
The One Called Nemesis |

On day 6 and day 9, I forage for food.
Survival Roll for Food and Water - Day 6 1d20 + 3 ⇒ (8) + 3 = 11
Survival Roll for Food and Water - Day 9 1d20 + 3 ⇒ (12) + 3 = 15
Nemesis stops briefling at the tracks, he notices that they go off to the north and shakes his head. "Not falling for that this time." He continues heading east.

GM_Jacob |

You are able to round up 4 days worth of food by foraging.
Other than a few small changes in weather, nothing of interest happens for a few more days.
Day 15: If you fail a DC 15 perception check: You stumble in to a spider web and get a nasty bite. DC 9 fort save or be sickened for 2 days/
Day 16: You finally arrive a a mighty river running from north to south. The river is easily 400 feet across, and runs rapidly. You can see across the river is open grasslands.

The One Called Nemesis |

Perception Check 1d20 + 6 ⇒ (10) + 6 = 16
Nemesis continues on his journey and he narrowly avoids stepping into a spider web. He chuckles at his near obliviousness and decides to pay more attention to the area around him.
Upon hitting the river, he sits upon a rock and contemplates to himself. He then decides to follow the riverbank south to see if he notices anything of interest.
Foraging for food 1d20 + 3 ⇒ (17) + 3 = 20

GM_Jacob |

The river affords you easy picking, and you are able to collect 4 more days of food.
After travelling south along the river for another day, you come upon a rather strange sight. There is an island in the middle of the river with about 100' of water on each side. On the island there is a large wall, about 20' high, and beyond the wall you can see 1 tower sticking up, and just the top of what appears to be a shingled roof. There is no readily apparent way to get across the river and over to the island.

The One Called Nemesis |

Nemesis stops upon finding the island. He considers swimming across, but 100 feet could be tricky. He decides to sit and wait, by the shore line in good view of the island, but hides himself and Hatred. He will wait a day to see if anything or anyone appears from the island before attempting to swim out to it.

The One Called Nemesis |

Nemesis thinks for a long moment and then decides to search the shore intently, looking for any form of a raft, or anything that will help float him out to the island. Not being a good swimmer himself, he doesn't want to chance drowing to get out to the island.
Perception 1d20 + 6 ⇒ (10) + 6 = 16

GM_Jacob |

Upon closer inspection, you can see that it would be suicide to try to swim, even for a skilled swimmer. The water already moves very quickly, and the narrowness of the channels around the island makes it even quicker. Now that you are closer, however, you can see that there is a door in the wall, made to look like the surrounding stone. There is still no indication of a path across, though.

The One Called Nemesis |

Nemesis thinks for a moment and then snaps his fingers with an idea. He takes off he armor and all his heavy equipment and piles it around Hatred. He takes out the rope from withing his pack and ties it around Hatred.
"That should weight you down so you don't float away. Your going to walk from here to the island. You don't need to breathe, so you just walk right under the water. Once you are on the other end, tie the rope to something and I can use the rope to lead me across without getting sweeped away"

GM_Jacob |

Tricky, tricky. Make a DC 12 STR check for Hatred or lose a random item that he is carrying.
Hatred slogs through the river, which must have been quite deep, too, judging by the amount of time it took to get across. He makes it to the other side in one piece and braces himself to prepare for Nemesis to come across.

GM_Jacob |

You are able to pull yourself across the river fairly easily, and arrive at the other side in safety.
As soon as you touch the door, a shimmering white, humanoid shape appears next to you. It isn't solid, but rather made of constantly shifting runes and designs. It appears to be wearing a black robe with a key motif on the front, but the robe is also made of the same substance as the figure itself. It starts to put out its hand to Nemesis, but stop sharply when it notices Hatred. It begins to back up and starts to glow more brightly.

The One Called Nemesis |

Will Save against Despair 1d20 + 5 ⇒ (5) + 5 = 10
Nemesis feels that he may never achieve his goals of becoming a lich and that Hatred will rise up against him. He shakes his head and steels himself from those thoughts. He growls at the apparition and curses at it.
Will save to overcome Sanctuary 1d20 + 5 - 3 ⇒ (11) + 5 - 3 = 13
Nemesis smiles broadly
Channel Negative Energy - Will Save Halves - DC 12 1d6 ⇒ 5

GM_Jacob |

I hope you don't mind that I sort of ditched initiative for this fight. I feel like when there's only 2 combatants it's pretty obvious who goes first and such. Hatred gets to go, too.
The figure flinches at the burst of energy. 1d20 + 6 ⇒ (12) + 6 = 18
It moves to strike at Nemesis with its bare fist, but instead of a physical strike, it seems to attack with electrical force.
1d20 + 3 ⇒ (9) + 3 = 12>>1d3 - 1 + 1d6 ⇒ (3) - 1 + (2) = 4
The 1d6 is electricity.

GM_Jacob |

1d20 + 6 ⇒ (11) + 6 = 17 Will save
I didn't say this earlier, so you're not on the hook for last round, but sanctuary and despair are persistent. You have to make a DC 12 save each round to attack. Sanctuary, but not despair, applies to Hatred, also.
The creature smashes against Hatred now with it's fists. 1d20 + 3 ⇒ (14) + 3 = 17 >> 1d3 - 1 + 1d6 ⇒ (1) - 1 + (6) = 6
[ooc]You can apply the DR to the electrical damage, but not the 1d3-1. It's a slam attack. So, this round, Hatred takes 1 damage.

The One Called Nemesis |

Sancuary Will Save 1d20 + 3 ⇒ (10) + 3 = 13
Nemesis looks to his minion with confusion and tries to yell at him to attack. He turns back to the creature and tries to move around to the other side of the creature from Nemesis (avoiding AoO if I can). This time steps forward and holds out his hand.
Touch Attack 1d20 - 1 + 2 ⇒ (13) - 1 + 2 = 14
Inflict Light Wounds - Will DC 14 Halves 1d8 + 1 ⇒ (5) + 1 = 6

GM_Jacob |

Inside the door you find yourself in a large foyer with two alcoves in the corners. There is a mural on the west wall depicting several men and women wearing the key motif combating zombies, some with swords, some with magic, and others, strangely enough, seen to be wielding silver bells. There is a door to the right of the mural.

GM_Jacob |

The next room is some sort of antechamber. There are two exits, one open and one closed, both with magnificent stone arches bearing the key motif. In the center of the room is a cookfire with some sort of tea, judging by the smell. Asleep next to the fire is a lone ogre. When you enter the room, he awakens, somewhat confused, and begins to stagger to his feet.
Your turn =)

The One Called Nemesis |

Nemesis laughs when he sees the ogre, he got lucky before, but an Ogre is another thing completly. He turns and runs for the door, he makes sure that Hatred is running with him and he doesn't stop, even uses the rope to head back over the river.
"I'm going to need lackies for this. Might as well head back to town for help to clear this thing out."
If he gets away from the Ogre, he continues to head back to town.