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Muluk steels himself for the battle. Readied action to strike first ghoul to come within reach.
Muluk vs. Ghoul: 1d20 + 6 ⇒ (6) + 6 = 12
Damage (scimitar): 1d6 + 3 ⇒ (6) + 3 = 9

GM Derek W |

As the ghouls approach, you hear the screams of two men as they fall to the savagery of the undead. Then the pack of beasts storms the doorway!
Two of the creatures enter the doorway, side by side. Ebon swings and nearly decapitates one with his first blow. Being undead, it presses on until the swirling bluish force in Calanthe's hand touches it, turning instantly into a pile of ash!
The remaining ghoul bites at Mez, whilst a third ghoul steps over its fallen comrade and bites at Ebon!
Bite v. Mez: 1d20 + 3 ⇒ (5) + 3 = 8
Bite v. Ebon: 1d20 + 3 ⇒ (3) + 3 = 6
The attacks are...ineffective.
AS IF! Well, I can't challenge you too much if the dice are going to treat me this way!
Muluk swings at the ghoul, but his blade skitters off its tough hide!
Norine, Targost, and Mez may still act in this round. I'll try to apply your actions first. The group is up!

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Mez continues to lash out from behind his shield, seriously wishing there was someone to flank with. Given the apparent ineptness of his foe, Mez channels his divine power into his blade.
Judgement now for damage increase
Attack: 1d20 + 6 + 2 + 1 ⇒ (14) + 6 + 2 + 1 = 231d6 + 3 + 2 + 2 ⇒ (6) + 3 + 2 + 2 = 13

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Targost again lashes out with a stream of acid in an attempt to disolve the undead.
Attack-Touch Ranged: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

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Norine steps to have all of the undead within view and casts a spell, Consecrating the area for Desna with what seems to be a flash of silver-purple butterflies!
Will last 6 hours. "... The DC to resist positive channeled energy within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, suffering a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area." ...

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" Arrgghhullls!"
attack with rage and bless: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13
Speaking incoherently Ebon takes a swing at the ghoul in front of him.

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Muluk continues his furious assault on the undead.
Muluk vs. Ghoul: 1d20 + 6 ⇒ (11) + 6 = 17
Damage (scimitar): 1d6 + 3 ⇒ (5) + 3 = 8

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Healing Hex: 1d20 ⇒ 5
Calanthe tries once again to turn the foul and unholy ghouls into ashes, but one of them launches itself at her as she's busy muttering a prayer. She shrieks, backing off from the attack, though the holy energy remains in her hand...

GM Derek W |

As the ghouls continue to press their feverish attack, Mez jams his rapier through the neck of one, hitting it JUST hard enough to return its soul to Pharasma. Likewise, through Desna's luck or some other force, Ebon's blow is just able to stop another undead, well... DEAD in its tracks.
13 HP each, and undead "die" at 0. Dang you dice roller! I will have my revenge on the PC's! *maniacal laughter*
Targost's acid hits a ghoul in the leg, and Muluk grievously wound another to enter the door way. But both remain upright, and strike like furies with tooth and claw!
Bite on Mez: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11
Claw #1 on Mez: 1d20 + 3 - 1 ⇒ (12) + 3 - 1 = 14
Claw #2 on Mez: 1d20 + 3 - 1 ⇒ (13) + 3 - 1 = 15
Bite on Muluk: 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9
Bite #1 on Muluk: 1d20 + 3 - 1 ⇒ (12) + 3 - 1 = 14
Bite #2 on Muluk: 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13
Mez's armor doesn't even get dinged as the ghoul feebly tries to strike him. A couple of blows come near to harming Muluk, but Desna's blessing turns them aside.
The party is up!

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Norine releases a blast of positive energy, seeking to disrupt the undead in the now-holy sphere.
Channel Energy (Harm Undead), DC 17: 2d6 ⇒ (2, 4) = 6

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Melee Touch: 1d20 ⇒ 13
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Calanthe steps up to finish the job she started last round, reaching out with hand covered in shimmering white energy.

