
Karieth Amanodel |

Karieth lets the others search through the building, keeping an ear open for distress calls as he stay outside with Conri. Once he learns the place is empty of anything living, the wild elf begins to search for tracks of whatever force assaulted the Wartower Wardens.
Survival (tracking) Roll: 1d20 + 13 ⇒ (12) + 13 = 25
Survival roll includes being level 8, which i dont think my sheet reflects, as well as +2 for being in an above ground natural environment, but not the +3 for being in woodlands.

Glorb Goldendew |

Glorb inspects at the carnage and feels sorrow for the poor dwarves. Setting up such a risky business, trying to skim the riches of other people’s work, was never a good idea from the beginning. But their demise had been gruesome. He half-heartedly looks around for any tracks or other information that is not obvious.
Tracking was not Glorb’s skill, so as Morrow asks for this, he just shrugs.
The Boccob offer: I refer to the description of the Permanency spell. But by closer reading I would have to be Caster Level 9 to even make them make a Comprehend Language Spell permanent. So … I guess… no

GM West |

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about noon.
-------------------------------------------------
Karieth is able to utilize his extensive training as a ranger to track the villains that did this, despite the coating of snow on the ground that covers the prints initially. The tracker estimates about a dozen creatures present in the party, most of them roughly average humanoid and booted. The one that is much larger is quite evident, and that one's feet were unshod.
The tracks lead right up to the war tower, as expected. But the way forward is barred by the heavy door and the pit that must be circumnavigated first. The dead can easily be disposed of in the same pit, should the heroes take the time to do so - a grisly task that will likely take less than an hour to accomplish, though considerably longer (more like three hours) if they want to toss down rocks in order to form a makeshift cairn to cover the bodies completely.
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OOC: Karieth, I will get on your level-up immediately. Should be done no later than this coming weekend, if not tonight. :)

Verdan priest of Pelor |

"How odd that they were able to get around the pit so easily."
Verdan looks around the pit to see if there is a way around it.
Spot: 1d20 + 3 ⇒ (5) + 3 = 8

GM West |

There is no obvious way around the pit, though using boards or the like could allow one to simply walk across it, with the broad ledge on the far side. Unfortunately, most of the wood in the ruins is either going to be rotted or badly warped. A bridge could be crafted from the nearby trees using some rope and a lot of hard work, but it would take hours to do so.
Those that infiltrated the tower a few days ago remark that they simply climbed down into the pit using rope, then used a grappling hook to do the same on the far side.
The pit itself isn't much of an obstacle with sufficient rope and time (and I'll presume folks 'Take 10' on their Climb checks unless their ACP/STR precludes them from doing so against a DC of 0 with a knotted rope), though I'll make a roll for the first person climbing up with the grappling hook to see if it's a secure grip. The door is another matter, with the party having to repeatedly bash against it to open it up (it was barred on the far side). That's going to be a STR check (one PC can take the lead and three more can assist) to bust the door down. And so long as you aren't interrupted, you can be presumed to 'Take 20'. Just let me know your plans, who is leading the way across the pit (if you go the climbing route), who is busting down the door (or if you have another idea), etc and my next big post will give the details of how your plans pan out.

Reonnyn |

Reonnyn leans back against the wall of the Warden building squinting his eyes against the bright sun. Running his hands through his hair he scowls, "Going through those front doors sounds like a quick and painful death to me. There has to be another way inside...and I think we can get in there, if you are not afraid of heights."
Spot (number of entrances above ground level): 1d20 ⇒ 16

GM West |

Reonnyn does see other routes into the tower, accessible only by climbing. Some of the others relate that though the large room beyond the door was completely enclosed (and guarded by undead and a great war wagon that they destroyed), the chamber that they investigated beside that room was a very old stable, and it had no roof! Though the steps that led downward into the ruins was in the chamber just beyond the door, they indeed can circumnavigate this outer door by climbing over the wall, into the stable, and then through the side door.
But the climb is about 30' going over the wall. Not easy by any means, especially compared to the ten-foot deep pit...
OOC: Either route is perfectly acceptable to me, just let me know how you intend to go about climbing up and over the ruined wall (again, I'll be rolling for the first one up to see if the grappling hook gets a firm grip!) and you can all 'Take 10' on the climb checks as you would climbing down into the pit.

Verdan priest of Pelor |

"We should try the easy route first, and see if the door has been bared. If it is, we can climb over the wall and not take time on the door."
Looking for guidance form those that have been here before.

