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ZOT! - magic missile: 1d4 + 1 ⇒ (2) + 1 = 3
And I think Ser Willem gets a AoO at +4!

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Yes I do..+5 with Masterwork Sword..
"Wrong choice. We could have talked this out."
AoO Sword: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 2 ⇒ (4) + 2 = 6
Attack Sword: 1d20 + 5 ⇒ (2) + 5 = 71d8 + 2 ⇒ (7) + 2 = 9
His blade crashes into the man, but it appears Willem is holding back, perhaps because he wants to interrogate the poor man so that they can put a true end to the conspiracy.

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And I think Ser Willem gets a AoO at +4!
Prone. Why get the guy on the floor unless you can kick him too? ;) Not that that would help this time. :(

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While his bodyguard makes a show of feints and keeping the Razmiran off guard, Mr. Copperpot tries to catch him with another color spray, hoping it will work this time.
DC 17 Will.

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Natula hits him anyway, because that is just the way she rolls.

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Mr. Copperpot yells insistently. "Next time I tell you we are walking into an ambush, you should listen to me!"
He takes out some rope to bind the enemies, and says "Something you can be sure of...where there is one ambush, there are two."

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Natula kicks the priest again while he's down.

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Ser Willem cocks an eyebrow at Natula, but continues unabated towards the priest that Copperpot ties up. Sheathing his sword, he sits down on his haunches next to the man. "Now, before we discuss your future, let us discuss right now. I've got a very angry woman ready to kick the life out of you and I'm of half a mind to let her, just for the sake of watching you suffer, but I'm a fair man and I'm going to give you your chance to speak plainly and clearly as to why you ambushed us and what you know about the recent disruption of shipments here. Your choice."
Diplomacy: 1d20 + 9 ⇒ (17) + 9 = 26

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Mr. Copperpot frowns at the man.
"Let me introduce you to my dwarven friend," he ventures with as much steel as he can muster. "He's mute, but he likes to take out his frustrations on others. See that big hammer he's holding? He's named it 'Ballcrusher.' Ummm...I'll let you figure out what that means in a moment," the gnome adds as the dwarven illusion comes closer, hefting the hammer aloft.
intimidate: 1d20 + 5 ⇒ (15) + 5 = 20

GM Tarondor |

"Okay!" he says, his voice quavering a little. "Now -that- guy scares me."
These guys are tough to reason with but easily frightened...
The Razmiran preacher doesn't know much, but he relates that his church superiors sent him to Tamran to serve a half-orc and a Varisian man working in this area. They quickly relegated him to instead working for a rude woman who smells of dirt and does not show Razmir the proper deference. All of his meetings with her took place outside of Tamran at three different meeting spots.
The adventure doesn't tell me anything about those three spots, so unless you tell me differently, I'll assume you spend the next day checking them all out and coming up with nothing. Which leaves you just enough time to get back to the Ashfall lodge for your scheduled meeting with the real Guaril Karela at the end of the third day.
Everyone good with that? Or want to accomplish anything anything else first?

GM Tarondor |

At the end of the third day, Guaril Karela returns to Ashfall Lodge to meet with you and compare notes.
“I hope you uncovered some information, my friends,” says Guaril as he applies a dab of wax to his moustache, “For my investigation was only partially successful. My sources tell me that the filthy weasels stealing my cargo are hiding in an abandoned fort. Which fort, they could not say. I would have learned more, but some men…they cannot tolerate pain, eh? Sadly for us, the Nirmathi abandoned many forts after the last Molthuni invasion. These four are our best bets.”

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Mr. Copperpot examines the map as Ripley perches on his shoulder wearily.
"I anticipate it will be all of the forts, clearly. We were ambushed at every turn. The cargo robbers are geniuses to launch their attacks from all of these at once!"

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Ser Willem nods. "While that may be true, I thought I remembered being told that they were coming from across the river. That means Ursoss and Drejas," he points at the map. "Here. I say we go to Drejas first, then to Ursoss. If I am wrong, then I'm sure they will come to find us by then."

GM Tarondor |

"Did your investigations reveal anything that would help us distinguish between the two?" asks Guaril. "Poking around the wrong fort could alert them that we're on their trail."
I don't think the map is all that clear on terrain, but forts Fealoss and Ursoss are on marshy ground, while Drejas and Machema are on dry ground.

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"Agreed."

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Ser Willem nods. "That is true Xiao. To Ursoss then!" He puts a hand on Copperpot's shoulder. "Be ready for another ambush."

GM Tarondor |

You make your way across the river and into the marshy land around the ruined fort Ursoss. Guaril Karela tells you "It was fairly normal for these forts to be overrun by Molthuni regulars, so the Nirmathi usually had a secret tunnel of some sort that would allow them to escape. Maybe you should look for one of those before we get much closer."

