party is UP

Adelram |

Adelram pulls out a flask of Alchemist Fire and tosses it at the enemies down the stairs
Alchemist Fire:
to hit: 1d20 + 6 ⇒ (11) + 6 = 17 to hurt: 1d6 ⇒ 3

Eloise Tow |

Grumbling under her breath, Eloise directs another ray of positive energy at the nearest draugr.
Disrupt undead ranged touch attack 1d20 + 5 ⇒ (6) + 5 = 11 for 1d6 ⇒ 3 positive energy damage.

DM Corerue |

The lead Draugr cries out as Elosie attack tears off more flesh. Releasing more rancid smell before Sunset's attack silences it. Her coin smashing through its skull like wet parchment and sending the corpse tumbling into the water below. Its undead comrade stepping easily aside as it slides by. Destroyed.
Is your HP that low?
Left room
The sound of a metal door jarring open rings out. Along with the guttural cries of a creature before it emerges from the cage. KNocking the Draugr aside as it does so. The creature that steps out is a grotesque and terrible looking thing. Who a sleep DM can't identify or explain. Because he is brain dead from oilfield stuff.
The Beastly creature! Though it steps out and pounds its skin less, muscle bound chest with its four arms in fury. It looks up at the broken walkway, focusing in on the sounds of the stairwell fighting and casting of spells rather quickly.
It gives a shriek of challenge before moving through the water and towards the wall below the broken walkway...
Right room
The ripples intensify, pieces of decayed dead flesh are now floating in the water...
The Draugr is still below the waters surface.
The last Draugr steps forward to continue pressing the attack on Iesha, wielding it's blade expertly against her!
Longsward attack Vs Iesha AC 14 to hit: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Iesha cries out as the Draugr's well placed blow pierces her defenses, bloodying her before she can fight back!
Party is up!
Iesha was sorely injured but was unbeaten by the undead before her. She retaliated with her battle aspergillum, swing it at the undead in the hopes of damaging or destroying it.
Attack Draugr with Battle Aspergillum: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
Damage: 1d6 + 2d4 ⇒ (5) + (4, 3) = 12
Her weapon strikes a powerful blow against the undead, it shrieks as the holy water splashes on its flesh. Searing it and increasing the damage more then the initial strike did!
As the undead was distracted, Sour Heck stabs with his Longspear again. Hoping to end this initial threat once and for all...
To Hit Draugr with Longspear: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
.. the shrieking stops as Sour Heck's longspear impales the undeads throat, severing its vocal cords and splitting its head from its rotting body with a wet ripping sound...

DM Corerue |

Combat isn't over, Eloise has full view of what is happening in the room near her, so does Sunset. Combat is ongoing.
Those in Bold may act
Adelram
Eloise
Sunset
Next Round
????
????
Beastly Creature - Currently heading toward Eloise from below
Draugr In left Room
????
Draugr In Right Room - Out of Sight

Adelram |

Protection from Evil
Adelram readies to strike out at any enemy that comes within 10' of him.
1-Hand Ectoplasmic Lash +2: power attack, 2 handed
to hit: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22 to hurt: 1d8 + 6 + 4 + 2 ⇒ (5) + 6 + 4 + 2 = 17

Eloise Tow |

Eloise drinks a quick potion and then sets herself for battle.
Drinking potion of CLW for 1d8 + 1 ⇒ (5) + 1 = 6. Identifying monster: Knowledge (religion) 1d20 + 15 ⇒ (15) + 15 = 30; (planes) 1d20 + 10 ⇒ (7) + 10 = 17; (dungeoneering) 1d20 + 9 ⇒ (9) + 9 = 18; (arcana) 1d20 + 13 ⇒ (19) + 13 = 32

