
GM - Mark Garringer |

Kyra is able to take down the wounded skeleton!
Barret gets himself into place!
Round 1
Asarnil
Barret
Kyra
Wyatt
Black Echelon #1
Black Echelon #2
Black Echelon #3
Black Echelon #4
Black Echelon #5 - 8 damage taken
Black Echelon #6
Wyatt is up!
It may not have been clear from before, so apologies, but you want the Oathday tune to be played. The Black Echelon agents are working to stop that from completing which is the signal for the armada to attack! Since it appears that the clergy have already been killed, there is nobody currently playing the massive organ. They play it with a set of skilled dancers who climb up on the keys and dance around jumping on the giant keys to make the right notes.

GM - Mark Garringer |

Wyatt takes aim at one of the skeletons up in the pipes but misses!
The skeleton on the keys climbs down to the floor and moves toward Wyatt raising its sickle!
Attack (readied): 1d20 - 1 ⇒ (7) - 1 = 6
Damage: 1d6 - 1 ⇒ (6) - 1 = 5
The skeleton that Wyatt tried to hit unleashes a fog cloud, obscuring most of the organ!
The door next to Barret opens, with three more Black Echelon skeletons inside! One of them moves forward and swings its bloody sickle at him! The creepy silence engulfs Barret as time once again seems to slow in the presence of the Black Echelon!
Attack (Barret): 1d20 - 1 ⇒ (7) - 1 = 6 *miss*
Damage: 1d6 - 1 ⇒ (6) - 1 = 5
Round 2
Asarnil
Barret
Kyra
Wyatt
Black Echelon #1
Black Echelon #2
Black Echelon #3
Black Echelon #4
Black Echelon #6
All PCs may act!

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Seeing the sheer number of undead arrayed before the party, Wyatt cannot help but quip:
"Kyra, I think this is one of those occasions that really needs a clerics touch!"
More specifically, the frequent and ongoing spamming of channels to destroy undead, once she is able to get into position ;-)

Kyra Soulkeeper |

Kyra moves into the middle of the battle brandishing her Serenrae's symbol and calling her power against the undead "You evil incarnation! Let the flames of the Sun end with your struggles and rest forever in the Kingdom of the dead!"
Channel positive energy to harm undead: 1d6 + 1 ⇒ (4) + 1 = 5
Will DC 12, and their channel resistance do not apply do to Sun's blessing

GM - Mark Garringer |

Wyatt Mist Miss:1d100 ⇒ 18 Doh!
Kyra moves forward and unleash the holy light of Sarenrae!
Round 2
Asarnil
Barret
Kyra
Wyatt
Black Echelon #1
Black Echelon #2 - 5 damage taken
Black Echelon #3 - 5 damage taken
Black Echelon #4 - 5 damage taken
Black Echelon #6 - 5 damage taken
Black Echelon #7 - 5 damage taken
Black Echelon #8 - 5 damage taken
Black Echelon #9
Asarnil and Barret are up!

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Asarnil points again his finger at one of the undead warriors and once again magical energy strikes it true!
Force Missile: 1d4 + 1 ⇒ (3) + 1 = 4
Force missile against skeleton #2

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Seeing the undead pouring from the doorway, Barret will leap back and attempt to slow their advance with a well placed Grease.
Grease on the floor below the skeleton in front of me, hitting the square below him and just inside the door as well. DC 14 Reflex to avoid falling.