Morrow Tue |

Morrow walks up to the wall, reaching to his pack and pulling out his rope of climbing. "The pit could be trapped. We went over the wall last time. I'm an expert climber so I'll lead, unless anyone objects?"
OOC: Use Rope of Climbing. Have it 'snake' up and over the wall and secure in place. Use Leaping Climber and Speedy Ascent skill tricks, and accelerated climb to reach the top of the wall. Jump: 1d20 + 9 ⇒ (11) + 9 = 20 (20/4= 5' jump) and Accelerated Climb Climb: 1d20 + 14 - 5 ⇒ (8) + 14 - 5 = 17
IC: "I'll stay up here and pull anyone up that is weak at climbing."

Glorb Goldendew |

Glorb readily follows the lead and instructions from Morrow.

Reonnyn |

Once the others have climbed up the rope Reonnyn shimmies up it fairly easily. Climb Take 10, total 17.

Verdan priest of Pelor |

After removing his armor and using his climbing kit, he makes his way up the wall.
Take 10 + 3 = 13
On the other side he dons his armor back on.

GM West |

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about noon.
-------------------------------------------------
Morrow scampers up the wall with ease, thanks to the magical rope finding a good hold that might have been difficult with a grappling hook. The duskblade notes that indeed finding a solid grip could have been very difficult indeed, given the loose rock at the top of the wall. He finds himself on a solid ledge of stone that juts out over the interior of the tower shell about ten feet deep and more than twice again as wide, giving the others plenty of room to climb up and find a place to sit or stand while the others make their way up as well – with varying degrees of ease depending on how much weight they are carrying.
The ruined ledge appears to be the roof of the stable, as the hay-strewn floor can be seen thirty feet below, and a wide platform twenty feet down on the far side can be glimpsed, though most of the balcony is concealed by large mounds of rotting hay and whatever else might have been stored up there in centuries past. After hauling up Verdan’s armor and then finally Karieth’s faithful wolf companion in a makeshift sling fashioned by the elf, followed by the ranger himself, Morrow drops the rope over the edge and climbs down. He is followed by the others who can make the climb easily, Wakandah, Reonnyn and then Glorb. However, just as the gnome sets foot on the ground there are hungry shrieks as the very earth explodes upward within the stalls! Foul undead creatures that had lay concealed beneath the detritus of the ruined stables are revealed, their mottled decaying flesh drawn tight across their bones and their eyes glowing like hot coals as their worm-like tongues lick hungrily at sharp, blackened teeth.
Joryn is certain they are undead, maybe zombies or the like, though they are moving unnaturally fast for such creatures. Morrow and Wakandah recognize them as ghouls and both of them realize that the undead creatures can paralyze their victims with their filthy claws and teeth, as well as the fact that they can transmit a disease that turns their victims into ghouls. Verdan is very familiar with these undead, knowing in addition that they are resistant to divine magic that would otherwise turn them. He also notes that two of them (the furthest away to the ‘south’ on the map) are actually ghasts based upon their size and quickness compared to the other ghouls. He knows further that these powerful ghouls exude a disgusting stench that can cause those that battle them in close quarters to become weakened and distracted by stomach cramps and vomiting.
Though most of the adventurers react swiftly to the threat, Verdan and Morrow are surprised by the sudden violence and hesitate a moment too long…
Joryn’s Know: Religion Check DRR: 1d20 + 0 ⇒ (9) + 0 = 9
Verdan’s Know: Religion Check DRR: 1d20 + 11 ⇒ (15) + 11 = 26
Morrow’s Know: Religion Check DRR: 1d20 + 3 ⇒ (14) + 3 = 17
Wakandah’s Know: Religion Check DRR: 1d20 + 7 ⇒ (11) + 7 = 18
Ghouls #1-11 Initiative DRR: 1d20 + 2 ⇒ (13) + 2 = 15
Ghouls #12 & 13 Initiative DRR: 1d20 + 3 ⇒ (5) + 3 = 8
Glorb’s Initiative DRR: 1d20 + 7 ⇒ (11) + 7 = 18
Reonnyn’s Initiative DRR: 1d20 + 3 ⇒ (13) + 3 = 16
Verdan’s Initiative DRR: 1d20 + 0 ⇒ (11) + 0 = 11
Joryn’s Initiative DRR: 1d20 + 0 ⇒ (20) + 0 = 20
Karieth’s Initiative DRR: 1d20 + 4 ⇒ (16) + 4 = 20
Conri’s Initiative DRR: 1d20 + 3 ⇒ (6) + 3 = 9
Wakandah’s Initiative DRR: 1d20 - 2 ⇒ (20) - 2 = 18
Morrow’s Initiative DRR: 1d20 + 1 ⇒ (6) + 1 = 7
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Round 8
Bolded players below please post!
Note that some of the ghouls have total cover from some of you, depending on where you are (on the roof, or down on the ground), and the others probably have partial cover – though some have no cover at all (those on the roof can look down on the nearest ones with nothing blocking your view, for instance). I’ll determine cover when I figure out your attacks, so don’t worry about trying to modify your attack rolls or anything. Just try your best to pick targets that you can at lease see clearly (or partially see) based on your positions on the map (I have a couple notes about the map
Karieth - 44/44
Joryn - 69/69
Glorb - 41/41
Wakandah - 32/32
Reonnyn - 54/54
Ghouls #1-#11 - All are unwounded
Verdan - 50/50
Conri - 44/44
Ghouls #12-#13 - Both are unwounded
Morrow - 61/61
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OOC: Yep, a grappling hook attempt to climb the wall could have been trouble, as I was giving a cumulative 5% chance for the hook to slip on the loose stone up there (doubling the chance for those in heavy armor making the climb), but as the magical rope finds a secure hold per its description, I dropped that nasty little surprise. I also took a look at everyone’s character sheet, and as the Rope of Climbing can make itself knotted for up to 50’ length giving a DC 0 to climb checks, everyone can Take 10 with getting up there, no problem Joryn, even with that terrible roll you didn’t fall, just couldn’t move – so I figured you’d just go ahead and Take 10 for an auto success. Verdan, you have no armor at the moment, but at least you can climb down better than you otherwise would have while wearing it, if you wish to do so.
Now that combat has broken out, getting down is going to be more problematic for those of you on the roof, as you cannot Take 10 now that your characters are distracted by the combat below. Note also that you can only climb at one-quarter speed, and a Climb check is required for each move you make. So if your movement is 30’, you need TWO Climb checks to move down the rope 15’, half way to the floor. For the order in how you each rappelled down to the floor, I figured Verdan (who is currently without armor) and Karieth (who needs to fashion a sling for his animal companion) would be the ones going last.

