
DM Dan E |

Arasmes Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Grall Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Khalid Perception: 1d20 + 11 ⇒ (10) + 11 = 21
Linah Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Nuveril Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Zeladiel Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Herne 1d20 + 9 ⇒ (19) + 9 = 28
Lammasu 1d20 + 15 ⇒ (13) + 15 = 28
? 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
You make it a little bit further but it does not take much longer for the first attack to come. Rustling admidst the vegetation to your right and a terrible dank smell herald your attempted ambushers. While surprise is avoided it scarcely matters given the speed at which the dark figures tear out of the jungle and rush you.
There look to be a half dozen in this first wave. First as in you can here more. In the vegetation on several sides. Humanoid in shape, pallid flesh is stretched tightly over emacipated frames. Long toungues, far too long, hiss out of mouths filled with long, sharp teeth and each hand ends in claw like fingernails.
They run at you, arms out stretched, as if to give you embrace...
Thirst's Embrace
Initiative
Arasmes Init: 1d20 + 2 ⇒ (3) + 2 = 5
Grall Init: 1d20 + 3 ⇒ (13) + 3 = 16
Khalid Init: 1d20 + 6 ⇒ (5) + 6 = 11
Linah Init: 1d20 + 1 ⇒ (8) + 1 = 9
Nuveril Init: 1d20 + 5 ⇒ (4) + 5 = 9
Zeladiel Init: 1d20 + 5 ⇒ (14) + 5 = 19
Lammasu Init: 1d20 + 5 ⇒ (9) + 5 = 14
Herne Init: 1d20 + 2 ⇒ (14) + 2 = 16
? Init: 1d20 + 3 ⇒ (19) + 3 = 22
The attackers are lacedons, the aquatic cousins of ghouls. Reveals undead traits and paralysis, elven immunity.
It gets worse as they appear to be dread ghouls, a stronger, tougher version. Their bite like regular ghouls can cause ghoul fever causing anyone killed by the ghoul to rise as one themselves. Dread ghouls are also particularly skilled at grabbing their opponents which makes them even more dangerous given their paralysis.
Any creature killed by a dread ghoul may rise as one the following midnight whether infected by ghoul fever or not (without appropriate magical intervention). A dread lacedon can also control water itself, receding it or flooding an area.
A dread ghoul's flesh is nauseating and will sicken anything incautious enough to bite or swallow it.
Terribly sucky initiative rolls for you there sorry. Will get the map up and resolve their actions. Fortunately protection from evil aura continues to apply while flat-footed.. No knowledge sharing til your action obviously.

DM Dan E |

Benefit: While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again.
Quoted for reference (not because I think your unaware). I am inclined to treat the kirin style check as completely seperate whatever checks you made or failed before given its expressly called out as a seperate action (albeit swift). Thats the only way that really makes sense to me given my assumption you could use it say against a human enemy which you can't normally id through a knowledge skill. Theres also the bit at the end about repeating the check if you repeat the encounter. So in essence you could theoretically identify its abilities but then fail to properly kirin stance it or vice versa.
The other part I thought about when I first looked at your concept is the reference to "single creature". Seems a bit unduly restrictive to me to swift action identify ghoul A then have to swift action identify ghoul B. Assuming at this point that you can kirin style all generic ghouls. If ghoul sorcerer C at a different CR pops up thats a different use. Is that your thinking?

Arasmes Ik-Abhald |

It seems a little odd that i'd pass an initial knowledge check but then completely fail the next one and apparently know nothing... But on the second point i'm in agreement, that is appreciated. So two separate checks? Guess we could fluff it as gaining some unique insights and applying them, rather than book knowledge. In that case-
Knowledge (Religion): 1d20 + 14 ⇒ (12) + 14 = 26

