
Tararr Trollspiltter |

Tararr swings with both ends of his masterfully made ancient weapon seeking to rip the gnoll in two.
Axe head 1d20 + 8 ⇒ (3) + 8 = 11 Dmg 1d8 + 6 ⇒ (6) + 6 = 12
Spear head 1d20 + 8 ⇒ (18) + 8 = 26 Dmg 1d6 + 6 ⇒ (6) + 6 = 12
DC15 fort 1d20 + 8 ⇒ (16) + 8 = 24

Hungry Voodoo |

Tararr shoves the ghoulish creature away with the axe end and reversing his urgrosh stabs the gnoll in the gut. It continues flailing at him ravenously and a claw scratches his cheek. Tararr-4 slash, DC 15 fort or paralyzed.
Lockjaw is having trouble with the wounded creature that continues to hungrily lap at his throat. He keeps it at bay, but is unable to land a finishing blow.
Round 2
Karrak
Chitleen
R3
Tararr
Lockjaw
Pale gnolls

Tararr Trollspiltter |

Tararr shrugs off the chill that began to assault him with the fire of Torag's forge coursing through his veins, Again he launches hi all out attack against the undead.
Axe 1d20 + 8 ⇒ (5) + 8 = 13 DMG 1d8 + 6 ⇒ (4) + 6 = 10
Spr 1d20 + 8 ⇒ (15) + 8 = 23 DMG 1d6 + 6 ⇒ (5) + 6 = 11
Hp37/55,Rage 3/16, AC17 DR/2

Hungry Voodoo |

Karrak waits in the backfield whirling his weapon and ready to bash any of the ghastly gnolls that break past the front line and threaten the elf or himself. Chitleen isn't so patient and conserving his bombs, draws talwar and circles around to aid Lockjaw. The damaged undead gnoll senses the threat from behind and dodges the blow.
Meanwhile, Tararr's axe swing is still hampered by the proximity of his foe, but he manages a strong downward thrust of his spear that destroys the rotten revenant.
R3- Karrak still readied, Lockjaw up and one injured ghast remains.

Lockjaw Stoneshield |

Round 3
HP = 44/44
AC = 21/10/21
SR = 9
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (2d6)
Smite Evil/day = 2/2 (+2 hit, +4 damage, +2 deflection AC)
Status Effects = None
Seeing the advantage Chitleen has provided, Lockjaw attempts to capitalize on it.
+1 Adamantine Warhammer Power Attack Flank: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 191d8 + 8 ⇒ (4) + 8 = 12

Hungry Voodoo |

The foul corpses of the re-dead gnolls have no possessions, but upon closer inspection of the corrupted flesh, you make out a glyph branded against their ribs when they were likely still alive. It roughly resembles a human skull with curved lines in the top.

Karrak Ironhand |

Kn. Religion. (with Guidance and Touch of Good) 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28
Karrak paid attention that day in school.
Karrak grasps his holy symbol. "It is the sign of the demon Kabirri, lord of ghouls. I fear these gnolls have made a dark pact with an even greater power."
HP=30/30
Channel Energy 4/4 remaining
Deflection Aura 1/1
Touch of Good 4/6
Level 0 (5/day):
Create Water
Read Magic
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Know the Enemy
Sanctuary
Remove Sickness
Ironbeard
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Make Whole
Summon Monster II
Burst of Radiance

Hungry Voodoo |

The elf eats only a paucity saying nothing and lost in his thoughts. He quickly returns to his lab leaving the dwarves to their meal. Though simple fare, it is hearty enough and Truther has thought to bring some stout ale to wash it down. The old prospectors inquire as to the success of your latest foray.

Karrak Ironhand |
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Computer ate my post last night.
"We ran into some undead ghouls branded with a demonic sigil. There is evil yet in these tunnels."
"Oh, and we brought back a chair."
Use Make Whole (memorized). Do I need to do it more than once? If so, will use the wand.