Morrow Tue |

OOC: Since I'm last.... If I'm still capable of fighting:
IC: Morrow mentally commands his sword to flame and swings at the closest of the monsters. Full Attack Sword: 1d20 + 11 ⇒ (11) + 11 = 221d8 + 1d6 + 3 ⇒ (1) + (1) + 3 = 5, Sword: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 1d6 + 3 ⇒ (2) + (4) + 3 = 9
OOC: Note: If there are no ghouls near me I'll just target the closest group that I see with a Fiery Burst, 10' diameter ball, 2d6 fire damage, Reflex Save 14 for half damage.
Did I have time to ready my shield? Yes=AC19, No=AC17 and add +1 to damage for using the sword 2-handed.

Reonnyn |

Reonnyn utters a vile curse as the ghouls spring to life, quickly seeing the group was not well situated for a defensive stand. Quickly waving the Touv wizardess aside he steps between her and the ghoul nearby.
"I have your back Wakandah!" he yells as he draws his rapier, sending a purplish blast seemingly emanating from the blade at the ghoul!
Move to square C1. Draw rapier as part of move.
Target Ghoul in A1.
Eldritch Blast ranged touch: 1d20 + 11 ⇒ (13) + 11 = 24;
damage: 2d6 ⇒ (4, 4) = 8 (subject to SR).
The flavor text of the eldritch blast coming from his blade is something he has practiced frequently, as it is safer for Reonnyn to make someone believe the eldritch blasts are due to his magical blade, rather from himself. Let me know if I need to make a Bluff check here, otherwise he will take 10 for total of 19.

Joryn Lightbringer |

Joryn will draw out his holy symbol and bring the power of Celestian's disdain for undeath into the area.
Turn Undead: 1d20 + 5 ⇒ (4) + 5 = 9 Effective Level 4th.
Turn Damage: 2d6 + 7 ⇒ (1, 6) + 7 = 14

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Wakandah is of little use during the track finding perusing and the pit evaluation, usually just leaning against a party member or following one around that is doing something and trying to learn what it is and why they would go about it that way
when the ghouls jump them and the Reonnyn yells she has her back, Wakandah is startled to say the least, watching purple blasts eminate and fire past her.
she ponders quickly what she should do, and decides light and easy first is best, until things go south, conservation of her abilities and repetoire for a bigger batter perhaps.
light crossbow to any that are already damaged, if none, then the closest to her, then pull her quarterstaff to offer flank because melee battle is imminent it appears.
does verdan truly not have armor? if so perhaps instead, cast mage armor on verdan for the battle
she will ask this out loud and if confirmed do that, if he says no need, then shoot as before.

Glorb Goldendew |

Oh, no!, Glorb thinks. This was not a fight for him! In this crampled corridor, not knowing what was in the next stall. He decides that the best he can do is to aid them all as best as he can, making them quicker and more agile.
He lifts his voice, and chooses a encouraging song as he weaves the mistrel magic.
Cast Haste. Since our companions 30' up is within range, it will maybe affect them as well?

