
The_Gnoll_DM |

You enter the Church through the hole in the wall, looking out for any dangers. Thankfully, for now, the skeletons have not risen to smite you, but the morning is early. You can tell definitely that there was a big battle inside the church, by the broken weapons on the floor, shattered pews and benches, and scorch marks on the wall.
In the center of the church, stands a stairwell that leads down some 15 steps to a heavily barred metal door. A strange metal plate with a glowing series of irregularly etched lines mars the surface of the door, casting the stairs in a dull red illumination.
Through the windows of the Church to the west, you can see a cemetery outside with a beautiful statue of Sarenrae. The western door in the church leads out there. For the moment, you see no gnolls or other enemies hiding anywhere.

Quzman Garhani |

Quzman will draw his scimitar and move forward toward the front door. "Let's see what we can find out here quickly. I would like to make sure the gnolls do not get back to the monastery before us."
Perception: 1d20 + 7 ⇒ (7) + 7 = 14 (+2 for gnoll signs)
Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
Know (religion: to try and identify if any of the skeletons maybe undead): 1d20 + 2 ⇒ (1) + 2 = 3
Survival (to see if any recent tracks around): 1d20 + 7 ⇒ (19) + 7 = 26 (+2 for gnoll signs)
Edit: Ninja'd by the DM =p

Dumah |

Dumah will engage a Detect Magic as he approaches the church, concentrating on it as he scans around the battle scene and the first floor of the church, and regarding the door down below.
Does he recognize anything of value (and not just monetary value!)? Can he tell anything about the glowing symbol on the door?
Some rolls that may help or apply:
Knowledge Arcana 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge Engineering 1d20 + 8 ⇒ (14) + 8 = 22
Knowledge History 1d20 + 8 ⇒ (9) + 8 = 17
Knowledge Nobility 1d20 + 8 ⇒ (15) + 8 = 23
Knowledge Planes 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge Religion 1d20 + 9 ⇒ (5) + 9 = 14
Perception 1d20 + 6 ⇒ (1) + 6 = 7

The_Gnoll_DM |

Can he tell anything about the glowing symbol on the door?

Quzman Garhani |

"Hmm...that's odd. It does not appear that gnolls have been here in the recent past. Normally they would scavenge these bodies of anything of value, or just abuse them as part of a game, unless something is keeping them away."

Dumah |

Interesting observation, Quzman. There must be something they fear, or for some reason this place was labelled taboo.
Pointing at the door at the bottom of the stairs, Dumah clears his throat and says This door has been sealed by powerful magics. Though it pains me to say this, I do not have spells available to me that could overcome it at this time. However, take note of this portion here he says, pointing without touching it. There appears to be a metal plate missing here. I suspect that if we return with that metal plate we will be able to access whatever is below here. Until that time, I fear there is not much more we can do to explore this building.
Dumah will make sure everyone gets a good look at the outline where the missing plate goes, so that if anyone comes across it they would recognize its purpose.

Quzman Garhani |

Perception: 1d20 + 7 ⇒ (13) + 7 = 20
"Psst...there's something or someone out by the graveyard. Be on your guard." Quzman will make his way as silently as possible over to where he might be able to get a better view of whatever it was he saw.
Stealthy: 1d20 + 7 ⇒ (17) + 7 = 24

Quzman Garhani |

Quzman will pause against the wall, and motion to Eli that there is "One" target outside and the area it is in as best he can using hand signals and miming the actions.

The_Gnoll_DM |

Here is a rough map: Church map
The black is the church wall, intact. The violet are the windows and there is a door leading outside. The purple S are the five warrior statues. The 4 green S is the statue of Sarenrae, which is large. The H is the human hiding behind the statue. The red is the cemetery with gravestones.

Quzman Garhani |

Quzman will nod at Dumah in agreement. He will again signal one target, and try his best to indicate that he is behind the indicated statue. He will grasp his scimitar tightly in anticipation of action, in case the mage's spell goes awry.

Quzman Garhani |

Quzman will shake his head at the results, but nod at Dumah in thanks for the attempt. Whispering to Eli, "Would you like to try and talk this man in? You are much better at words than I. From what I can see, it's a human by the statue."

Dumah |

Thanks for the reminder!
Dumah will stand upright and whisper to Quzman and the others cover me.
Dumah will stride out of the church, walking stick clicking loudly on the tiles of the floor. Once out of the front, he'll walk to the graveyard. As he does so, he is looking for any signs that there might be an undead infestation of any sort.
Knowledge Religion 1d20 + 9 ⇒ (1) + 9 = 10
He'll swing wide around the statue, forcing the human to either allow himself come into Dumah's view or circle the statue and come into Quzman's view.

The_Gnoll_DM |

Dumah notices all the bodies are still buried in the ground.
As soon as he steps out, the human behind the statue speaks in a guttural voice and in rapid fire sequence, asks the following questions: "Why does the human cast spells at me? What have I done to offend thee?" Who are your friends? What do you do in the Church? Do any of you follow Sarenrae?"

Dumah |

Dumah fires back just as quickly. I cast to try and subdue you without harm in case your intentions are hostile. You have not offended us, we are just overly cautious. My friends share my interests and mean you no harm if you are not hostile to us. In the church we seek answers to defeat those who mean harm to those we've sworn to protect. Why does it matter if any of us follow Sarenrae?