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Asarnils' force missile takes down one of the skeletons!
Barret drops some grease on the latecomers! The lead one manages not to fall, but the one behind him does! It stands up and tries to move forward toward Barret, but falls again! The third one easily passes by his fallen companion and moves in to attack!
BE #7 Ref: 1d20 + 1 ⇒ (19) + 1 = 20
BE #8 Ref: 1d20 + 1 ⇒ (12) + 1 = 13
BE #8 Acro: 1d20 + 1 ⇒ (2) + 1 = 3
BE #9 Acro: 1d20 + 1 ⇒ (19) + 1 = 20
BE #9 Acro: 1d20 + 1 ⇒ (17) + 1 = 18
BE #7 Attack (Barret): 1d20 - 1 ⇒ (7) - 1 = 6 *miss*
BE #9 Attack (Barret): 1d20 - 1 ⇒ (2) - 1 = 1 *miss*
Round 2
Asarnil
Barret
Kyra
Wyatt
Black Echelon #1
Black Echelon #3 - 5 damage taken
Black Echelon #4 - 5 damage taken
Black Echelon #6 - 5 damage taken
Black Echelon #7 - 5 damage taken
Black Echelon #8 - 5 damage taken, prone
Black Echelon #9
Party is up!

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Not wanting to pour too much magical energy against the skeletons Asarnil takes his longbow and aims for another one of the former taldan agents.
Attack roll: 1d20 + 3 ⇒ (20) + 3 = 23
Damage roll: 1d8 ⇒ 7
EDIT
Crit confirmation roll: 1d20 + 3 ⇒ (1) + 3 = 4
Damage roll: 1d8 ⇒ 3
Asarnil aims for skeleton #3 this time

Kyra Soulkeeper |

Kyra centers herself into the chamber and raising again her symbol calls for the Sun of Serenrae "Bring me your light Dawnflower toast these vile presences here and return the peace to Absalom!"
Channel to harm undead: 1d6 + 1 ⇒ (3) + 1 = 4
Will DC 12, and their channel resistance do not apply do to Sun's blessing

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Having already drawn his rapier, Barret will let loose a cry of fury and tries to bring to bear the fury of his orc ancestors
Attack: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

GM - Mark Garringer |

Kyra blasts most of the skeletons into ancient dust!
Asarnil and Wyatt's sharp, elven eyes take aim at the furthest skeleton and manage to bring him down from his roost with a thud!
Leaving Barret to deal with one remaining skeleton, but his rapier seem ineffectual against the animated bones!
Attack (Barret): 1d20 - 1 ⇒ (16) - 1 = 15 *miss*
4 on 1, I'm going to call it in favor of the PCs :)
Out of Combat!
Having swiftly dealt with the Black Echelon threat, with Barret's musical knack you are quickly able to locate the notes to play to complete the Oathday song. The Pathfinders, awkwardly at first, leap and dance between the giant keys on the organ making a cacophony of sounds which quickly turns into a very pleasing melody!
I will update the next scene heading to the Pyramid of the Dog later today!

Kyra Soulkeeper |

Kyra looks down tired as the blast of divine energy consumes most of the bones.
She looks at Barret with hope he is able to complete the tone "We are at your hands Barret."
The cleric also checks the skeleton remains just in case there is anything of use before departing towards the Pyramid of the Dog with the rest of the team.

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Barret, panting from the exhaustion, will slouch into the pews to rest for a moment. Well... *weeze* I never realized that- *gasp* My musical talents would be- *gasp* so fully utilized in the society. Heh. It's almost like I joined- *sigh* A real bard's college, hehe... let's just rest a second, the dancing so soon after the fighting has left me wanting... I really must get in better shape...

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"Yes, yes..." says Asarnil waving his right hand dismissively:"All's well and all the rest I suppose. Now that we dealt with these old bones yet again and prevented an army of them swarming over the city should we attack the enemy head on or shouldn't we recover, regroup and possibly scout his hideout before rushing in? It's been a long day of fighting and we could probably use some rest"

GM - Mark Garringer |

Nothing of real value is found on the Black Echelon remains.
The Pathfinders along with Yagos follow Grandmaster Torch's directions out of the Westgate and into some ruins in an area known as Westerhold. It is early afternoon as you approach Nessian’s decrepit lair. It is not a pyramid, as the name suggests. It consists of four ancient, battered siege towers, three of which have collapsed inward toward the largest, forming a giant, tepee-like wreck. Each leaning tower bears a makeshift guardhouse, though after studying the placement from some nearby ruins Wyatt believes your best approach only leaves you visible to any one guardhouse at a time.
Map updated, and you are behind full cover at the moment. The central tower has a door on the south side and that seems to be the most likely place to look for Nessian.

