
![]() |

Evindal draws his elven blade and moves up to the opening, waiting for one of them to get through.
Ready action: if one of them gets through, Evindal swings his blade.
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 3 ⇒ (3) + 3 = 6

![]() |

Evindal gives the green ghoul a nasty slash. But the evil creature cares not for wounds when there is fresh hot blood in front of it.
attacks on Evindal: 3d20 ⇒ (11, 9, 14) = 34
damage: 2d6 + 2 ⇒ (3, 1) + 2 = 6
A filthy claw and a disgusting maw sink into the brave Evindal.
The red Ghoul paces impatiently. Deris, eyes burning turns to look around the group and the ghouls, trying to work out who did what.
"You killed Cassie!"
Status, bold may post - inspire courage +1 to hit and damage
Nerisiel
Samidanach
Helluddar 1 channel used
Hassadah 3 channels used.
Evindal 6 damage; 3 Fort saves, DC 13 (first vs disease, 2nd/3rd vs paralysis).
ghoul - green 11 damage
ghoul - red 9 damage
Deris

![]() |

Samildanach looks sideways at the delusional father as his daughter dissipates into nothingness in his arms. It was clear she was not 'alive' to the Pirate but he had no time to play Pshicatrist.
Stepping forward, Samildanach strikes out with his Trident, bolstered by Nerisiel's tale.
Trident: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10 for damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

![]() |

Nerisiel stops her singing and looks at the old man with pity. "No we did not kill her she has long sinced passed on." She hugs the old man and adds "Those were just a shade of memory I am sorry"
she mouths to her colleagues "Deal with the damm Ghouls"
grapple check if he doesnt want to be hugged: 1d20 + 5 ⇒ (4) + 5 = 9

![]() |

Helluddar fights on as another Ghoul steps forward.
Inspired Power Attack with Longsword: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 for slashing damage of : 1d8 + 6 ⇒ (7) + 6 = 13
Inspired Power Attack with Shortsword: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 for piercing damage of : 1d6 + 3 ⇒ (3) + 3 = 6

![]() |

"No! She is alive! She's living...." he looks around as Helluddar finishes off the two remaining ghouls.
"She must just be playing hide and seek. "
He looks at the ghouls. "It was them... they must have scared her off. She'll be hiding somewhere.. you see.. hiding..."
He breaks down in tears. "She was here, in my arms..."
Status,
Nerisiel
Samidanach
Helluddar 1 channel used
Hassadah 3 channels used.
Evindal 6 damage; 3 Fort saves, DC 13 (first vs disease, 2nd/3rd vs paralysis).

![]() |

Samildanach lets out a breath as the Ghouls fall, knowing they could have caused the group a serious threat if left unchecked. Unwilling to get involved in the gardener's delusions, he searches the room for any sign of what they are looking for.
"Damn Ghouls" the Half-Orc mutters.
perception: 1d20 + 2 ⇒ (20) + 2 = 22

![]() |

Samildanach finds a corpse...dressed in full bronze armour
There is also a relief on the south wall that is quite interesting
Deris wanders off calling "Cassie... this isn't a nice place for games..."
A quick check of the south and north passages show rooms full of bones, mostly heavily gnawed.
No sign of the salamander ring.

![]() |

know history: 1d20 + 7 ⇒ (13) + 7 = 20
know history: 1d20 + 7 ⇒ (19) + 7 = 26
"A gebbite general and an early Pyrrhic victory for Taldor in the Chelish war a strange collection of histories "

![]() |

The room beyond is empty apart from more gnawed bones. Stairs lead downwards in three directions. To the north they are blocked. To the south they end in another room littered with bones.
The grandest steps lead steeply down to the west.

![]() |

Samildanach, examines the ancient style plate on looks to Nerisiel quizzically before shaking his head.
"I can't be the only one to find this place strange, how exactly does this end up being here? Or are we deeper than we thought?"
Pressing on, the Pirate keeps his shield raised and Trident held firmly in his right hand, his natural vision piercing the gloom down the bone strewn corridors.

![]() |

"Let us go west and see what other strangeness awaits. Do you want to see if Cassie has bolted back to the school yard after her fright? "
not sure if the old man is still in earshot if not the last question doesn't get asked

![]() |


![]() |

Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Hassadah does his best to console Deris.
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
To Samildanach, "This is the necropolis that Venture-Captain Dreng told us about."

![]() |

Evindal 6 damage; 3 Fort saves, DC 13 (first vs disease, 2nd/3rd vs paralysis)
Fort vs. disease: 1d20 + 4 ⇒ (18) + 4 = 22
Fort vs. paralysis #1: 1d20 + 4 ⇒ (14) + 4 = 18
Fort vs. paralysis #2: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 10 ⇒ (12) + 10 = 22
"Listen! Do you hear that? It seems that a part of the necropolis behind this door fell off into the ocean, I can hear waves breaking in a distance."

![]() |

perception: 1d20 + 2 ⇒ (11) + 2 = 13
Samildanach nods to the elf's statement, a grin on his face, he moves towarss the door and listens intently to the sounds of the crashing surf.
"Evindal's correct, I would guess the room beyond has a hole in it and may be flooded, I doubt it is too high but keep your footing sure."
Waiting for everyone to be prepared, the Half Orc checks the door is not locked before barging it open and peering into the gloom beyond.

![]() |

With 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.