DM Dan E |

Round 1
Ordered Initiative
Ghouls Init: 22
Zeladiel Init: 19
Grall Init: 16a
Herne Init: 16b
Lammasu Init: 14
Khalid Init: 11
Nuveril Init: 9a
Linah Init: 9b
Arasmes Init: 5
Notes
- Light is now dim although light spells provide normal light in 20' radius.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).
Effects
Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Arasmes)
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
The creatures come on hissing. At the front, Grall and Nuveril bear the brunt of their attacks, two closing with each and slipping within Grall's reach before the gnoll can bring his weapon to bear.
The last two break around your flanks, one to each side and threatening Khalid and Arasmes although not fast enough to strike at them.
Even flat footed, Grall's natural agility is enough to avoid the first's attacks although the second rakes its claws down his left arm. The damage is minor, the larger danger the insidious paralysis the barbarian feels spreading from the wound. Non-raged fort save pls.
Claw vs Grall: 1d20 + 5 ⇒ (9) + 5 = 14 miss
1d6 + 3 ⇒ (1) + 3 = 4
Claw vs Grall: 1d20 + 5 ⇒ (19) + 5 = 24 hit
1d6 + 3 ⇒ (2) + 3 = 5
FA Grab vs Grall: 1d20 + 8 ⇒ (2) + 8 = 10 fail
Nuveril fares better, her attackers hindering each other in their rush to get at her. The halfing ducks easily under a sweeping claw and doesn't even have to move to evade the other.
Claw vs Nuveril: 1d20 + 5 ⇒ (9) + 5 = 14
1d6 + 3 ⇒ (1) + 3 = 4
Claw vs Nuveril: 1d20 + 5 ⇒ (2) + 5 = 7
1d6 + 3 ⇒ (5) + 3 = 8
Map is HERE.
Your up. Not sure if Zeladiel is checking but will give him a little bit of time before botting. I'm assuming everyone has primary weapons in hand.

Grall |

Don't forget their 20% miss chance due to Blur and we also have Bless going...
The minor scratch to Grall causes a cold slowing to sweep over him, Fortitude Save PFE 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
he shakes it off, drops into his calm anger and attacks the Ghouls.
East of Grall Ghoul +2 Two Handed Sword enraged pwr atk Reckless Abandon Bless Enlarged 1d20 + 14 ⇒ (19) + 14 = 33 dam 3d6 + 17 ⇒ (2, 4, 5) + 17 = 28
NE of Grall Ghoul +2 Two Handed Sword enraged pwr atk Reckless Abandon Bless Enlarged 1d20 + 14 ⇒ (8) + 14 = 22 dam 3d6 + 17 ⇒ (2, 2, 3) + 17 = 24
Forgot my nibble Bite enraged pwr atk Reckless Abandon enlarged bless 1d20 + 8 + 1 - 1 + 1 ⇒ (7) + 8 + 1 - 1 + 1 = 16 dam 1d6 + 7 ⇒ (3) + 7 = 10
Grall then steps back 5'.
East of Grall Ghoul Potential Crit: +2 Two Handed Sword enraged pwr atk Reckless Abandon Bless Enlarged 1d20 + 14 ⇒ (6) + 14 = 20 dam 3d6 + 17 ⇒ (1, 6, 1) + 17 = 25
Grall cuts one in half with a devastating blow and then cuts the second in front of him heavily with another blow with the black bladed two-handed sword. Not sure if I killed that one as well.