Kyra Soulkeeper |

Kyra looks at the layout of the lair then whispers to the others "If each of those rooms are guarded, perhaps we want to try sneaking through one at a time and clean them, rather to attacking the central area and risk being swarmed by all the guards at a time."
She looks at the rest of the party and says "What do you think? Perhaps some of you has an idea to create a diversion at the other side of the tower? Or to make Nessian to come out of his place?"
Kyra also casts a guidance over herself, and a light spell on her holy symbol, which she hides between her clothing to avoid it shedding light while unneeded.

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I do not believe splitting up is the best course of action. If we were to be discovered while separated we would be at a severe disadvantage. I believe trying to lure them out somehow and sneaking past them may be our best course of action.

Kyra Soulkeeper |

"Perhaps an illusion at the other side will fool them. Otherwise a stealth attempt is all we can try." whispers Kyra.

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Asarnil puts an hand to his chin while musing about the situation:"Do we really want to attack now? Again I suggest we find a place to rest and then we'll see what to do about this Nessian. That said... if you are dead set on attacking I suggest we wait for a more auspicious time, we study who comes in and who goes out of those ruins, when we have a general idea of their strength and possibly the cover of darkness we strike. That, or we could just rush out of this place screaming and waving our weapons in the air..."
Personally I'd like to attack one tower at time

GM - Mark Garringer |

After watching the guards for a little while, you only see two guards in the two south towers. However, if you approach the door in the center, they are likely both able to see you. Certainly if one of them were able to raise the alarm, the other would hear it easily.
You notice them move around periodically which takes them from partial to full cover depending and they are likely to be able to make ranged attacks from cover.

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Well, I have one more spell in me, and I can use it to hinder their progress, either with a horribly cheese joke or a ridiculous amount of grease. That may help us a little in our assault. Or perhaps we could head back into town quickly and buy a scroll of Color Spray for our wizard friend, here. Barret will mummble while stroking his beard. Though I may be able to facinate at least one of them with an astounding performance, but I'm not sure I can distract them both with it...
I have Hideous Laughter and Grease, of which I can do one only as I have one more spell for the day. I also have the Facinate performance, but at this level I can only facinate one, and overt threats will break them from it.

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"I can cast that on my own again if needed be. But that besides the point: we are going to attack a fortified criminal hideout without knowledge of the exact numbers we are going to face. That's not sound thinking, and that worries me!" exclaims Asarnil dryly.
I can cast color spray twice thanks to arcane bond (would be 3 in total but I used one). Then I have 4 Force Missiles, 1 burning hands and 1 Mage Armor.

Kyra Soulkeeper |

"Those spells will be of great help now Arsanil."
"I don't think we have the time either to go back town or to observe the lair for hours, not even for days. We will have to trust on Serenrae as to we have been given the tools to face the dangers in front of us. She has served us for now." Kyra loads her sling and readies her shield "I fear we have to attack now, before the Black Echelon starts another danger towards the city. Let's try to stealth through that distance attacking first the right side, for example."
If it is not far from night, Kyra will accept delaying the attack so the party can try to stealth through the shadows to the tower, otherwise, she proposes to strike just as fast as possible.
Stealth: 1d20 - 2 ⇒ (13) - 2 = 11

GM - Mark Garringer |

Waiting until nightfall seems like a prudent idea, it is still early afternoon at present.
Also I just realized I was leaving off THE GUARD DOG RIGHT IN FRONT OF YOU from the map :)
Tied to the flagpole in front of the structure is a surly looking guard dog. After several hours two War Hounders emerge from the main structure, and go into two different watch posts. After a few more minutes, different War Hounders leave the watch posts and return to the main structure.

GM - Mark Garringer |

Any change of tactics with the dog there or are we just going to roll with it as is?

