
Kelvin Fleetwood |

Acrobatics DC15 to ignore 10 feet of falling: 1d20 + 12 ⇒ (11) + 12 = 23
Kelvin looks at Brandark, "shall we follow her down this hole? I can make the jump."
If Brandark agrees, Kelvin lightly jumps down the hole to the floor below, and even though he is prone, he quickly rolls over and stands with the dogslicer drawn.

Garrath Tricks the Giants |

acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
The big barbarian follows Kelvin down the hole, greatsword at hand.

Brandark Plainswalker |

Not liking the drop, Brandark lowers himself down to the full extent of his arms, then drops the last few feet where he promptly falls over.

Ranger Shalelu |

Shalelu's Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
Shalelu, not so gracefully, jumps down the hole. She lands on her arse.
Fall Damage: 1d6 ⇒ 2
(40/42)
Next time use the rope silly! The Rope with the aid of her compatriots should be a DC 5 check for only ten feet.

GM Mazra |

Piles of broken stone, dirt, and a few ruined pickaxes line the edges of this room. The floor in the middle of the room has been torn up to reveal an ancient set of stone spiral stairs, obviously of much older construction than the surrounding basement, winding deep into the bedrock below. A foul stink, like that of rotten meat, wafts up on a cold breeze from the darkness.
When Elektra makes it down the hole and begins to step down the spiral stairs:
(half on a DC 16 Fortitude save), and also must make another DC 16 Fortitude save.

Brandark Plainswalker |

There was rope ? I blame kelvin for rushing us. :)

Elektra Stardancer |

Will: 1d20 + 3 ⇒ (12) + 3 = 15
"NO no go away.... go AWA"
Fort: 1d20 + 2 ⇒ (17) + 2 = 19
Fort: 1d20 + 2 ⇒ (17) + 2 = 19
"This moron, this half-witted son of a donkey and a lepreosis skunk. If I meet him, I will mea... "
NO! FOCUS... ANGER, emotion is the bane of rational thinking!
Power is nothing without focus! remain focused! You are a spring, a lake...
Finally back in control Elektra adresses the others.
"Aldern Foxglove, in his mindless obsession, released a horde of ghouls. Maybe he is cursed.. because this house is filled with ugly history, but he should be apprehended and judged!"

Garrath Tricks the Giants |

Garrath helps Shalelu up and helps her brush off, shrugs and grins, and starts to head down the stairs but stops. "Do we have light?

Brandark Plainswalker |

Brandark shrugs off his pack, and pulls out his trusty old lantern.
As much as I don't need it, we do
He then lights the lantern, and passes it to Shalelu, and then follows the woman down the stairs.

Brandark Plainswalker |

I think it was a ghost like the one that tried to eat me in the main hall. And yes, let us finish this fast
I guess back into our usual order of march. :)

GM Mazra |

The stairs end in a limestone cavern. The walls drip with moisture, and swaths of black and dark blue mold grow in spiraling, tangled patterns on the floor, ceiling, and walls. Rubble and broken bones clutter the floor, and a rhythmic sound—like the breathing of some immense creature—echoes through the cave from three tunnels, one to the north and two to the west. Of the two western tunnels, the southernmost one seems to be a relatively new creation.
Foxglove Caverns map up at the top. You have three choices.

Brandark Plainswalker |

Well, I don't know about you, but shall we go that way
Brandark points off to the north, as he reslings his shield.
Edit, will go with the majority if they select another route. :)

Brandark Plainswalker |

Hold on, Elektra, Shalelu can either of you tell what type of mould this is?
Brandark pauses while he contemplates on how to fish the pick out and waits for an answer.

Ranger Shalelu |

Shalelu nods at Brandark and looks closer at the mold.
Knowledge (Nature): 1d20 + 7 ⇒ (18) + 7 = 25
Shalelu carefully backs out, "That is Yellow Mold. You breathe in their spores and it could kill you. You can destroy it with fire."

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Stone will pull out his bulls eye lantern and light it. He will then hold it with his shield. He will then go over to Elektra and taps her with the wand of CLW.CLW: 1d8 + 1 ⇒ (7) + 1 = 8He will then look her over for any other injuresheal check: 1d20 + 13 ⇒ (8) + 13 = 21 @Elektra There that should feel better.@Garrath I have torches.

Brandark Plainswalker |

Shaking his head slightly Kelvin, that is why I don't carry the oil in flasks.
He then shrugs out of the waterskin, tucks part of it under his arm, and then starts to spray oil onto the mould.
Although, someone else will have to provide the spark, as well as wait until I get back down, I have another 4 pints up at the horses.

Elektra Stardancer |

Thanking Stone with a smile Elektra puts her own scarf over her mouth and prepares to light a torch to throw it into the oil soaked mold, before thinking better of it and handing it to Kelvin.

Brandark Plainswalker |

I can use it, but it is more a mining tool.
He shrugs off his pack, and straps the pickaxe to it.
He will then shoulder the pack again, then follow Kelvin down the hall.