DM Corerue |

Left Hand Room
The beast was below Eloise now, out of sight. Shortly after the sound of tearing flesh and breaking bones is heard before the Girallon's... Head, now winged, comes fluttering up within reach of Eloise. This creature is a blackened, bat-winged head. Tentacles dangle from chin and scalp, and its fanged mouth hangs agape....
Adelram's lash strikes out and injures the flying head badly but it snaps its distended jaw at Adelram in fury...
The Draugr below had moved over to the next cage, fumbling with the keys and intending to release more of these horrors...
Right Hand Room
Sunset's the room next to you has more violent thrashing but the appearance of the flying head has you looking away from it...
This creature was once a Girallon... Though it met with the unfortunate fate of encounter a Vargouilles. A small evil outsider with the ability to turn others into its vile kind by kissing you. Which, if you suffer a weak constitution, will lead to a transformation of utter suffering. Where your hair falls off, your skin mutates and eventually your head detaches as a new Vargouilles. Not a process that sits well with you.
It has three main means of attack.
Its Kiss, which it can only use on a helpless victim. Requires a strong fortitude to resist or you become one of them...
Poisoning - Will cause any damage you suffer to be extremely hard magically to heal. DC 20 caster level check to overcome or the healing is wasted.
and a Shriek which can affect anyone within ten yards of it with a possible paralysis. Which it will use to Kiss you.
Aside from that they can be terribly hard biters but have no real special resistance. Cut them they bleed... Burn them they stayed burned... Etc.
Just don't get smooched!
In your injured state you are keenly away of the Hound and Hooks, both of which are still ACtive per your Tabard's innate magical connection to them...
You know there injuries and other statuses as well...
Your night of sleeping in this degraded manner has fully attuned you to the tabard's magic...
Hound: Status: Alert, Standing By
Can be commanded to do anything an animal companion trained in fighting can do. It also has two more commands. Heal, Armor user both of which you are unsure what it'l do...
The Hound is fully healed.
Mr. Hooks Status: Alert, Standing By
Has only Attack, Heel, Stay, Follow and Climb as commands.
You are also keenly aware that there is one more connection left dormant... You feel like you can attempt to activate it but its unknown as to how that would be done.
Mr. Hooks is Undamaged.
Party is up!
Iesha, finally is able to swap with Sour Heck. "Alright everyone, stay close."
Channel Energy Healing: 3d6 ⇒ (6, 5, 4) = 15
15 HP for everyone near her burst, which should hit everyone.
She takes hold of her holy symbol, calling on the divine power to heal everyone around her. The pulse that she releases was immense, the warmth that flooded each of you was intense but welcomed for those who were seriously injured. Her own injuries were nearly gone now...
Seeing no immediate threats, Sour heck starts up with a bardic performance to improve everyone's fighting ability.
Inspire Courage (+2 morale on charm/fear saving throws, +1 competence on attack and weapon damage)
Eloise, Adelram and Sunset are up!

Adelram |

Adelram snaps his lash at the head again.
1-Hand Ectoplasmic Lash +2: power attack, 2 handed, bardsong
to hit: 1d20 + 11 - 2 + 1 ⇒ (16) + 11 - 2 + 1 = 26 to hurt: 1d8 + 6 + 4 + 2 + 1 ⇒ (1) + 6 + 4 + 2 + 1 = 14

Eloise Tow |

Sorry, sorry!
"Don't let that draugr open another cage!" Eloise shouts. "Any more of those heads, cut them down fast! They shriek, they stun; they stun, they kiss; their kiss spells doom!"
The Magus rushes to engage the draugr wrestling with the keys. If she can get to it in time, she slashes, her black blade glistening as though freshly wetted down.
Swift action: burn pool point for +2 enhancement. Attack roll 1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23 for 1d8 + 2 + 2 + 1 ⇒ (5) + 2 + 2 + 1 = 10 damage.

DM Corerue |

NP! :) Welcome back and here we go!
Eloise The Draugr is on the floor below you, you can jump from the ledge by the broken walkway and try to reach him or use ranged attacks to hit him.
Hound Bark.
Hound: Status: Alert, On the move
Can be commanded to do anything an animal companion trained in fighting can do. Heal and Armor User
The Hound is fully healed.
Mr: Hooks The sound of scissors snipping in the distance
Mr. Hooks Status: Alert, On the move
Has only Attack, Heel, Stay, Follow and Climb as commands.
Mr. Hooks is Undamaged.
Standing at the edge the Draugr was outside of her reach. At least for now. The Hounds thunderous bark makes the Draugr pause in its fumbling, the sound echoing over the water running through the flooded tower. Sour Heck grips his spear nervously, Iesha has a worried look as she says. "You don't think...?"

Eloise Tow |

Eloise unslings her heavy crossbow and starts to turn the winch as fast as she can....

DM Corerue |

Understood! Here We GO!
The Draugr's pause was momentary, though Iesha's and Sour Hecks nervousnes wasn't. Sour Heck set his spear. His words still inspiring all of you to strike harder and more competently. For you held the High Ground, which your enemies seemed unable to dislodge you so far.
2 is the correct key.: 1d4 ⇒ 2 Actions used for the round.
Its dead fingers fumble with the lock and to Eloise displeasure came a the loud tumbling of the rusted lock...
The cage door burst open as the flying Girillion-headed Vargouilles escaped the confines of its cage and flew up towards the ceiling. Out of reach of Adelram's lash, but not from ranged attacks. Though it was partially obscured by the low ceiling where Sunset was standing.
Open Cage, MA: Fly out and ascend 20ft. Cover +2 AV from Sunset
Sour Heck gives a start from the bottom of the stairs. "Somethings in the water... Something big..."
Party is UP!

Eloise Tow |

"Kill the flyers!" Eloise shouts. "They're the immediate threat!"
The Magus aims her crossbow at the draugr and fires.
Heavy crossbow 1d20 + 6 ⇒ (18) + 6 = 24 for 1d10 ⇒ 1 damage.

Adelram |

Adelram waits for an opportunity to attack another one.
1-Hand Ectoplasmic Lash +2: power attack, 2 handed, bardsong
to hit: 1d20 + 11 - 2 + 1 ⇒ (13) + 11 - 2 + 1 = 23 to hurt: 1d8 + 6 + 4 + 2 + 1 ⇒ (3) + 6 + 4 + 2 + 1 = 16