Kyra Soulkeeper |

Following her companions idea Kyra loads her sling and readies it against the dog. Once she is prepared she nods to the others, and whenever the first shot flies, she throws a stone just the same.
Sling+Guidance (flatfooted?): 1d20 + 0 + 1 ⇒ (19) + 0 + 1 = 20
B damage: 1d4 + 2 ⇒ (1) + 2 = 3

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Following Kyra's example Asarnil aims his bow at the dog and lets an arrow loose towards the mutt.
Attack roll: 1d20 + 3 ⇒ (20) + 3 = 23
Damage roll: 1d8 ⇒ 4
edit
Critical confirmation roll: 1d20 + 3 ⇒ (16) + 3 = 19
Damage roll: 1d8 ⇒ 6

GM - Mark Garringer |

lol - poor, poor puppy...
A quick, and unexpected barge of ranged attacks silences the guard dog before it can even bark.
1d20 - 1 ⇒ (15) - 1 = 14
1d20 - 1 ⇒ (13) - 1 = 12
Kyra moves forward quickly toward the tower attempting to use the rubble and darkness to aid her. Take a double move on the map and move your token where you'd like please.
Anyone else want to follow or wait and see?

Kyra Soulkeeper |

Kyra advances as stealthy as she can towards the other side of the Pyramid, hoping to end the side guards before the central area realises of the attack.
Stealth-Full speed: 1d20 - 4 - 5 ⇒ (1) - 4 - 5 = -8
As she moves she changes her scimitar and sling from one hand to the other, and holds her back against the door hoping the guards have not seen her or her teammates. But her armor back does an horrible sound against the door.

GM - Mark Garringer |

Kyra and Asarnil hear the guard above them moving around. "Hey there, who's there? What's the password?"

Kyra Soulkeeper |

Not remembering any password Kyra just tries to open the door, and case it is locked, she hits it with her scimitar trying to bash it down.
Scimitar: 1d20 + 2 ⇒ (7) + 2 = 9
S damage: 1d6 + 2 ⇒ (1) + 2 = 3

GM - Mark Garringer |

"Hey! Hey! Get away from there girly!" the War Hounder shouts. He levels his crossbow at Kyra and fires, but in his excitement misses completely! The second guard pokes his head out at the commotion, but he doesn't appear to immediately notice Wyatt.
Attack (Kyra): 1d20 + 1 ⇒ (3) + 1 = 4 *miss*
Asarnil: 1d20 + 5 ⇒ (17) + 5 = 22
Barret: 1d20 + 3 ⇒ (10) + 3 = 13
Kyra: 1d20 + 3 ⇒ (20) + 3 = 23
Wyatt: 1d20 + 6 ⇒ (14) + 6 = 20
War Hounder #1: 1d20 + 0 ⇒ (3) + 0 = 3
War Hounder #2: 1d20 + 0 ⇒ (7) + 0 = 7
Round 1
Kyra
Asarnil
Wyatt
Barret
War Hounder #2
War Hounder #1
The two guards are 10' up, the gatehouse doors appear locked and they have partial cover due to their height and angle.
Party up!

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Following Wyatt, Barret will break into song about a daring raid on an Orc supply cache, and the brave heroes that performed this act.
Inspire courage once again, +1 attack and damage

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Asarnil bristles with anger as Kyra tries to bash the door down:"Next time try to wait before blowing our cover to pieces, dammit!!!" then the elf points his finger at the lowlife and once again energy flies unerringly towards his chest!
Force Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Kyra Soulkeeper |

Kyra turns surprised to Asarnil "What cover? We agreed to enter, didn't we?" but not whiling to stop the actions in the middle of combat, she continues trying to access to the guard house.
Scimitar bash: 1d20 + 2 ⇒ (8) + 2 = 10
S damage: 1d6 + 2 ⇒ (6) + 2 = 8
Seeing the difficulty of opening the door, she looks around trying to locate another entrance, something like a broad window or the like.