GM West |

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about noon.
-------------------------------------------------
Karieth moves to the edge of the roof and readies his bow while nocking two arrows, taking aim at the nearest ghoul threatening his friends down below and lets fly both at the same time. Both arrows pierce its head (15 damage), pinning it against the stable wall where it slumps motionlessly, supported by the two projectiles.
Manyshot DRR: 1d20 + 10 ⇒ (5) + 10 = 15 vs Ghoul #2
DRR: 2d8 + 6 ⇒ (5, 4) + 6 = 15 piercing
Joryn summons Celestian’s holy might to smite the undead and his holy symbol glows with the power of The Far Wanderer! The three nearest ghouls raise their arms to shield their eyes, snarling in fear and loathing. Glorb casts a spell to grant himself and his allies great speed, though unfortunately those on the roof cannot be seen and are thus unaffected by the spell. Wakandah realizes that Verdan had removed his armor and she looks around for the cleric, but realizes he must still be above them on the roof and so instead reaches for her crossbow, loading a bolt into the groove. Reonnyn bravely steps in front of the wizardess and sends a bolt of dark energy toward the ghoul before her (8 damage), watching with some satisfaction as it screeches and staggers back a half-step as she draws her rapier. But then the ghoul fixes the halfling with its hateful gaze as it scuttles forward to attack along with the others – except for the three that were turned by Joryn. The two nearest leap upon Reonnyn and the other at Morrow, though neither one is able to claw or bite their way through their protective armor. The others close in as well, one of them scrabbling crab-like over the stable wall to get at the tasty-looking gnome.
Ghoul #1 Claw/Claw/Bite DRR: 1d20 + 2 ⇒ (12) + 2 = 141d20 ⇒ 81d20 ⇒ 16 vs Reonnyn’s AC
Damage DRR: 1d6 + 1 ⇒ (6) + 1 = 71d3 ⇒ 21d3 ⇒ 3
Ghoul #6 Claw/Claw/Bite DRR: 1d20 + 2 ⇒ (5) + 2 = 71d20 ⇒ 21d20 ⇒ 5 vs Morrow’s Flat-Footed AC
Damage DRR: 1d6 + 1 ⇒ (1) + 1 = 21d3 ⇒ 11d3 ⇒ 3
Ghoul #10 Climb Check DRR: 1d20 + 5 ⇒ (13) + 5 = 18 vs DC 10
Morrow raises his shield and slashes at the nearest ghoul with his fiery blade! His first stroke only grazes the ghoul (5 damage), and though it easily evades the follow-up stroke, his blazingly fast recovery allows him to sweep the ghoul's head from its shoulders (19 damage)!
Haste ‘Extra’ Attack DRR: 1d20 + 12 ⇒ (19) + 12 = 31 = Possible Crit!
Crit Confirmation DRR: 1d20 + 12 ⇒ (12) + 12 = 24 = Confirmed Crit!
Damage DRR: 2d8 + 6 ⇒ (4, 3) + 6 = 131d6 ⇒ 6 slashing / fire
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Round 2
Party is up!
Verdan - 50/50
Karieth - 44/44
Conri - 44/44
Joryn - 69/69
Glorb - 41/41
Wakandah - 32/32
Reonnyn - 54/54
Ghouls #1-#11 - #1 is badly wounded, #2 and #6 are dead, the rest are unwounded
Ghouls #12-#13 - Both are unwounded
Morrow - 61/61
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OOC: Wakandah, it’s a move action to ready your crossbow, then another to load it. You can keep that very fine roll for next round if you’d like, but you’re going to take an AoO as they are currently in melee combat with you and the others. Morrow, as you had been down there for a span of several seconds before the attack I’ll allow that you had sword and shield ready in case of an attack, knowing you’re in hostile ruins. Since Verdan hasn’t posted yet, I sort of delayed him to the top of Round 2 (his action was further down the initiative order anyway, so he didn’t lose much).

Morrow Tue |

Feeling his movements enhanced by the magic of the haste spell, and being surrounded by the enemy, Morrow attacks with vigor.
OOC: Attack any of the ones that are still standing in range. Priority order: D2, F1, any. (Protect the mages) With Haste bonus:
DieRoll: 1d20 + 12 ⇒ (11) + 12 = 231d8 + 1d6 + 3 ⇒ (6) + (3) + 3 = 12
DieRoll: 1d20 + 12 ⇒ (2) + 12 = 141d8 + 1d6 + 3 ⇒ (1) + (3) + 3 = 7
DieRoll: 1d20 + 7 ⇒ (15) + 7 = 221d8 + 1d6 + 3 ⇒ (7) + (6) + 3 = 16
That's a lot of ghouls!

