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Know Religion: 1d20 + 4 ⇒ (17) + 4 = 21
These too must be undead.. no child could have survived for so long..but what kind of undead?
Baeid looks at the spooky scene, trying to discern what kind of unholy creature they will face

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Perception Baid Eldoura: 1d20 + 6 ⇒ (11) + 6 = 17
Perception Dorn: 1d20 + 6 ⇒ (8) + 6 = 14
Perception Cork: 1d20 + 2 ⇒ (20) + 2 = 22
Perception Shabah Al’Quna: 1d20 + 7 ⇒ (17) + 7 = 24
Perception Egg Fu: 1d20 + 6 ⇒ (20) + 6 = 26
Perception Talondreal: 1d20 + 3 ⇒ (19) + 3 = 22
After a few moments, Baied and Talondreal realize this is a similar scene you saw up in the class room. A silent pantomime of the past. You don't see Junia among these children.
Shabah makes out some figures lurking in the shadows waiting to pounce from the hall to the north. Baied notices the ghoul to the south as well.
They seem to be waiting in ambush, but realize you notice them.
Init Ghoul, green: 1d20 + 2 ⇒ (3) + 2 = 5
Init Ghoul, red: 1d20 + 2 ⇒ (10) + 2 = 12
Init Ghoul, blue: 1d20 + 2 ⇒ (12) + 2 = 14
Init, Baied Eldoura: 1d20 + 1 ⇒ (10) + 1 = 11
Init, Dorn: 1d20 + 4 ⇒ (1) + 4 = 5
Init, Cork: 1d20 + 7 ⇒ (9) + 7 = 16
Init, Shabah Al’Quna: 1d20 + 2 ⇒ (15) + 2 = 17
Init, Egg Fu: 1d20 + 7 ⇒ (18) + 7 = 25
Init, Talondreal: 1d20 + 2 ⇒ (5) + 2 = 7
COMBAT
Those still in the room can start their move from the blue dot at the door. Talondreal I moved you to the door to see/detect evil the room.
Bold may act:
Egg
Shabah
Cork
ghoul, blue
ghoul, red
Baied
Talondreal
Dorn
ghoul, green

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Shabah rushes over to clash with the lone ghoul, the foul stench of undeath filling their nostrils.
Falchion (PA, Charge): 1d20 + 9 - 1 + 2 ⇒ (5) + 9 - 1 + 2 = 15
Slashing: 2d4 + 10 + 3 ⇒ (2, 4) + 10 + 3 = 19

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Thanks, my wireless mouse is giving me trouble moving things on google docs and even copying and pasting.

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Cork moves along the corridor towards the circle of children. Fortunately he notices the creatures trying to ambush him before they have a chance to do so. His cutlass slides from its sheath with a slight ring as he prepares to do combat with the encroaching creatures.
double move and wield weapon

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Shabah quickly dispacths the lurking red ghoul.
The Blue tinted on moves quickly to engage with Corks and bites at him:
Ghoul Bite: 1d20 + 3 ⇒ (20) + 3 = 23
Ghoul Bite,Confrim: 1d20 + 3 ⇒ (16) + 3 = 19
Bite Damage: 2d6 + 2 ⇒ (4, 1) + 2 = 7 -- and 2 Fort Saves (Disease and Paralyze)
Taking a solid bite out of the magus and attempts to infecting him.
Now the other half in bold may act
Baied
Talondreal
Dorn
ghoul, green
Egg
Shabah
Cork
ghoul, blue

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Baied sends a wave of energy on the ghouls, hurting two of them
Not the Green one
Behold the power of the Master of the First Vault!
Channel, DC13: 2d6 ⇒ (3, 5) = 8

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Blue Ghoul Resist Turn: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
The Blue Ghoul seems not overly distrubed by the positive enegery
The Green Ghouls quickly moves around to out flank but runs in to Shabah. Double Move
Bold may act.
Talondreal
Egg
Shabah
Cork
ghoul, blue -- 4 damage
Baied
Dorn
ghoul, green

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With his right hand Cork swings a slashing cut at the ghoul, his cutlass whistling through the air. At the same time, he shoots a magical ray from his left hand into the side of the ghoul's head.
cutlass@blue,spell combat: 1d20 + 3 - 2 ⇒ (15) + 3 - 2 = 16
damage: 1d6 + 2 ⇒ (4) + 2 = 6
disrupt undead@blue,spell combat: 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20
damage: 1d6 ⇒ 1
Not casting defensively so I think the ghoul gets an Aoo.