The_Gnoll_DM |

"I am Halruun, stranger, I just wanted to welcome you and your friends...." he says with a grin. Then his features seem to melt away, leaving a hideous skeletal face garbed in a grubby, fire-stained robe. “…to my church,” he finishes. “Your souls will feed the greatest heroes of Kelmarane!” He looks like this now: Link
Initiative - Round 1
Halruun: 1d20 + 6 ⇒ (16) + 6 = 22
Dumah:1d20 + 8 ⇒ (6) + 8 = 14
Quzman:1d20 + 4 ⇒ (15) + 4 = 19
Eli:1d20 + 3 ⇒ (17) + 3 = 20
Bahiyy: 1d20 ⇒ 9

The_Gnoll_DM |

Halruun moves from behind the statue and swipes at Dumah with his dirt-encrusted claws, cutting the wizard and drawing blood. The creature appears to be overwhelmed with euphoria as his eyes fixate on the blood dripping from his claws and Dumah hears him murmur, "So warm, so warm, I want more!"
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
You guys are up! Combat Map!

Quzman Garhani |

Quzman blanches with the knowledge that he just sent one of his teammates out alone to face an undead abomination. Roaring a challenge to the beast, Quzman will run out to hack at the thing drawing his dagger into his off hand as he goes. "You shall not have any!"
Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

The_Gnoll_DM |

Quzman's blow lands hard, striking the undead priest across the chest. Quzman's blade draws no blood from the undead but he does notice however that part of the wound closes almost immediately, though a gash remains.
I will put Quzman in g13. Also, Dumah, on your turn, please give me a Fort Save. Thanks!

Eli Wynnstock |

Here is my catchup post, looks like I got back just in time.
Eli enteres the church with Tempest at the ready. The lack of any gnolls disturbs him but before he can mention it he is drawn to stand infront of the masive iron door, "Ah, this must be the Gate we have been hearing about. I wonder why the gnolls fear it so much?" Eli studies the glowing symbols with a thoughfull eye.
Knowledge Checks
arcana 1d20 + 7 ⇒ (1) + 7 = 8
history 1d20 + 6 ⇒ (11) + 6 = 17
local 1d20 + 7 ⇒ (2) + 7 = 9
planes 1d20 + 2 ⇒ (20) + 2 = 22
religion 1d20 + 2 ⇒ (13) + 2 = 15
Spellcraft Check 1d20 + 5 ⇒ (4) + 5 = 9
Lost in his thoughts, Eli is late to notice that the others are dealing with a newcomer and arrives just as the mans visage drops to reveal the skeletons true form. Eli thinks of Kyra and with unusual furry charges out to attack the being. "What is it with this plague of living dead," he screams at it while stabing forcefully with his blade.
Move to G10
Attack 1d20 + 5 ⇒ (20) + 5 = 25
Damage 1d6 ⇒ 3
Possible Critical 1d20 + 5 ⇒ (4) + 5 = 9
Extra Damage if Crictical 1d6 ⇒ 4

The_Gnoll_DM |

Dumah looks at the claw mark on his arm and sees the skin around the wound turn purple almost instantly and he feels a little weak, on top of the weakness he already felt from combatting the demon fever. He retaliates and lets a missile of energy fly that slams into Halruun, causing him to fall to the ground lifeless! I will assume a 5' step back to avoid the AoO. Dumah knew the creature was undead but does not recognize this particular type.
EDIT: I thought the creature had DR silver and magic; hence my descriptions. Looking again, its DR was silver or magic, so Quzman's blow with the magic scimitar and Eli's swing with Tempest did full damage, so the energy missile destroyed it. Sorry about the confusion!

Quzman Garhani |

Quzman looks to Dumah, "I am sorry he fooled me Dumah. I should have suspected all was not what it seemed with what we found in here. Let me take a look at that wound."
Heal: 1d20 + 6 ⇒ (5) + 6 = 11
Religion (trying to ID the creature): 1d20 + 2 ⇒ (16) + 2 = 18
After this, Quzman will attempt to see if he can backtrack the creature's habits and whereabouts in the sand.
Survival: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 9 ⇒ (9) + 9 = 18

The_Gnoll_DM |

Quzman looks to Dumah, "I am sorry he fooled me Dumah. I should have suspected all was not what it seemed with what we found in here. Let me take a look at that wound."
Heal: 1d20+6
Religion (trying to ID the creature): 1d20+2After this, Quzman will attempt to see if he can backtrack the creature's habits and whereabouts in the sand.
Quzman finds no tracks anywhere, despite his best efforts. However, as walks around the graveyard, he goes by the southern part, where he sees the signal fire has been lit!

The_Gnoll_DM |

The party heads back to the monastery as fast as possible and reaches it about 15 minutes later. When you arrive, the first things you notice are the blood stains on the walls and columns in the nave. You also see covered bodies with white sheets. When you examine them closer, you learn they are the corpses of Trevis, Derek, and Dullen, the previous members of Ute's band of mercenaries. You also see the corpses of two of Princess Almah's guards.
As you look down the nave, you see a crowd of caravan members gathered at the top step of the stairs leading to the chapel. As you approach, you hear some muffled cries and gasps. As you make your way through the crowd, you hear varous people comment "No, it can't be, he fought so bravely", "Bless his soul", and "No, April, don't cry, he is in a better place now, he saved us all!"
As you try to disbelieve what you're hearing, when you pass by the crowd, your worst fears are confirmed: laying on the floor surrounded by Garavel (who is on his knees), the Princess, two of her guards, and a new face (a human you do not recognize) is the body of Brebork! Garavel has tears running down his face and he looks up at you and just shakes his head no, as he closes his eyes and prays......

The_Gnoll_DM |