Verdan priest of Pelor |

Sorry by the initiative order I thought I had to wait for the ghouls to move and attack.
Seeing undead rise up, anger rises up inside of him. Dalron runs across the roof top and drops down (F1) using his ring of feather fall.
On his way down.
"Foul creatures of darkness, by the power of Pelor I banish thee back to the hell pit that you spawned from!"
Greater Turning: 1d20 + 3 ⇒ (3) + 3 = 6
Turning Damage: 2d6 + 9 ⇒ (4, 4) + 9 = 17
Up to 6 hit die creatures
17 hit dice worth of undead distroyed

Glorb Goldendew |

Glorb continues to sing an old Battle hymn to inspire and strenghten his Companions. He eyes the approaching horrors carefully, ready to avoid any attack.
Inspire Courage + 1. Total defense (+6 AC).

Reonnyn |

Reonnyn concentrates his attacks upon the ghouls around him with his rapier, hoping to bring down the undead threatening the wizardess. Going to first attack ghoul in B1, then D2 if it dies.
Rapier +2, Haste, Inspire: 1d20 + 13 + 1 + 1 ⇒ (6) + 13 + 1 + 1 = 21; piercing damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Hasted Rapier +2, Haste, Inspire: 1d20 + 13 + 1 + 1 ⇒ (6) + 13 + 1 + 1 = 21; piercing damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Rapier +2, Haste, Inspire: 1d20 + 8 + 1 + 1 ⇒ (3) + 8 + 1 + 1 = 13; piercing damage: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6

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my mistake then, i thought we had weapons readied because of where we were.
then cast defensively, burning hands at the 3 in front of me
if i can step back into the half square and shoot one, then do that.
i have rapid reload, free action for light crossbow, if i do have to ready it though, reacy as move action, rapid reload free, shoot standard, if i have to do that, but if i cant do it safely, with my back against the half square wall, then instead burning hands.