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Yes it does
The Ghoul snaps again at Cork:
Ghoul Bite: 1d20 + 3 ⇒ (5) + 3 = 8
But is unable to hit the casting magus. Cork is then able to strike the ghoul soundly and cause it pain with his positive energy strike.
ghoul, blue -- 11 damage

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Shabah's polished and formal voice sounds strange coming out of a hulking troglodyte, but they feel it necessary to educate the ghoul in its last moments.
Jackals and carrion-eaters always attempt to harry the flanks of those they would prey upon. Prepared hunters take measures against such. Shabah's falchion clatters to the floor, Now let me show you the true nature of your deficiencies.
Claw (PA): 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9
B/S: 1d6 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Claw (PA): 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14
B/S: 1d6 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Bite: 1d20 + 9 - 1 ⇒ (13) + 9 - 1 = 21
B/P/S: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15

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Egg's Arrow puts the final nail in the ghoul and returns it back to its rest.
Shabah's attacks easily take down the third ghoul.
After dispacthing the ghouls, you take a little more time to look around. The spirits still linger and the scene loops over an over as it fades in and out.
Among the corpses you find the remains of a Gebbite general and his shield is still in good condition. The relief on the south wall depicts Taldor's first victory over the Chelish rebels.
The other passaages lead to small chambers with nothing but bones and other remains littered around.
Opening the door to the West reveals a large room and staircase that leads down 100 steps.
See updated map

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Before descending the stairs Cork rummages through his bag and finds a rough wooden stick. "They say this is a wand of healing but I haven't used it yet. Let's see if it works." He activates the magic item a couple times and feels the wounds on his body close up.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
He stows the wand then walks carefully down the stairs.

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Opening the door, the frequency of storm waves approaching the shore, salt water erupts from cracks in the floor of this large hexagonal room. Foamy, blinding spray jumps in every direction, then drains from calf-height to ankle-deep before the next wave hits. Occasionally a length of black-brown seaweed shoots in and adds one more strand to a room that already appears draped in long wet hair. In each of the chamber’s six corners, a fluted pillar rises to the fifty-foot ceiling. Between each pair of pillars, an open arch connects the chamber to an attached space. Beyond the northwest and southwest arches, three tiers of recessed spaces form three massive steps. A stone sarcophagus rests on each step.
The west alcove of this room is home to a ghast, who recently took over this room as his lair. This particular ghast is dressed in rotting finery, wisps of fetid, expensive cloth still dangling from its limbs. Perched atop its head is a golden crown, resplendent with a dozen glittering gems, while its putrid fingers each bear extravagant rings made from a dozen different precious gems and metals.
Init Ghast: 1d20 + 4 ⇒ (19) + 4 = 23
Init, Baied Eldoura: 1d20 + 1 ⇒ (9) + 1 = 10
Init, Dorn: 1d20 + 4 ⇒ (11) + 4 = 15
Init, Cork: 1d20 + 7 ⇒ (6) + 7 = 13
Init, Shabah Al’Quna: 1d20 + 2 ⇒ (3) + 2 = 5
Init, Egg Fu: 1d20 + 7 ⇒ (10) + 7 = 17
Init, Talondreal: 1d20 + 2 ⇒ (7) + 2 = 9
COMBAT
The Ghast looks ready for you but does not leave its alcove yet.
Everyone may act - for now