DM Dan E |

Stepping to the north to get a better shot, Zeladiel fires a focused shot at the ghoul menacing Khalid. The creature moves faster than he expects though, sidestepping the arrow before it finds its heart.
Bow vs Ghoul: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13 (bless, focused shot) miss sorry!
2d6 + 6 ⇒ (6, 6) + 6 = 18
Knowledge Religion: 1d20 + 8 ⇒ (8) + 8 = 16 May seem odd but following the protocol I laid out here rather than trying to deny Zeladiel a hit. This is needed to see if Zeladiel can interference with Grall's action as below.
Two strikes result in two clean kills for Grall. One ghoul falls to the ground without a head admid a flash of black energy that has the lammasu grunt audibly while the second loses an arm and most of its right shoulder. So quick and precise are the blows that the gnoll has time to take a bite out of one of Nuveril's opponents as well...
.... which the gnoll realises immediately is a mistake as nausea threatens to overwhelm even his iron constitution.
A creature that damages a dread lacedon with a bite attack, or swallows one whole, or otherwise eats its flesh must succeed on a DC 20 Fortitude save or be nauseated for 1 day. Success drops the duration of the nausea to 1d4 rounds.
At least its a rage fort check this time. A bit more bad luck there as you only just managed to hit the thing and half the party made the required knowledge check.
Herne moves to support Nuveril, stepping to the north and hacking at one of the ghouls with his scimitar while he calls out a battle cry.
A lion does not fear!
Scimitar vs Ghoul: 1d20 + 7 ⇒ (16) + 7 = 23 hit
1d6 + 2 ⇒ (2) + 2 = 4
In the middle of you, the lammasu delays. WATCH ALL SIDES THEY WILL TRY AND SURROUND US!
Just realised I failed to include co-ords on the map sorry. Will fix that soonest. Recall as per Grall's post you all have bless active as well.

Grall |

Fortitude Save Enraged PFE 1d20 + 10 + 3 + 1 ⇒ (16) + 10 + 3 + 1 = 30
Nauseated 1d4 ⇒ 1
Gheellkkkk! Grall spits out the flesh and coughs some, Stupid Ghouls, you arrre nothing comparrred with the powerrr of Sarrrenrrrae!
You snuck that one on me Dan...LOL, I don't think I have even ever met a Dread Ghoul before...it's not the spice it's the heat of the Dread Ghoul sauce that gets you every time!
Luckily that is his super-empowered save...I guess no action other than a move next round

DM Dan E |

Didn't spot (acting)... Did you sneak that in an edit? If not i'm going to blame my illness ;).
No sneakiness but no harm no foul.
You snuck that one on me Dan...LOL, I don't think I have even ever met a Dread Ghoul before...it's not the spice it's the heat of the Dread Ghoul sauce that gets you every time!
Luckily that is his super-empowered save...I guess no action other than a move next round
I'd be lying if I didn't admit to being highly amused at the prospect of it happening. It would have been awfully awfully brutal to be nauseated for a day in these circumstances although I think Linah has a remove disease scroll or two which would have avoided complete disaster.

Linah Jamil'Kaid |

Bah, I drew a sigh of relief when I saw your first post when you forgot the bite attack :)
Round 1, initiative 9
ac 23, touch 12, fleet-footed 22 (+2 vs evil)
fort +7, ref +4, will +9 (+2 vs evil)
cmd 16
hp 43/43
effects: light, bless, protection from evil (by the lammasu)
”No Grall, don’t bite them! These are greater lacedons, their foul skin will leave you sick!” Linah shouts to late. ”Be careful, their claws can paralyze you and their bite can be contagious. They also have the ability to control water.” After her warnings, Linah steps forward with her arms outstretched and eminates a powerful surge of positive energy to the area.
Move action 5ft up
Standard action to channel positive energy: 3d6 + 6 ⇒ (4, 4, 6) + 6 = 20 damage, DC15 will save for half (no channel resistance bonus courtesy of the sun domain)

Arasmes Ik-Abhald |

Eager to prove himself and seeing little need to add to Linah's words, Arasmes entered his combat stance and launched an extremely cautious offence against the Dread Ghoul before him, more probing its defences than trying to slay it immediately.
Fighting Defensively + Combat Expertise + Buckler: 1d20 + 9 - 4 - 2 - 1 ⇒ (4) + 9 - 4 - 2 - 1 = 6
Swift action to enter Kirin Style. AC28 not including PFE.

