
Today's Villain |

@Elektra - Need your Round Three actions.
Shadowmist is no ordinary horse. He senses the threat and turns and stomps the approaching Ghoul with his hooves. The horse crushes the abomination from under its powerful legs.
Hoof 1: 1d20 + 5 ⇒ (18) + 5 = 231d4 + 5 ⇒ (1) + 5 = 6
Hoof 2: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 5 ⇒ (4) + 5 = 9
The remaining three Ghouls attack the horses.
The fourth one shifts and attacks Shadowmist, getting a claw in the mighty horse.
Ghoul 4 Bite: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (3) + 1 = 4
Ghoul 4 Claw 1: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (2) + 1 = 3
Ghoul 4 Claw 2: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 1 ⇒ (4) + 1 = 5
Shadowmist Fort Save need a DC13: 1d20 + 8 ⇒ (18) + 8 = 26
Shadowmist took 3 points of damage but is otherwise unaffected. 16/19
The fifth Ghoul attacks Elektra's horse. It too gets a claw in on the horse.
Ghoul 5 Bite: 1d20 + 3 ⇒ (2) + 3 = 51d6 + 1 ⇒ (6) + 1 = 7
Ghoul 5 Claw 1: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (4) + 1 = 5
Ghoul 5 Claw 2: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 1 ⇒ (2) + 1 = 3
Elektra's Horse Fort Save: 1d20 + 6 ⇒ (19) + 6 = 25
Elektra's Horse took 3 points of damage but is also otherwise unaffected. 12/15
The sixth Ghoul attacks Estrella. It both gets a bite and a claw into the graceful horse. The fine beast has been paralyzed by the attacks and possibly worse.
Ghoul 6 Bite: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 1 ⇒ (2) + 1 = 3
Ghoul 6 Claw 1: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 1 ⇒ (1) + 1 = 2
Ghoul 6 Claw 2: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (2) + 1 = 3
Estrella's Fort Save Bite Paralysis: 1d20 + 6 ⇒ (5) + 6 = 11
Estrella's Fort Save Bite Disease: 1d20 + 6 ⇒ (6) + 6 = 12
Estrella's Fort Save Bite Claw: 1d20 + 6 ⇒ (18) + 6 = 24
Estrella took 6 points of damage. 9/15
Go ahead with Round Four actions. Stone has already Channelled Energies in Round Four. Kelvin can act in the Round. Elektra go ahead with Rounds Three and Four. I can retcon if necessary to complete the encounter. The party should be able to finish them off in Round Four.

Garrath Tricks the Giants |

Garrath moves forward towards the next ghoul in line and swings his greatsword down at it.
attack: 1d20 + 13 ⇒ (3) + 13 = 16
damage: 2d6 + 13 ⇒ (6, 5) + 13 = 24

Elektra Stardancer |

Guiding in the horse and holding her nose to ward of the incredibly stink Elektra tries her best to keep horseflesh between her and any enemys.
"If you need any spells tell, I have little attack spells, but pray tell. I can also look into the future for you and guide your steps."

GM Mazra |

Round Three Recap
Realizing the horses are in danger, Garrath moves outside and again takes the "un" out of undead on one of the Ghouls in front of Abacus.
Elektra tries to lead her horse out of danger, but the equine resists her direction because of the odor emanating from the barn. Elektra also offers her diviner's insight to her friends.
Stone comes up and Removes the Paralysis holding Kelvin.
After finishing off yet another Ghoul, Brandark runs out and calls out to Abacus the command to Guard.
Abacus takes a step and stomps the unlife out of a Ghoul. Curiously, Shadowmist does the same thing to a third Ghoul at the same time.
The remaining three Ghouls attack the horses. Estrella was paralyzed in the attack.
Round Four
Garrath sends the fourth Ghoul to unlife.
Elektra begins to lead her horse away from danger, as Stone's channeling more divine energy momentarily distracts the last two Ghouls.
Kelvin races out and puts himself between the remaining Ghouls and the horses.
Garrath 22 goes first.
Elektra 21
Kelvin 19
Stone 14
Brandark 13
Ghoul 7
Brandark, Abacus and possibly Shadowmist can still take actions in the fourth round, unless I missed something, which is very possible.