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Shabah advances, falchion held at the ready, and steps aside to give Egg a clear shot.
Perhaps it requires some encouragement to leave its den.
Slashing: 2d4 + 10 + 3 ⇒ (2, 4) + 10 + 3 = 19

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At the sight of the ghast, Cork moves cautiously into the main chamber. Foaming water mixed with seaweed swirls around his feet. He moves towards the west end and stands a few paces away from Shabah, cutlass at the ready.
Double move, draw weapon with move

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Baied waits to see what the ghast will do, trying to remember the strenghts and weaknesses of a ghast
Know Religion: 1d20 + 4 ⇒ (14) + 4 = 18
Delays but ready to channel

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After being hit with Egg's arrow, the Ghast charges forth in a frenzied attack. However Shabah's readied blade swiftly cuts down the offending creature.
Although the stench still lingers you are able to keep your lunch down and investigate further. Looking around you notice that all the sarcophagus are stuck closed except for the front most one in the northwest alcove. It looks like it can be pried open with some strength.

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Shabah wedges their temporary talons into the cracks in the sarcophagus to pry it open.
Eventually.
Strength: 1d20 + 7 ⇒ (2) + 7 = 9
If nothing prevents it, Shabah will continue to attempt this
Strength: 1d20 + 7 ⇒ (3) + 7 = 10
Strength: 1d20 + 7 ⇒ (4) + 7 = 11
Strength: 1d20 + 7 ⇒ (2) + 7 = 9
Strength: 1d20 + 7 ⇒ (16) + 7 = 23 !

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After a a few tries, Shabah lifts off the lid. The sarcophagus lid slides aside with the sound of a grinding millstone. The well-preserved body of a young girl lies inside, stringy black hair obscuring the face. Her atrophied limbs are drawn up like folded sticks against her torn school uniform. This is the preserved body of Junia Dacilane.

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Cork looks into the sarcophagus. "I suppose this is good. We can tell Lady Dacilane about this. I hope it helps put her mind at ease."
Cork holds up the ring that they found on the zombie earlier. "And I bet that this is the ring that Drenge wanted. It seems that we are done here."

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Egg notices the ruby ring of the salamander that you are looking for on Junia's fingers.
Talondreal notices that the background aura of evil has subsided a bit with the death of the last ghast. There is still the lingering negative energy. Seems like it will be here for a long time.

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The ring still on Junia's fingers

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Note the GM's words...maybe she's not dead...Sleeping Beauty or something...
Egg looks at how well preserved the body is...
"Why no decompose?"
Heal: 1d20 + 1 ⇒ (5) + 1 = 6
Egg grimaces. "Ugh! I have not skill...Baied, can you check body? Determine her state?"

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I suspect that the ring may be enchanted to prevent the girl's decay. Mr. Dornbirk, Ms. Eldourha, are either of you able to provide evidence regarding this supposition?
Heal in case: 1d20 + 1 ⇒ (9) + 1 = 10

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Take 10 in Heal for 21 (+9 bonus, Healer's kit), it should be enough to know if she's still alive. If we aren't attacked i'll take 20.
Cast Detect Magic on the ring, taking 10 if possible (total 16), if not possible I'll roll
Baied examines the young girl's body with attention, then her ring, casting a spell
Be watchful while I check her, and that ring.
Spellcraft on the ring?: 1d20 + 6 ⇒ (2) + 6 = 8

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After a few moments of study and examination, Shabah realizes that Junia is actually still alive. Examining the ring closely reveals that it is acting like a ring of sustenance and keeping her in a coma like state.

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Wouldn't it be better to bring her back to her mother right now? We can come back later. Or would it be better to keep her safe here, and bring her back when all foes are destroyed? I would like, personnaly,
to reunite mother and daughter as soon as possible. But I don't want to tip the scales in my favor. I don't dare to heal this small girl right now, in the midst of potential dangers. If the ghast was here, maybe it was guarding her?

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From what you can tell, this part of the Necropolis is clear. There isn't anything more to explore.