Karrak Ironhand |

"What kind of biters? Lycanthropes? And what curse? The more you tell us, the better prepared we'll be to deal with it."
Karrak looks at Trathis' pendant.
Kn. Religion? 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11 with Touch of Good

Hungry Voodoo |

Trathis snorts, "Are you daft?! Ghouls! We're talking about ghouls here." His hand drops from the pendant which look like simple jewelry to Karrak.
Truther lifts an ameliorating hand. "Now there's no curse been proven just a lot of desert dwarf gossip. Nothing to it. You can't trust a desert dwarf. They're as joyless as the duergar left below. They don't even enjoy good beer- mushroom tea, fah! Here's a toast to your continued successes!"

Hungry Voodoo |

8. Erastus 4712
Karrak knows that the secretive desert dwarves hold oaths and taboos in the highest regard. Although common lore says that the mine was abandoned after it became unproductive, it is more likely that the place was deemed taboo. Indeed, the tombs in the valley outside the mountain point to a sudden abandonment of the mines, not a drawn out waning of production though Karrak does not know the reason of the hypothetical taboo.
The dwarf caravan heads out the next morning. All but two of the oldest ex-slaves go with them to seek a new life in Solku. Aktosh remains behind as well, indebted to you for his rescue and wanting to keep an eye on the caravanserai while you are off exploring deeper into the mines.

Hungry Voodoo |

I was going to cure all those prisoners but it would take a day for each.
ah, sorry about that. You'll probably need your L3 spell though. Did you pick spells for the day?
Lockjaw's question hangs, but there is really only one way to go... deeper into the Grand Transept as only the far end remains unexplored.

Karrak Ironhand |

After spending time in mediation, Karrak is ready to explore.
HP=36/36
Channel Energy 6/6 remaining
Deflection Aura 1/1
Touch of Good 6/6
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
Level 1 (4/day + 1 domain):
Prot. from Evil (Domain slot) (touch: 1 min/level, +2 deflection AC, +2 resistance saves; extra bonus against compulsion and evil summoned creatures)
Know the Enemy
Sanctuary
Remove Sickness
Magic Weapon
Level 2 (3/day + domain):
Barkskin(Domain slot) (touch. +2 natural armor. 10 min/level)
Spiritual Weapon
Summon Monster II
Remove Paralysis
Surmount Affliction
Level 3 (1/day + domain)
Magic Circle vs. Evil (Domain)
Remove Disease
WANDS, SCROLLS, POTIONS
Wand of Remove Fear (in spring-loaded wrist sheath)
Wand of Entangle (in spring-loaded writst sheath)
Wand of Make Whole
1 potion of Remove Disease
1 Potion of Resist Energy
1 Scroll of Remove Curse
3 Scrolls of Remove Paralysis
2 Scrolls of Ghostbane Dirge (50)
Everyone should have a potion of resist energy and Tarrar and Chitleen should have one of Remove Disease

Hungry Voodoo |

The sunward side of the Grand Transept provides plenty of indirect light as you push down the central promenade once again to the dividing wall between the visitor's quarter and the dwarven center.
The broad iron gate stands slightly ajar at the end of the procession. It is noticeably darker beyond the rusted gate as the ceiling begins to slope gradually downward toward the domed roofs of the public buildings beyond. Large white letters written in running paint next to the gate spell out the warning, Shoosuva, gnollish for those that return according to the gnoll witch.
You still smell the carrion pile beyond the gates as you move to the side and awkwardly clamber over the wall from a safe distance. On the other side, the murky light just barely illuminates an overview.
To the far right, the ramps lead up to the armory where werebats and restless spirits recently dwelled. On the opposite wall some other keep at ground level. Surrounding you and ahead are mainly some low long abandoned halls and a public smithy before a great square that sets aside a great palatial building. The palace emerges from the back wall of the transept and rises above the ground on a built up platform. Wide stairs lead up to the imposing entrance beneath a broad domed roof. It is hard to make out details from this distance.