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Khalid channels the divine wrath of Sarenrae into Tempest's blade before striking at the lacedon.
Bane undead
Attack: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 (bane)
Damage: 1d6 + 5 + 1d6 + 2 + 2 + 2d6 ⇒ (1) + 5 + (2) + 2 + 2 + (2, 5) = 19 (frost, weapon of awe, bane)

Nuveril |

Nuveril attacks the undead next to Herne's target, albeit with none of the exuberance she usually brings to the battlefield....
Full attack on ghoul in M23: hammer 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 damage 1d6 + 5 + 2 ⇒ (1) + 5 + 2 = 8 shield bash 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 damage 1d6 + 4 ⇒ (4) + 4 = 8 hammer 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15 damage 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Round 1, Init 9a
bless, protection from evil, Power Attack
AC 22, CMD 22
Since you said Grall's bite just hit with a 16, I'm assuming the 15 is a miss. I assume that's the one he bit, though, so if she manages to finish it off, she'll 5-foot-step into its space to try to set up a flank next round.

Zeladiel Araxyll |

Zeladiel curses as his arrow flits past the target into the undergrowth. He mutters something sharp and fiery beneath his breath and a red arrow of scorching heat appears nocked and ready on his bow. He advances behind the Lammasu and picks out a suitable target.
(scorching ray)

DM Dan E |

Tempest seems to hiss itself as Khalid quenches its steel in the place where the ghoul's heart used to be. The inquisitor withdraws the blade with a twist and the undead creature falls over, twitching but destroyed.
Nuveril's hammer crunches into the ghoul Grall bit, the creature distracted by the enormous gnoll choking beside it. It isn't her most powerful blow but apparently enough to drop the ghoul to the ground. She finishes by raking the remaining ghoul with her shield spikes although the creature fights on.
Its Linah's impulse. Only two ghouls still up (visible at least). Unwounded one on Arasmes and a wounded one on Herne. I'll let you confirm if you still want to channel.

DM Dan E |

Linah holds her channel, a small white ball of energy forming from the birthmark on her palm.
Arasmes works around his opponent with his flail, not managing a hit although his constantly shifting movements make him very difficult to mark in return.
Thirst's Embrace
Round 2
Ordered Initiative
Ghouls Init: 22
Zeladiel Init: 19
Grall Init: 16a (nauseated until end of action)
Herne Init: 16b
Lammasu Init: 14 (delaying)
Khalid Init: 11
Nuveril Init: 9a
Linah Init: 9b (readied channel)
Arasmes Init: 5
Notes
- Light is now dim although light spells provide normal light in 20' radius.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).
Effects
Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Arasmes)
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
Bless (all)
Dark gaunt shapes surge out of the foul waters the aquatic undead seemingly moving as easily in the water as out. Four in total rush to assault those closest to the edge, Arasmes and Herne, while three more emerge from the thick vegetation someway to your south.
A box then although you've already broken most of its northern side.
The creatures as well can scarely have prepared for the greeting Linah gives them. The priestess has used her healing power to cleanse before but there is a harsh retributive feel to it tonight.
The lacedons barely have time to begin to cower as the wave hits them. The ghoul between Herne and Linah falls to the ground with its skin burning away while two of the three engaging with Arasmes are blown into pieces.
Starting from M,22 and going around counter clockwise.
Will: 1d20 + 5 ⇒ (11) + 5 = 16 pass
Will: 1d20 + 5 ⇒ (16) + 5 = 21 pass
Will: 1d20 + 5 ⇒ (1) + 5 = 6 fail
Will: 1d20 + 5 ⇒ (8) + 5 = 13 fail Arasmes's original attacker
Will: 1d20 + 5 ⇒ (9) + 5 = 14 fail
Will: 1d20 + 5 ⇒ (12) + 5 = 17 pass
Aside from the three out of range of the channel to the south, only two remain, both badly scorched by the positive energy. One attacks Herne half heartedly, the tribesman taking the creature's blows on his madu. The second puts up a better showing against Arasmes but alone is hopeless outclassed by the skilled fighter, the warrior moving seemingly to avoid blows even before they are launched. The one that could have full attacked is blown apart as above.
Ghoul vs Herne: 1d20 + 5 ⇒ (6) + 5 = 11 miss
1d6 + 3 ⇒ (1) + 3 = 4
Ghoul vs Arasmes: 1d20 + 5 ⇒ (15) + 5 = 20 miss
1d6 + 3 ⇒ (5) + 3 = 8
Blinking from the channel Zeladiel turns to face the ghouls behind, his ray of fire striking the closest and burning it extremely severely, although it remains standing somehow.
Scorching Ray: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 (bless) hit
4d6 + 3 ⇒ (6, 4, 1, 1) + 3 = 15
Thanksfully Grall's nausea passes swiftly, the gnoll managing to simultaneously hold on to his blade and spit out the remainder of his mouthful of ghoul flesh. You can take a move while nauseated but happy to retcon that rather than wait for it.
Herne cuts and slashes at the remaining ghoul near him but cannot find its flesh.
Scimitar vs Ghoul: 1d20 + 7 ⇒ (5) + 7 = 12 miss
1d6 + 2 ⇒ (6) + 2 = 8
Assad growls at the undead to your south but seems reluctant to risk leaving you out of his aura and continues to hold his position.