GM West |

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about noon.
-------------------------------------------------
Utilizing the magical ring and armored only with his shield, Verdan steps off the edge of the roof in dramatic fashion, invoking the holy power of Pelor as he floats gently to the ground. His holy symbol glows with light and the nearest four ghouls are turned to ash as the cleric’s feet touches the ground!
Karieth continues to fire a barrage of arrows at the ghouls, shifting his aim to one of the nasty-looking ones closing in quickly, but he frowns as all three arrows fail to find the mark.
Longbow Attack 1 DRR: 1d20 + 12 ⇒ (2) + 12 = 14 vs Ghoul #13
DRR: 1d8 + 3 ⇒ (7) + 3 = 10 piercing
Longbow Attack 2 DRR: 1d20 + 7 ⇒ (8) + 7 = 15 vs Ghoul #13
DRR: 1d8 + 3 ⇒ (7) + 3 = 10 piercing
Rapid Shot Attack DRR: 1d20 + 12 ⇒ (3) + 12 = 15 vs Ghoul #13
DRR: 1d8 + 3 ⇒ (1) + 3 = 4 piercing
Joryn leaps off the roof, likely giving himself a minor fracture as he lands hard (11 damage) and collapses to the ground, though he picks himself up quickly, hobbling a bit.
Jump Check DRR: 1d20 - 4 ⇒ (14) - 4 = 10 vs DC 15 = Failure! Falling Damage (30’): 3d6 ⇒ (6, 1, 4) = 11 and Joryn is prone (then stands as a move action).
Glorb sings and lifts the spirits and fighting prowess of his companions as the gnome tries his best to protect himself from the ravening undead monster in front of him. Wakandah finds herself with some room now, fires a bolt at one of the big ghouls moving toward her, quickly reloading and firing another and then one more! Two of them sink into the rotting flesh of the undead (9 damage), and one misses.
Crossbow Attack 1 DRR: 1d20 + 10 ⇒ (9) + 10 = 19 vs Ghoul #13
DRR: 1d8 + 2 ⇒ (2) + 2 = 4 piercing
Crossbow Attack 2 DRR: 1d20 + 10 ⇒ (3) + 10 = 13 vs Ghoul #13
DRR: 1d8 + 2 ⇒ (7) + 2 = 9 piercing
Crossbow Attack (Retro) DRR: 1d20 + 10 ⇒ (14) + 10 = 24 vs Ghoul #13
DRR: 1d8 + 2 ⇒ (3) + 2 = 5 piercing
Reonnyn battles the one before him with his trusty shortsword and takes it down with a couple of well-placed thrusts! (13 damage)
The remaining ghouls fall upon the party, their mindless hunger overriding any sense of self-preservation! The ones attacking Morrow and Joryn fail to cause any harm, but Glorb takes a couple of nasty, deep scratches from the ghoul's claws (3 damage) and the unarmored Verdan is nearly overwhelmed by the big ghast that leaps upon him, the undead creature catching hold of the cleric with one claw before sinking its blackened teeth into his shoulder (18 damage)! All of those on the ground are subjected to a horrible stench of death and decay that threatens to overwhelm them.
Ghoul #8 Claw/Claw/Bite DRR: 1d20 + 2 ⇒ (17) + 2 = 191d20 ⇒ 161d20 ⇒ 12 vs Morrow’s AC = Miss, Miss, Miss
Damage DRR: 1d6 + 1 ⇒ (5) + 1 = 61d3 ⇒ 31d3 ⇒ 3
Ghoul #10 Claw/Claw/Bite DRR: 1d20 + 2 ⇒ (8) + 2 = 101d20 ⇒ 201d20 ⇒ 19 vs Glorb’s AC; Crit confirm: 1d20 ⇒ 12 = Miss, Hit (No Crit!) for 1 damage, Hit for 3 damage
Damage DRR: 1d6 + 1 ⇒ (5) + 1 = 61d3 ⇒ 11d3 ⇒ 3
Ghoul #12 Claw/Claw/Bite DRR: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (4) + 3 = 7 vs Joryn’s AC = Miss, Miss, Miss
Damage DRR: 1d8 + 3 ⇒ (2) + 3 = 51d4 + 1 ⇒ (4) + 1 = 51d4 + 1 ⇒ (4) + 1 = 5
Ghoul #13 Claw/Claw/Bite DRR: 1d20 + 5 ⇒ (20) + 5 = 251d20 + 3 ⇒ (13) + 3 = 161d20 + 3 ⇒ (5) + 3 = 8 vs Verdan’s AC; Crit confirm: 1d20 + 5 ⇒ (11) + 5 = 16 = Critical Hit for 15 damage, Hit for 3 damage, Miss
Damage DRR: 2d8 + 6 ⇒ (6, 3) + 6 = 151d4 + 1 ⇒ (2) + 1 = 31d4 + 1 ⇒ (4) + 1 = 5
Morrow’s senses are assaulted by the stench of the ghasts (Fort Save DRR: 1d20 + 7 ⇒ (4) + 7 = 11 = Failure) and gags reflexively, his nausea affecting his battle prowess. Nevertheless, he manages to bring down the ghoul attacking him with two solid blows (27 damage).
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Round 3
Party is up, and all of you need to make some saving throws as noted in the spoiler below!
Verdan - 32/50 4 Fort saves! (vs Ghast stench, 2 vs ghast bite, 1 vs ghast claw)
Karieth - 44/44
Conri - 44/44
Joryn - 58/69 Fort save vs Ghast stench
Glorb - 37/41 3 Fort saves! (vs Ghast stench, 2 vs ghoul claws)
Wakandah - 32/32 Fort save vs Ghast stench
Reonnyn - 54/54 Fort save vs Ghast stench
Ghouls #3, 4 & 5 – Turned for 8 rounds, all are unwounded
Ghouls #10 - Unwounded
Ghouls #12 – Unwounded
Ghoul #13 – Moderately Wounded
Morrow - 61/61 Fort save vs Ghast stench
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OOC: Whew, OK a lot of stuff happening there so it took me a couple days to make this post. Wakandah, I overlooked your Rapid Reload feat, so gave you a retroactive attack from last round in addition to the two hasted attacks you get this round. Glorb, I believe you started your bard song that round, which is a standard action, so you couldn’t take a Full Defense action (thus your AC was 19). But let me know if I’m mistaken, as if I am then the second claw wouldn’t hit you. Everyone go ahead and make your Fort saves and give me your intended actions and attack rolls, etc. I’ll figure out any penalties from being sickened (or if your actions fail to go off for some reason...) Morrow, I rolled your save to figure out the outcome of your attack, because it was highly relevant. Had you succeeded, you’d have dropped the ghoul in two hits, but instead you needed all three to take it down. You are at -2 to attack/damage rolls for being sickened, but you have a +1 to both rolls as well for Glorb’s bardsong - in addition to the Haste effect, of course.

Verdan priest of Pelor |

Fort Save: 1d20 + 9 ⇒ (20) + 9 = 29
Feeling the bite of the undead in his shoulder, thru gritted teeth he yells.
Foul beast of undead, I command you to return to the pit that you spawned from!"
Greater Turning: 1d20 + 3 ⇒ (20) + 3 = 23
Turning Damage: 2d6 + 9 ⇒ (4, 3) + 9 = 16
12 hit die creature affected
16 hit dice worth distroyed

GM West |

Verdan, I believe you need to make a Fort save for each of the effects. You easily saved against the Ghast stench, but you need three more Fort saves (two vs the bite for the Ghoul Fever and the paralyze, and then another one against the claw paralyze).
If you manage to avoid being paralyzed though, the battle will be over!

