
Jaegr "Knock Knock" |

Once again avoiding the blow, Jaegr tries to sneak in a killing blow before Wyvurn!
Power Attack using Combat Extertise: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Damage: 1d8 + 16 ⇒ (7) + 16 = 23
Status - HP 42/42 Touch AC 16

Wyvurn |

Wyvurn will stick to what's working. Drawing on his inner ki yet again, he step around to force the wraith between his blade and Kelgan's glaive.
Longsword: 1d20 + 9 ⇒ (8) + 9 = 17
Longsword: 1d20 + 9 ⇒ (10) + 9 = 19
Slashing damage: 1d8 + 4 ⇒ (2) + 4 = 6 /2=3
Slashing damage: 1d8 + 4 ⇒ (2) + 4 = 6 /2=3
Ki damage: 3d6 ⇒ (3, 5, 6) = 14

Kirth Gersen |

Wyvurn continues his smooth, relentless assault on the wraiths; his channeled ki visibily destroying the creature's incorporeal form as he attacks. The remaining wraith reels under his assault, tries to flee, and is unable -- apparently something is binding it to the crossroads.

Kirth Gersen |

Knowledge (Spellcraft) or Knowledge (the planes)
DC 15:
DC 20:
Player Interest - Game Mechanics Geeks Only:

Jaegr "Knock Knock" |

"Well that wasn't too bad, for creepy evil spirit things. Kelgan you ok to keep moving on? Hopefully we can still get the drop on the cultists"
Clearly Jaegr is more comfortable in fighting solid thing he can hit hard, but with a woman at ask he is ready to press on.

Kirth Gersen |

One part of Cricket's perverted brain actually considers the spirits that the party just faced.
Spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27
Confirm (DC 15): 1d20 + 7 ⇒ (12) + 7 = 19
Read the spoilers above, and give yourself a hero point.
Obviously your comedic routine is an effort to hide the chill dread you feel!

Kirth Gersen |

There are no further obstructions in your path; the rest of the road to Skarn Keep is rocky, broken, and uphill -- but bleakly uninhabited.
Nearing the keep's vicinity, you're left with a choice -- press on and arrive, exhausted, in the middle of the night; or set up camp in the empty road and reach the place the next morning.

Jaegr "Knock Knock" |

Cricket's being scared is probably not enough to ward off Jaegr in this mission to save the girl from cultists.
Jaegr sees the light fading and says, "I would prefer attacking the keep at dark, but we still have a little ways yet to get there. Resting is probably a good idea to be at full strength when we get there."

Wyvurn |

"I could use the rest, but camping out here in plain view of whatever is up there is not the best idea either. I say we get off the road and look for a place to hole up. During the day we can scout the keep and plan out attack. After the sun goes down, we can attack."
Survival to find a hidden campsite: 1d20 + 6 ⇒ (18) + 6 = 24
"I want to rescue this girl as much as you Jaegr, and I'll stand by you if you are set to go forward with this plan, but I think we should consider Cricket's instincts on this one as well."

Kirth Gersen |

Nice check, Wyvurn!
Off the trail, Wyvurn finds a hollow sheltered by low, twisted evergreen trees. The hollow is padded by fallen needles, and there's a stream nearby. The road is in sight of the hollow, but the branches screen those within from observation from the road, unless you go and light a fire or something.

Cricket the Sexy Goblin Druid |

Cricket jumps at every shadow and squeaks everytime someone steps on a twig. Wolvie whimpers and digs a hole.
You know, we're all going to die. Let's put it this way: binding those two spirits that we fought? It would require a necromancer with roughly three times the power that Old Mother Tree, in her munificence, grants me. Just so y'all know.
Cricket and Wolvie climb into the hole.

Kirth Gersen |

Everyone except the person on first watch: DC 21 Will save.
Success:
Failure:

Jaegr "Knock Knock" |

Will Save: 1d20 + 4 ⇒ (9) + 4 = 13
Jaegr wakes up after a horrible night of nightmares, "OK, I guess this is more serious than I first thought. So if we are outmatched, what is the plan?"

Kelgan Cragbelly |

Will: 1d20 + 3 ⇒ (8) + 3 = 11
"Ah, the agony! Such foul sorcery haunts my soul. I do not know that we can fight such. We must use stealth and guile to win back the lady, lest we be lost ourselves."
"We must also verify that she is indeed here before we proceed. It would not do to face such a fearsome foe without certainty. To do so would be the greatest folly. I admit that I now entertain the possibility that she is somewhere else, though that is likely just wishful thinking on my part."

Wyvurn |

I guess Wyvurn did take the first watch. Sorry for the delay.
Wyvurn watches his companions sleep fitfully until they wake up in horror. He grimaces and worries yet again at the prospect of this keep.
"I agree that we should scout this place if we can. If it's evil influence affects us even here, we may need more help if we are to deal with whatever is there."

Kirth Gersen |

The two stealthy goblins, by working at the pace and approaches they know they can pull off, glide closer to the keep. They quickly become invisible to the rest of the party -- and presumably to anyone in the keep as well.
Sneaking at half speed to maintain cover, they reach the keep mid- to late morning.
Skarn Keep is a grim, square pile of metamorphic rock squatting atop a low, rocky rise. Evidently the new owner has decided upon some "improvements": encircling the keep at a distance of 100 ft. or so is a massive wall of bones, ten feet high, with broken ends facing outward in all directions. Inside of the wall, you can make out movement; a slightly closer approach shows armed skeletons on patrol.
Spellcraft (DC 24):

Caspian Barefoot |

+14 here, +16 in urban areas, but take 10 as well
Perception 1d20 + 8 ⇒ (7) + 8 = 15
+2 in urban terrain
Taps the other two on the shoulders and points back the way we had come....
Anyone? anyone?
Spellcraft 1d20 + 5 ⇒ (4) + 5 = 9
Caspian feels no need to hang around!

Wyvurn |

As much as this abomination of all that is decent and good needs to be wiped from the land, Wyvurn doesn't think that he and his companions can handle it.
he motions to Caspian and Cricket and heads back to the dwarves.
"We need to rethink this."

Kirth Gersen |

he motions to Caspian and Cricket and heads back to the dwarves.
To spur things along, I'm going to assume that Cricket and Caspian follow you, and that you share your findings with the dwarves.
If any of this is incorrect -- for example, if Cricket and Caspian knock at the front gate and impersonate Jehovah's Witnesses or something -- let me know!
Otherwise, do we have a consensus where you're going/what you're doing next?