Brandark Plainswalker |

Brandark runs down and slots himself beside Stone.
A brave an noble sentiment, but let us take it from here. ABACUS, ATTACK.
attack 5: 1d20 + 5 + 4 + 1 - 2 ⇒ (18) + 5 + 4 + 1 - 2 = 26
damage: 1d10 + 10 ⇒ (4) + 10 = 14
Abacus comes down to stomp on one of the remaining ghouls.
attack 6: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d6 + 4 ⇒ (5) + 4 = 9

Today's Villain |

Shadowmist stays close to Stone.
As Abacus misses the sixth Ghoul, the undead horror turns to counterattack the powerful steed, but its bite and claws are unable to penetrate the big horse's barding.
Ghoul 6 Bite: 1d20 + 3 ⇒ (16) + 3 = 191d6 + 1 ⇒ (2) + 1 = 3
Ghoul 6 Claw 1: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 1 ⇒ (2) + 1 = 3
Ghoul 6 Claw 2: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (4) + 1 = 5
If Garrath, Elektra or Kelvin can finish off this last Ghoul, then Stone can preserve his Channel Energy. There is still the farmhouse that has not been dealt with as yet.

Elektra Stardancer |

Using a bit of her Diviners ability Elektra gives Garreth a bit of understanding of the battle flow.
+2 attack, saving throws. skill checks. Without map, I choose Garreth, but if someone is more sensible to reach... she will buff him.

Brandark Plainswalker |

He is closest to you, so it makes sense, besides, I doubt it will survive the next round past garrath. :)

Garrath Tricks the Giants |

Will save: 1d20 + 10 ⇒ (11) + 10 = 21 I'm guessing that will make the save throw vs the Diviner's ability, if not, or if superstitious doesn't apply, add +2 to the hit roll :D
will save: 1d20 + 10 ⇒ (13) + 10 = 23 Probably saves vs Stone's channel energy too.
In his raged state, Garrath barely notices Elektra's aid and moves towards the last ghoul, brandishing his greatsword.
attack: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 2d6 + 13 ⇒ (1, 4) + 13 = 18

Brandark Plainswalker |

Brandark quickly mounts up, and then looks around to see if anything else is coming.
perception: 1d20 + 9 ⇒ (19) + 9 = 28
And now I get a good roll. . sheesh. :)

Brandark Plainswalker |

We have some movement up at the farmhouse. Now let us finish checking the barn.
Brandark dismounts, and leads Abacus to the side of the horses.
Abacus, Guard Pointing at the other horses.

Brandark Plainswalker |

Stone, you got yourself a very good horse.
Brandark grins at stone, as he walks towards the house.

Brandark Plainswalker |

Where are the doors?
Brandark waits until Kelvin has had a chance to check the door before opening it.
for now, I do not have the shield on. Will advise when that changes.
Edit, I moved my horse to where I stated I told him to guard at. :)

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@ Brandark Thanks when we have time can you give me a hand with him. There seems to be more to him then I was expecting.
Kelvin I see a front and a back door which way shall we go?
Stone will again mimic Brandarks actions with his stead.

Brandark Plainswalker |

Ah the light brown ones, I wasn't sure that is why I asked. :)
Stone, remind me, when I get the better Barding for Abacus, to let you get the current Barding. It might be help us all in the long run.
He then stops and opens up the door after getting the ok from Kelvin.

Kelvin Fleetwood |

Perception: 1d20 + 10 ⇒ (16) + 10 = 26 listen
Perception (trap): 1d20 + 12 ⇒ (10) + 12 = 22
Disable Device: 1d20 + 16 ⇒ (11) + 16 = 27 if needed
Kelvin walks up to the door that Brandark points out as the best entry point, and listens for anything on the other side. He then checks for traps and if he finds one, disables it.
"All done."

GM Mazra |

Kelvin will hear something shuffling inside.
There is no trap, but the door was locked. It was an average lock too, but Kelvin managed to pick it.
I took the liberty to use Kelvin's Disable Device roll to pick the lock.
When Brandark opens the door he is surprised (not really) that there are several stinky ghoulie types in the house. The farmhouse inside is in a terrible state. But worse, at the door is the mutilated remains of a man. His bare chest is exposed. A Sihedron Rune has been carved into him. A note is pinned to his torn shirt. It is addressed, "Elektra."
To go with the visuals, the smell is absolutely horrific.
Anyone who steps into the house must make a DC 15 Fortitude save, or be sickened for 1d6+4 minutes. That is essentially -2 on everything.
Garrath's Initiative: 1d20 + 9 ⇒ (1) + 9 = 10
Elektra's Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Kelvin's Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Stone's Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Brandark's Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Ghoulie types's Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Appropriately, Elektra 23 gets to start this.
Kelvin 16
Ghoulies 15
Stone 14
Garrath 10
Brandark 8

Brandark Plainswalker |

fort: 1d20 + 7 ⇒ (15) + 7 = 22+2 if Poison
Brandark grips his axe with both hands and follows Garrath into the fray.
Will go deal with the one in the opposite direction that Garrath goes.
And I thought the barn was bad
attack: 1d20 + 5 + 4 + 1 - 2 ⇒ (12) + 5 + 4 + 1 - 2 = 20
BAB,STR,MWK,Power
damage: 1d10 + 6 + 4 ⇒ (4) + 6 + 4 = 14
STR*1.5,Power