Verdan priest of Pelor |

I have Divine Health. Divine Health(Ex): You are immune to all diseases; including magical diseases such as mummy rot and lycanthropy
But in case we still need it.
Fort save vs. Ghoul Fever: 1d20 + 9 ⇒ (14) + 9 = 23
Fort save vs. Paralyzed: 1d20 + 9 ⇒ (19) + 9 = 28
I like Fort Saves, Dex on the other hand, well....

Morrow Tue |

OOC: If there are any targets left....
IC: Morrow tries to keep from vomiting all over as the stench overwhelms him. He swings at the remaining ghouls, determined to finish the melee so he can get away from the odor!
To hit: BAB:8,STR+2,Sword+1,Haste+1,Inspired+1,Sickened-2
Dmg:STR+2,Sword+1,Inspired+1,Sickened-2
Flaming LongSword: 1d20 + 11 ⇒ (11) + 11 = 221d8 + 1d6 + 2 ⇒ (2) + (3) + 2 = 7
Flaming LongSword: 1d20 + 11 ⇒ (2) + 11 = 131d8 + 1d6 + 2 ⇒ (1) + (2) + 2 = 5
Flaming LongSword: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 1d6 + 2 ⇒ (4) + (1) + 2 = 7

Glorb Goldendew |

Fort save vs Ghast stench: 1d20 + 2 ⇒ (6) + 2 = 8
Fort save vs Ghoul claw: 1d20 + 2 ⇒ (8) + 2 = 10
Fort save vs Ghoul claw: 1d20 + 2 ⇒ (18) + 2 = 20
Glorb feels the Sharp claws of the undead ripping his skin. To his outmost horror, he feels his muscles are stiffening, and the terrible stench make him sick.

Reonnyn |

Fort save vs. Ghast Stench: 1d20 + 7 ⇒ (11) + 7 = 18
"Hang on Glorb!" Reonnyn sees his good friend under attack by the ghoul and quickly sends another eldritch bolt into it.
Target Ghoul in F1.
Eldritch Blast ranged touch, hasted: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14;
damage: 2d6 ⇒ (5, 5) = 10 (subject to SR)
.
If that ghoul is destroyed the Reonnyn will target the next closest non-turned enemy.

Joryn Lightbringer |

Fort Save: 1d20 + 11 ⇒ (8) + 11 = 19
Drawing his blade, Joryn calls upon the power of Celestian and Smites the Ghast that attacked him.
Attack Roll: 1d20 + 11 ⇒ (19) + 11 = 30
Damage Roll: 1d8 + 3 ⇒ (8) + 3 = 11

GM West |

Godsday (Vernal Equinox), 4th day of Growfest, 594 C.Y.
Weather is cold with brisk winds out of the north in the morning, but warming up a bit in the afternoon, sky is clear with a few clouds.
Current time is about noon.
-------------------------------------------------
Despite the nearly overwhelming stench of death and decay, Morrow is able to get in a solid blow with his flaming sword, but in the next moment the trio of undead are turned to ash by the powerful blast of positive energy that wipes the world clean of their unholy existence.
The three cowering ghouls are easily disposed of in the next handful of moments and Glorb's paralysis fades after a short time, and Verdan carefully looks over the gnome's injury, trying to determine if it might be infected. (See OOC below!) Afterward, the cleric gets his armor down from the roof of the stable with Karieth's help, and dons it as the ranger also descends, again taking some small amount of time in assisting his faithful animal companion down as well.
A brief search of the ghouls' lair does provide a few valuables. One of the bigger ghasts was using a very finely made rug to sleep on - definitely worth some gold (50gp value, 10 lb.) if it weren't a disgusting, stench-ridden mess. The other one was using a deceaying backpack as a makeshift pillow, and within is found a fair bit of rotten equipment and some that is still salvageable, including 50' of silk rope, a tanglefoot bag and a small coin pouch containing an aquamarine gem (150gp value), a silver ring (20gp value), and loose coins (32gp, 17sp, 8cp).
The door leading into the wartower appears to be unlocked and unbarred. Though the adventurers recall that the undead they battled there were quite dangerous. Hopefully they still remain destroyed after their previous battle some three days past.
----------------------------------------------
Verdan - 32/50
Karieth - 44/44
Conri - 44/44
Joryn - 58/69
Glorb - 37/41 Needs 2 Fort Saves!
Wakandah - 32/32
Reonnyn - 54/54
Morrow - 61/61
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OOC: Sorry Glorb, I need two more saves against the the Ghoul Fever disease (the two saves you made were separate ones against the paralysis for each claw attack.)

Morrow Tue |

Morrow dismisses the flames from his sword to be sure he doesn't accidentally burn anyone that he doesn't want to. "Clean and heal any wounds from those disgusting creatures. There may be more, stronger undead behind the door and we need to be ready."
OOC: Waiting for the others to ready themselves. Can anyone check the doors for traps? I don't remember there being any but things might've changed....
Once we're ready I'll be in the front rank.