Arasmes Ik-Abhald |

Arasmes had baited the Ghoul attacking him into exposing its weakness and as it overextended with a futile claw, he swayed to one side and struck it in the back of the head with his heavy, two-handed flail. Even as the Undead crumpled from the powerful blow, he moved quickly past Zeladiel, shaking his head at him in mock disapproval.
Can't have our archer exposed now... I shall be the anvil in this strategy, friend Elf. Ragathiel is smiling upon us.
Standard Action (Bulls Strength, Combat Expertise, Buckler, Crit Threat): 1d20 + 9 + 2 - 2 - 1 ⇒ (20) + 9 + 2 - 2 - 1 = 28
Crit Confirm: 1d20 + 9 + 2 - 2 - 1 ⇒ (9) + 9 + 2 - 2 - 1 = 17
Damage: 2d10 + 14 ⇒ (5, 6) + 14 = 25
Swift action to identify creatures. Standard action to obliterate the Lacedon stood next to him. Move action to T21.

DM Dan E |

Linah holds her channel, a small white ball of energy forming from the birthmark on her palm.
Arasmes works around his opponent with his flail, not managing a hit although his constantly shifting movements make him very difficult to mark in return.
Thirst's Embrace
Round 2
Ordered Initiative
Ghouls Init: 22
Zeladiel Init: 19
Grall Init: 16a (nauseated until end of action)
Herne Init: 16b
Lammasu Init: 14 (delaying)
Khalid Init: 11
Nuveril Init: 9a
Linah Init: 9b (readied channel)
Arasmes Init: 5Notes
- Light is now dim although light spells provide normal light in 20' radius.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).Effects
Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Arasmes)
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
Bless (all)Dark gaunt shapes surge out of the foul waters the aquatic undead seemingly moving as easily in the water as out. Four in total rush to assault those closest to the edge, Arasmes and Herne, while three more emerge from the thick vegetation someway to your south.
A box then although you've already broken most of its northern side.
The creatures as well can scarely have prepared for the greeting Linah gives them. The priestess has used her healing power to cleanse before but there is a harsh retributive feel to it tonight.
The lacedons barely have time to begin to cower as the wave hits them. The ghoul between Herne and Nuveril] falls to the ground with its skin burning away while two of the three engaging with Arasmes are blown into pieces.
Starting from M,22 and going around counter clockwise.
[dice=Will]1d20 + 5 pass
[dice=Will]1d20 + 5 pass
[dice=Will]1d20 + 5 fail...
Sorry grr.

Zeladiel Araxyll |

Zeladiel frowns slightly as the ghoul he scorched doesn't fall. He smoothly draws an arrow and targets the irritant.
Even as the Undead crumpled from the powerful blow, he moved quickly past Zeladiel, shaking his head at him in mock disapproval.
Can't have our archer exposed now... I shall be the anvil in this strategy, friend Elf. Ragathiel is smiling upon us.
"Exposed?" Zeladiel raises an eyebrow indignantly. "I have magic for close quarters, though rarely need it. This should suffice for now."