Today's Villain |

Kelvin sees a Ghoul hiding behind an outcrop of rock. It appears to know your existence and waiting for you. You do not see the woman.
Garrath's Initiative: 1d20 + 9 ⇒ (10) + 9 = 19
Elektra's Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Kelvin's Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Stone's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Brandark's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Shalelu's Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Ghoul's Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Kelvin has an action since he spotted the Ghoul.
Round One
Stone 21 (38/38 AC 21) goes first.
Garrath 19 (54/54 AC 16)
Shalelu 17 (42/42 AC 17)
Brandark 16 (38/43 AC 19/18)
Elektra 12 (25/32 AC 13)
Kelvin 11 (33/33 AC 17)
Ghoul 5 (13/13 AC 14)

Brandark Plainswalker |

I didn't yet, nor am I going to commit the classic Horror movie trope of going somewhere alone. :)
By all means. Brandark passes the pick over to Stone

Kelvin Fleetwood |

Assumption, that this action is part of the "surprise" round and then we "go down" the initiative order.
Kelvin steps up to give the others, especially Brandark and Garrath room to get into the fray. "Ghoul" he says calmly.
When it is his turn in initiative, if the dang thing is still alive.
+1 Dogslicer: 1d20 + 8 ⇒ (11) + 8 = 191d6 + 2 ⇒ (2) + 2 = 4
Kelvin slashes at the ghoul, wounding it. "Die again !"

Brandark Plainswalker |

Back to the action now. :)
Hearing the call of Ghoul and seeing Kelvin step aside, Brandark Trundles past drawing his axe as he goes, and attempting to put the ghoul down hard.
attack: 1d20 + 5 + 4 + 1 - 2 ⇒ (13) + 5 + 4 + 1 - 2 = 21
Mods:BAB,STR,MWK,Power
damage: 1d10 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Mods:2Hnd STR, Power

Garrath Tricks the Giants |

Garrath charges in, with a roar, swiftly moving towards the ghouls other side and trying to avoid the thing's attacks.
Moving to place, using acrobatics to avoid AOO. Rage
acrobatics: 1d20 + 10 ⇒ (20) + 10 = 30
attack ghoul: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 2d6 + 13 ⇒ (2, 1) + 13 = 16
Furious Focus - ignore penalty for first attack from power attack
Power Attack - -2/+6
Reckless Abandon -2 AC +2 attack
Rage - +4str, +4 con, +2 to Will Saves, -2 AC (current AC 13)
Superstition: +4 save vs Magic, but have to save against all spells even friendly ones
Witch Hunter +2 Damage vs Spellcaster, or creatures that use spells or spell like abilities.

GM Mazra |

Assumption, that this action is part of the "surprise" round and then we "go down" the initiative order.
A surprise round would indicate that one or the other was flat-footed. The party had been building bonfires. The Ghoul was aware of your presence and had readied an action to attack the first one to come near. Though outside the rules, I gave Kelvin an extra action because he perceived the ambush. And you used it to warn the others of the danger.

Today's Villain |

A second Ghoul appears and attacks Garrath.
Ghoul 2 Bite: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 1 ⇒ (5) + 1 = 6
Garrath is bitten. He takes 6 pts of dmg less his DR. He must make two DC 13 Fort Saves.
A third Ghoul comes around a corner and attacks Kelvin.
Ghoul 2 Bite: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (4) + 1 = 5
Kelvin is also bitten. He takes 5 pts of dmg. He too must make two DC 13 Fort Saves.

GM Mazra |

Kelvin warns the party about a Ghoul and gives room for the fighters.
Round One
Stone moves up next to Kelvin.
Garrath hears Kelvins warning, and tumbles by the Ghoul so effectively that the undead menace cannot react to the big Barbarian's maneuvre. Garrath then cuts down the Ghoul.
@Garrath - Thanks for posting all your buffs. They are hard to track.
Shalelu moves up behind Stone.
When Brandark moves up, he will see that Garrath had already mucked up his weapon with stinky Ghoul goo.
Elektra warns that there are more Ghouls.
Kelvin reacts and slices into the third Ghoul, wounding it just before it in turn bites into the Elven Rogue.
Both Garrath and Kelvin are then attacked and bitten by more Ghouls.
Had we been ftf, Kelvin likely would have readied an action hearing Elektra's warning. So, I used Kelvin's attack roll against this third Ghoul.
Stone 21 (38/38 AC 21) goes first.
Garrath 19 (50/54 AC 16/13 or 12)
Shalelu 17 (42/42 AC 17)
Brandark 16 (38/43 AC 19/18)
Elektra 12 (25/32 AC 13)
Kelvin 11 (28/33 AC 17)
Ghoul 5 (D/13; 13/13; 8/13 AC 14)
Round Two

Kelvin Fleetwood |

Fort save: 1d20 + 2 ⇒ (18) + 2 = 20
Fort save: 1d20 + 2 ⇒ (11) + 2 = 13
Are these "special" ghouls? If not Kelvin is immune to paralysis
Edit: Well I made them anyway, finally the RNG doesn't hate me!
HP: 28/33
+1 Dogslicer: 1d20 + 8 ⇒ (1) + 8 = 91d6 + 2 ⇒ (3) + 2 = 5
Kelvin strikes back at the ghoul that bit him, but the injury disrupts his swing.