GMPC Garrath |

GMPC Garrath to move gameplay forward.
Garrath sees more Ghouls and goes in a Rage. As soon as he steps in over the dead body on the floor he is hit by a powerful stench but is unaffected by the horrible odor.
Fort Save: 1d20 + 9 ⇒ (14) + 9 = 23
I see your stats show a +13 Fort Save. I calculated a +9. I am sure I am missing something. Garrath has a lot of pumps. Either way he saved.
He then engages the fourth Ghoul.

GMPC Garrath |

Again GMPC Garrath
Garrath's Fort Save Payalysis: 1d20 + 9 ⇒ (5) + 9 = 14
Garrath's Fort Save Disease: 1d20 + 9 ⇒ (9) + 9 = 18
If Garrath's Fort Save is a +13 then he saves from both of these attacks. If it is a 9, then he failed the paralysis save and is paralyzed. I will go ahead and make Garrath's attacks assuming that I missed something, which is likely since I don't usually run the character.
Mwk Greatsword: 1d20 + 11 ⇒ (10) + 11 = 212d6 + 13 ⇒ (6, 2) + 13 = 21
BAB +5, Str + 5, Mwk +1, PA - 2, Reckless Abandon +2
Garrath will easily strike and drop what is clear to be one of the more powerful Ghouls, a Ghast.

Today's Villain |

As Brandark turn the corner, he is hit with another stench.
He must make another DC 15 Fort Save or be sickened.

Brandark Plainswalker |

Gm, that attack roll that I did, would have been for 3 then. I stated I was going after the one that Garrath didn't.
fort 2: 1d20 + 7 ⇒ (9) + 7 = 16+2 if Poison

Garrath Tricks the Giants |

Garrath has superstition which gives him an additional +4 to his saving throws vs spells, spell like and supernatural abilities. The ghoul's paralysis and disease are listed as supernatural abilities. His normal bonus is +9, +4 more against supernatural

GM Mazra |

Elektra gives Stone a little insight, the Diviner's Touch.
Kelvin and Stone wait for the fighters to go in ahead. The Ghast are waiting for the same thing.
Garrath fights off the stench and a bite from the fourth Ghast, to send the creature back to true dead.
Brandark also fights off the stench, but as he approaches the third Ghast, it also tries to bite the Dwarf Cavalier. But the attack was clumsy against the veteran warrior at best.
Ghoul 3 Bite: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 3 ⇒ (4) + 3 = 7
Brandark, in return, strikes a near fatal, or should I say un-fatal blow.
Kelvin on Brandark's heels, ignores the smell, and finishes off what Brandark started.
A second Ghast moves up and attacks the Dwarf, finding a piece of flesh to sink its teeth into.
Ghoul 2 Bite: 1d20 + 5 ⇒ (16) + 5 = 211d6 + 3 ⇒ (4) + 3 = 7
Brandark takes 7 points of damage and needs to make 2 DC15 Fort saves.
As the second Ghoul approached, a whole new stench approached with it.
Brandark and Kelvin will need to make another DC 15 Fort Save or be sickened. Stone's save will be against this second Ghast. If Garrath moves on the second Ghast, he too will need to make another save.
Stone enters, he also fights off the stench and manages to get a strike into the second Ghast.
Round Two
Elektra 23
Garrath 10
Brandark 8
Kelvin 16
Ghoulies 15
Stone 14
Actions held on both sides adjusting initiative order.

Brandark Plainswalker |

fort save 1: 1d20 + 7 ⇒ (19) + 7 = 26+2 vs poison
fort save 2: 1d20 + 7 ⇒ (16) + 7 = 23+2 vs poison
fort save 3: 1d20 + 7 ⇒ (8) + 7 = 15+2 vs poison
OW, you miserable misbegotten son of a troll. I AM NOT A CHEW TOY
attack: 1d20 + 5 + 4 + 1 - 2 ⇒ (12) + 5 + 4 + 1 - 2 = 20
damage: 1d10 + 6 + 4 ⇒ (6) + 6 + 4 = 16

Brandark Plainswalker |

Agreed, save your power for right now. I got a feeling that there might be worse to come. These can be dealt with for strength of arms for right now.
Brandark glances over at Stone.
Thank the dawnflower in the morning for me.

Brandark Plainswalker |

And so we shall.
Brandark moves up to the door and opens it.
assuming that ghoul/ghast did not survive both garrath and i