Grall |

Grall moves in front of Linah to block the Ghouls from getting to her or at least make it more difficult. I can't get the map to come up for some reason but I remember there were 3 Ghouls coming in from the south near Linah...I want to move between them and the party but hopefully make them move more than 5'.

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Sorry was traveling back to St. Louis from North Carolina. Not quite sure where Grall is on the map, so if you need to move me to coordinates other than what I call out, completely understandable.
Watching the lacedons be blown to pieces by Linah's faith, Khalid moves to join Grall in a front to meet the second wave, Tempest once again charged with divine wrath.
Move to (V,21). Readied Bane Attack.
Attack: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 (bane)
Damage: 1d6 + 5 + 1d6 + 2 + 2 + 2d6 ⇒ (3) + 5 + (2) + 2 + 2 + (5, 3) = 22 (frost, weapon of awe, bane)

Nuveril |

Dan, Nuveril's action last round included a 5-foot-step to M23 after she killed the ghoul there that you didn't indicate on the map. I'm going to start her from there, as it allows a charge.
Nuveril charges the undead creature climbing out of the pool.
Charge to M21; Attack ghoul in M20 1d20 + 9 + 1 + 2 ⇒ (10) + 9 + 1 + 2 = 22 damage 1d6 + 7 ⇒ (1) + 7 = 8
Round 2, Init 9
bless, protection from evil, Power Attack
AC 20, CMD 22

DM Dan E |

Grall stumbles over beside Linah S,T,20,21 I imagine as Khalid moves slightly ahead of him, readying his blade.
Nuveril has a clear run at the last northern ghoul, her hammer dropping the channel blasted creature back into the pool with a greast splash. Sorry feel free to correct my erroneous mapping at any time.
Arasmes's powerful blow crushes his lacedon's head into mush, the fighter already moving before its body falls. Khalid is at V,21 when you move so assuming your not behind that, U,20 is roughly in line and keeps you in the aura so gone with that.

DM Dan E |

Thirst's Embrace
Round 3
Ordered Initiative
Linah 22a
Ghouls Init: 22b
Zeladiel Init: 19
Grall Init: 16a
Herne Init: 16b
Lammasu Init: 14 (delaying)
Khalid Init: 11 (readied attack)
Nuveril Init: 9
Arasmes Init: 5
Notes
- Light is now dim although light spells provide normal light in 20' radius.
- Vegetation hexes are difficult terrain and block vision beyond 5'.
- The first line of water hexes is difficult terrain (for you at least).
Effects
Shield of Faith (Khalid)
See Invisbility (Khalid)
Weapon of Awe (Khalid)
Protection from Evil (Grall, Nuveril)
Bulls strength (Arasmes)
Blur (Grall)
Enlarge Person (Grall)
Mage Armour (Zeladiel)
Gravity Bow (Zeladiel)
Bless (all)
Protection from Evil aura (20' from lammasu)
Only the three lacedons to the south remain in sight. With prey so close, hunger seems to outweight self-preservation and they prepare to charge across the open ground.
I'll get a map update up tonight but think everything fairly clear.

Linah Jamil'Kaid |

Round 3, initiative 22a
ac 27, touch 12, fleet-footed 26 (+2 vs evil)
fort +7, ref +4, will +9 (+2 vs evil)
cmd 16
hp 43/43
effects: light, bless, protection from evil (by the lammasu)
Knowing that she has little chance of success going up against the ghouls alone Linah raises her scimitar over her head in a defensive stance and waits for the abominations to come closer.
Full defence as a standard action