Reonnyn |

Reonnyn glances at the warrior with a brief look of disgust at the lack of compassion shown before turning his attention to the stricken gnome. "Are you doing OK? We do need to get moving though."
Reonnyn will use the Wand of Lesser Vigor upon Verdan (heals 10 hp) then he will use the wand of CLW upon the other injured party members (keep in mind he can take ten on UMD checks):
Verdan: 1d8 + 1 ⇒ (5) + 1 = 6
Joryn: 1d8 + 1 ⇒ (2) + 1 = 3
Glorbe: 1d8 + 1 ⇒ (3) + 1 = 4
Joryn: 1d8 + 1 ⇒ (7) + 1 = 8
That should place the Wand of CLW at 46 charges and the Wand of Lesser Vigor at 38 charges.
GM West: Are you tracking the Loot we have gathered?

Verdan priest of Pelor |

While Verdan is checking on Glorb, he casts Resistance on him to help stave off the ghoul fever.
"That should help a little my friend."
As he gets touched by the wand, he smiles at Reonnyn
"It's not often that someone heal me."

GM West |

So long as you confirm you are taking items with you, I will track them on the same thread as the Combat Table. I figure coins and gems will always be taken, so long as someone can carry them and they aren't too heavy. But bulkier items like the pricey rug should be specified (and specifically who is carrying it and where), and equipment like the tanglefoot bag and rope needs to be claimed by someone and I'll mark it on their Official Character sheets.

Reonnyn |

Reonnyn gives the priest a rueful grin, "Yeah I never thought I would become a healer but when I was exiled...I had to do what I could to survive. Thankfully one of my...fellows did have a healing wand with her...not that it helped... his voice trails off.
GM West: In that case Reonnyn would claim the silk rope for himself.

Glorb Goldendew |

Is the Ghoul Fever disease also caused by the claws? In the description it says "Disease-bite". It also says the Save DC is Charisma-based, so + 4
Fort save vs Ghoul Fever: 1d20 + 5 ⇒ (15) + 5 = 20
Fort save vs Ghoul Fever: 1d20 + 5 ⇒ (9) + 5 = 14
As the paralyzis wears off, Glorb jumps a little up and down to loosen the muscels. He looks with worry at the wounds, but as Reonnyn tends to them With Magic, he gives a warm smile to the halfling. "Thank you so much, my friend!", he assures.
As the priest warn him of a possible disease, he becomes worried again, but tries to shrug it off as he quickly quickly moves toward the door to check for traps.
Skill check Search: 1d20 + 9 ⇒ (18) + 9 = 27
Skill check Disable Device: 1d20 + 11 ⇒ (14) + 11 = 25
Glorb will claim the tanglefoot bag

GM West |

Woah, you're right Glorb! Sorry about that, it is only the bite that causes disease. You'd have made the saves anyway, but apologies for the mistake on my part.
No traps are found on the door, and the party makes its way into the tower. The two-level, roughly circular chamber appears much as they left it a few days ago, the battered bones of the undead guardians strewn about, along with the remains of the war wagon. Karieth does find fresh tracks that seem to be left within the past day or so, exiting through the main door and returning the same way. The door is barred from this side, though it can easily be removed, if anyone desires to do so. The elven ranger confirms that the prints match those found outside the tower near the building where the Wardens were slaughtered, and they both originate and end at the stairwell leading down into the ruins beneath the Castle Greyhawk.
The steps leading down appear to be empty and dark. Light will be needed from here on in...
So rope to Reonnyn and tanglefoot bag to Glorb. Anyone messing with the carpet? Otherwise I'll presume that you're just taking the coins and the jewels and leaving that soiled, disgusting carpet where it lay. Also, please let me know marching order (for 5' passages like the stairs as well as 10' passages for 'normal' sized corridors), who is carrying what light sources, and any other information you'd like me to have as you make your way down. I'm presuming you are headed to the landing with the secret door down there, then into the complex you have mostly explored, taking the passage to the storeroom with the purported secret door and elevator unless you tell me otherwise.

Verdan priest of Pelor |

"Thank you for getting my armor down. Climbing up is difficult for me, getting down is simple." Giving a smile
Pulling out his Everburning torch and hanging it on his shield. He then takes his place near the front of the line.

Reonnyn |

After carefully stowing the coil of rope in his pack Reonnyn takes a position at the rear of the party. "I will guard our backs, make sure we don't walk into an ambush." Curiously he does not take out a light source.
Thanks to his Devil's Sight invocation Reonnyn can see perfectly fine in darkness.

GM West |

Reonnyn can confirm with a moment's concentration that nothing in the rotting stable is magical, neither the loot pilfered from the ghouls nor anything else for that matter. The the halfling does spot several interesting looking magic items held by his companions!