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Ser Willem nods to Guaril. "I am better at spotting lies than secret entrances, but I will do my best to help." He gives a wry smile towards the man as he looks around at the ground near them.
PerceptionAid: 1d20 + 1 ⇒ (7) + 1 = 8

GM Tarondor |

With Ripley leading the way, the group quickly finds a stone trap door some one hundred yards west of the ruins of Fort Ursoss. It was probably well hidden in times past, but years of erosion and the rising waters of the marsh have combined to make its entrance fairly easy to find.
"I will wait here," says Guaril. "To stop anyone who tries to flee this way. You go see about the fort itself and we'll meet up here afterwards."

GM Tarondor |

Scorch marks mar the stones of this dilapidated keep. Vegetation hangs loosely from holes in the partially collapsed ceiling, and the floor is sunken and cracked in several places. A charred wooden door lies on the ground in front of an archway leading west. To the north, a stone trap door peeks out from behind a pile of rubble.
The ruin is filled with a platoon of ghostly soldiers dressed in the style of the ancient Shining Crusade. One female figure floats slightly ahead of the rest.
"Go back!" it moans. "Seek not to disturb that which our labors laid to rest at the cost of our lives! He who would disturb this place shall surely perish of the ancient curses birthed from the belly of the
lich king!"

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You make your way across the river and into the marshy land around the ruined fort Ursoss. Guaril Karela tells you "It was fairly normal for these forts to be overrun by Molthuni regulars, so the Nirmathi usually had a secret tunnel of some sort that would allow them to escape. Maybe you should look for one of those before we get much closer."
After at least one night's rest in town, right?
Scorch marks mar the stones of this dilapidated keep. Vegetation hangs loosely from holes in the partially collapsed ceiling, and the floor is sunken and cracked in several places. A charred wooden door lies on the ground in front of an archway leading west. To the north, a stone trap door peeks out from behind a pile of rubble.
The ruin is filled with a platoon of ghostly soldiers dressed in the style of the ancient Shining Crusade. One female figure floats slightly ahead of the rest.
"Go back!" it moans. "Seek not to disturb that which our labors laid to rest at the cost of our lives! He who would disturb this place shall surely perish of the ancient curses birthed from the belly of the
lich king!"
"Riiiiiiight." Rasps Natula.
knowledge (religion): 1d20 + 8 ⇒ (19) + 8 = 27

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Shrinking before the incredibly scary sight, Mr. Copperpot cowers behind his taller companions and casts detect magic on the area, not having many spells that could affect undead.
focusing 3 rounds on the undead.

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Is this apparition real or the result of some magical deterent? he asks one of the casters. As be begins to detect evil.

GM Tarondor |

"Go back!" cries another spirit, its ghostly wail sending shivers down your spines. "You stand on accursed ground!"

GM Tarondor |

You stand around talking about the ghosts, ignoring their warning. They get angry...
D: 1d20 + 2 ⇒ (17) + 2 = 19
T: 1d20 + 2 ⇒ (7) + 2 = 9
Ghosts: 1d20 + 2 ⇒ (8) + 2 = 10
Bryndarynn: 1d20 + 6 ⇒ (11) + 6 = 17
Mr. Copperpot: 1d20 + 8 ⇒ (8) + 8 = 16
Natula: 1d20 + 2 ⇒ (7) + 2 = 9
Ser Willem: 1d20 + 2 ⇒ (5) + 2 = 7
Talondreal: 1d20 + 0 ⇒ (4) + 0 = 4
Xiao Hua: 1d20 + 7 ⇒ (14) + 7 = 21
Initiative Order
Xiao Hua
D
Bryndarynn
Mr. Copperpot
Ghosts
Natula
T
Ser Willem
Talondreal
___________________________________
Xiao Hua, you see some of the ghosts about to take hostile action! Go!

GM Tarondor |

As Xiao Hua begins the long incantation to enlarge Ser Willem, one of the ghosts, the first that had spoken, shrieks in anger and launches a blinding ball of ectoplasm through the air at the sorceress.
Xiao Hua, give me a DC 14 Will save, please.
In the meatime, Bryndarynn and Mr. Copperpot may go.

GM Tarondor |

The sudden burst of energy and light dazes Xiao Hua long enough that she lose concentration and it ruins her spell.
Xiao Hua is dazed and cannot take any action this coming turn.
Bryndarynn and Mr. Copperpot, go!
Since Mr. Copperport is on vacation, I'll bot him right after Bryndarynn takes her turn, assuming he hasn't posted by then.