DM Dan E |

The three lacedons charge.
Two rush Arasmes, seemingly uncaring of his defensive stance. A sweep of the fighters flail has the first hopelessly off balance while the second, horribly burnt by Zeladiel's spell, still comes in hard and fast but is unable to land a hit on the constantly shifting warrior.
Claw vs Arasmes: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 miss
1d6 + 3 ⇒ (1) + 3 = 4
Claw vs Arasmes: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 miss
1d6 + 3 ⇒ (5) + 3 = 8
The last runs at Khalid and the inquisitor's reply is more aggressive, the inquisitor spinning off his back foot and slicing his white glowing blade across the ghoul's neck a moment before it can rake his side. With its head half off, the undead creature flops to the ground.
Claw vs Khalid: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 (readied attack kills)
1d6 + 3 ⇒ (4) + 3 = 7
With the skirmish under control, Zeladiel nocks an arrow and looks for any other targets.Ready to shoot the first anything else.
Grall is up. Map is HERE

Zeladiel Araxyll |

Zeladiel swings around Grall and Arasmes (T18), his aim still on his previous target, and unleashes his arrow with a touch of extra magic.
+1 Longbow (Precise Shot, Point Blank Shot): 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Damage (Gravity Bow, Point Blank Shot, Focused Shot, Magic Marksman): 2d6 + 1 + 1 + 4 + 2 ⇒ (3, 1) + 1 + 1 + 4 + 2 = 12
(Edited-forgot Gravity Bow... bleah- did more damge without it)

Grall |

Gall drops out of rage at the moment 4 rounds of fatigue but attacks the remaining ghouls.
+2 Two H-S atk bless enlarged fatigued 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20 dam 3d6 + 6 - 2 ⇒ (4, 4, 6) + 6 - 2 = 18
+2 Two H-S atk 2nd bless enlarged fatigued 1d20 + 12 - 2 - 5 ⇒ (20) + 12 - 2 - 5 = 25 dam 3d6 + 6 - 2 ⇒ (1, 4, 2) + 6 - 2 = 11
Potential Crit +2 Two H-S atk 2nd bless enlarged fatigued 1d20 + 12 - 2 - 5 ⇒ (13) + 12 - 2 - 5 = 18 dam 3d6 + 6 - 2 ⇒ (6, 2, 4) + 6 - 2 = 16
That may finish both...

DM Dan E |

Zeladiel's arrow finds the wounded lacedon's eye while Grall recovers enough to chop the last creature to mincemeat.
Thrashing in the vegetation seems to indicate the undead's retreat, at least for now.
The skirmish has lasted only seconds and you take stock. Thirteen lacedons will (hopefully) not rise again. Aside from Grall's few scratches, noone has any wounds.
Around you night closes in, your cantrips three beacons of light in the darkness. 20' of normal ight, 20' of dim light.
As you regroup and prepare to move you hear what sounds to be stretches of laughter drifting in from the north the direction of the trail. Something like walking past an alleyway off a tavern. Distantly, a deep voice sings something about a mouse and a rabbit in a cheery tone.
THE IMAN, Assad rumbles.
I COULD TELL YOU THEIR NAMES BUT THEY ARE NO LONGER THE MEN THEY ONCE WERE.
TWO WERE PRIESTS OF THE DAWNFLOWER, HEALERS. WHAT DARK GOD THEY PRAY TO NOW AS PART OF THEIR REVELRY I DO NOT KNOW.
ONE WAS A TEACHER AND GUARDIAN. HE SOUGHT TO ACHIEVE HARMONY BETWEEN MIND, BODY AND SPIRIT. NOW HE USES HIS STRENGTH TO CORRUPT AND DESTROY.
THE LAST WAS THEIR LEADER, A PROPHET AND COUNSELLER. WHERE ONCE HE WIELDED PURIFYING FIRE NOW THERE IS JUST HEAT AND DARKNESS. I HAVE SEEN HIM ONLY RARELY BUT I THINK WE WILL HAVE DRAWN HIM OUT WITH THE OTHERS.
IT IS DIFFICULT TO BE SURE BUT I THINK THAT IS MORE THAN HALF THE GHOULS. THEY DO NOT SERVE THE IMAN PRECISELY YET THEY WILL COME AT THEIR CALL. IT WOULD BE BEST TO ENGAGE THE VAMPIRES BEFORE THEY CAN REGROUP.