![]() |

Hassadar is unable to get reason out of Deris, he seems sure that Cassie is playing hide and seek with him.
-=-=-=-=-=-=-=-
As Helluddar slips into the room, she again hears stealthy footsteps, and scents a foul, dead, odour.
Hassadah: 1d20 + 0 ⇒ (10) + 0 = 10
Helluddar: 1d20 + 4 ⇒ (11) + 4 = 15
Nerisiel: 1d20 + 4 ⇒ (20) + 4 = 24
Evindal: 1d20 + 3 ⇒ (20) + 3 = 23
Samildanach: 1d20 + 1 ⇒ (3) + 1 = 4
baddies: 1d20 + 4 ⇒ (3) + 4 = 7
Anyone coming within ten feet of the undead must make a DC 15 fort save or be sickened
Status, bold may post:
Nerisiel
Helluddar 1 channel used
Hassadah 3 channels used.
Evindal 6 damage
creature
Samidanach

![]() |

Hassadah strides into the room and presents his holy symbol. "Return to dust, foul creature!"
Channel: 2d6 + 3 ⇒ (1, 6) + 3 = 10 DC 16 Will save for half, no channel resistance.

![]() |

Helluddar rushes forward with his shield and longsword. Coming upon the creature, he angles his body to keep the shield between himself and the undead. With a strong grip, he arcs his blade wide and brings it down in aslashing motion upon its torso.
Power Attack with Longsword: 1d20 + 5 ⇒ (15) + 5 = 20 for slashing damage of : 1d8 + 5 ⇒ (4) + 5 = 9

![]() |

Evindal moves into the next room, but can't aim at the undead behind the doorway. "Let it move towards us so we can kill it together." Evindal says while readying his bow.
Longbow: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
ready attack to release the arrow as soon as the undead gets into line of sight

![]() |

knowledge religion: 1d20 + 3 ⇒ (5) + 3 = 8
Nerisiel moves in chanting Kill the zombie! Kill the Zombie KIIILL the ZOMBIE! and drawing her whip
Bardic performance which works despite the misidentified monster

![]() |

will: 1d20 ⇒ 4 The horrible creatures body burns in the blast of pure energy that Hassadah unleashes.
Helluddar tries to hold her breath and avoid the stink as she cuts deeply into its rotting flesh.
fort: 1d20 ⇒ 17
And then with the words of Nerisiel echoing in the background, it is finished off with an arrow through its evilly gleaming eye socket. It drops to the ground. Dead, again.
Good timing for pulling out the nice rolls!
Each stone sarcophagus is sealed with a heavy lid. However given time you can get them off. Generally within are dead and decayed bodies. Generally but not all the time. When you get to the north-west alcove..
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.
You find various other interesting artefacts in the other sarcophagi as well. A set of polished silver plates each with the decorative bust of a Taldan noble rising from its center like a man from a mercury pooland a goldplated, ceremonial longsword
Status, bold may post:
Nerisiel
Helluddar 1 channel used
Evindal 6 damage
Samidanach
Hassadah 4 channels used.

![]() |

Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Heal: 1d20 + 6 ⇒ (6) + 6 = 12
Hassadah scans the room with detect magic.
"It looks like she is wearing the salamander ring."

![]() |

That ring on the girls finger is definitely magical.
Now you look at it, she does have the somewhat atrophied appearance of the girl from the picture back at the feast you attended last night.

![]() |

Hassadah gently moves the girls bedraggled hair away from her face.
"Is this... Junia Dacilane?"

![]() |

heal: 1d20 ⇒ 8
"It does look a lot like her I wonder what the nature of the ring is "
Nerisiel casts her own detect magic
spellcraft: 1d20 + 9 ⇒ (5) + 9 = 14
"Uggh the stench of that zombie is putting me off"

![]() |

The ring is certainly magical, but what powers it holds Nerisiel has no idea. The girl, her face now clear, does have a strong resemblance to the picture of Junia.

![]() |

heal: 1d20 + 2 ⇒ (8) + 2 = 10
Samildanach enters the room slowly, ensuring he does not slip on the seaweed or blasts of sea water. Examining the sarcophagi with the others, the Pirate finds the treasure fascinating. With the final Coffin lid pushed to the floor he is taken aback by the young girl.
"Maybe we should take her back with us? We have the ring and the lady can bury her daughter properly. Odd though, that the children were entombed like this no?"

![]() |

Take 10 Heal: 10 + 6 = 16
"If she has been here for so long, why has her body not decomposed?" He pauses. "Does anybody have a mirror?"
If handed a mirror Hassadah places it under her nose, if not he holds his hand there instead to check for breath.

![]() |

With care you remove the body, which does have the vaguest hints of life about it.
You spot Marlinchen on your way out, still hunting for his daughter.
Returning the barely living body of Junia to Lady Dacilane has several repercussions: she’s naturally overwhelmed with joy and sends for the best clerics of Asmodeus at once to see to her daughter’s recovery. Lady Dacilane alters her previous reward and promises to assist you in the future if you ever have any need of information about the aristocrats of Absalom—a small gesture, to be sure, but a very generous one in the mind of Lady Dacilane.
The other parents, upon hearing that there was a miraculous survivor after all these years, mob the Tri-Towers Yard in an attempt to gain access to the necropolis. Absalom’s city watch is called in to quiet the disturbance and sends in a team to search for additional survivors. There are none.
When the ruby ring of the salamander is returned to the Pathfinder Society, Venture- Captain Drenge personally thanks you "For your service to the Society!"
It turns out the ring is a ring of Sustenance, which is what kept the girl alive for all these years. She had a run-in with an undead (not present in the tier you played) which drained her wisdom, putting her into a coma