GM Derek W |

Race to the finish mid-round update!
Will Save #1: 1d20 + 5 + 2 - 3 ⇒ (17) + 5 + 2 - 3 = 21
Will Save #2: 1d20 + 5 + 2 - 3 ⇒ (2) + 5 + 2 - 3 = 6
Will Save #3: 1d20 + 5 + 2 - 3 ⇒ (1) + 5 + 2 - 3 = 5
The ghoul near Ebon and Calanthe shrugs off much of the damage from Norine's holy surge, but Calanthe is able to step into the space between Ebon and Muluk and just manages to grab the ghoul's arm. It disintegrates under the healing power of the witch!
Touch AC on these is just 12, after all. Tier 3-4 just added numbers. One higher and you would've seen ghasts earlier and 8 ghouls now.
The ghoul by Mez, burned by acid and holy power, looks very bad. The one in back is hurting too, with Norine causing the harm!
FINISH THEM!

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Muluk silently gives a quick thanks to Desna before turning his attention back to the ghouls.
Muluk vs. Ghoul: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 (+1 from bless)
Damage (scimitar): 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5 (+1 from bless)

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" Gorum!!"
With a roar to his god, Ebon steps forward and swings at the ghoul still outside the open door.
raged attack with bless: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 2d6 + 7 ⇒ (5, 2) + 7 = 14

GM Derek W |

With the blessings of Desna on their side, and the fervor of religious zeal fueling Ebon's sword, the Pathfinders utterly crush the remaining ghouls! Muluk slices open the nearer ghoul, its body collapsing. The Ebon steps up and slashes apart the final enemy!
Out of combat! But definitely more RP to nail down this mission!

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Norine rushes past the disintegrating ghouls towards the men who didn't make it inside and, when close enough, channels more beneficent energy, this time to heal the injured and stabilize the dying.

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Calanthe makes sure any of the ghouls who were not already downed by holy energy are summarily destroyed by her own hand at this point.

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Ebon slumps as his enemies and rage dissipate.
Rage for 3 rounds, fatigued for 6 rounds. XD
Dragging the tip of his sword on the floor, he turns to the men who rushed past.
" And I don' wan' any t-trouble from you." He slurs and stutters his words in his fatigue.

GM Derek W |

The men all stand slack-jawed in amazement at the ruthless efficiency with which the Pathfinders dispatched the undead menace. hey watch in amazement as Calanthe burns the bodies with holy power, turning them to dust to ensure they will not rise again.
The men all throw down their arms and surrender, begging you to spare them. Then Becher Railford approaches the party again.
"Well done! I'm so grateful for what you've done here. I still need to get the deed, but this chest is locked, and I can't seem to find the key. Can one of you take a look at it?"

GM Derek W |

Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Mez's skill is quit astounding, really. He is able to open the lock nicely, and even disarms the poison needle trap that he found inside.
Once the box is opened, Mez sees a document lying inside. As he reaches for it, he hears a voice inside his head [i]"Take the deed! Claim what is yours"[/b].
Will Save: 1d20 + 6 ⇒ (11) + 6 = 17
He shakes his head, and the voice looses its attempt at controlling his thoughts.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
He examines the chest more carefully, and detects a false bottom. Opening this, he is able to locate a second sheet of parchment. This second sheet proves to be the true deed, the first is obviously false, and ensorcelled to deter thieves from the genuine article.
Railford pipes up: "Well done sir! It appears that we now have all the proof I need to defend my claim to my family's holdings! Now, what was it you wanted me to help you with? some kind of lodging?"

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Norine returns inside, somewhat wearily herself, and says, matter-of-factly, "Well, from what we've seen today, this does seem to be a good place for a new Pathfinder Society lodge."
While Mez is busy practicing his dubious art, ;-) Norine casts Detect Magic and scans the downed bodies.

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Pleased by his effective use of those dubious skills, he notices Norine’s glance and feigns offense, ”What? Someone has to know how to get into the wine cellar after we lock the keys inside!” Laughing at his own joke, he does get a bit more serious when he adds, ”Besides, that is a carry-over from my time before becoming a man of the wine soaked cloth. I did what I needed to do to survive, and clearly those tricks are still helping to keep me that way.” as he motions to the poisoned needle.

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Muluk sees that the prisoners are disarmed and tends to any wounds they may have. "You will not be harmed, though the local law will determine your fate."

GM Derek W |

The soldiers grumble, but acquiesce to Muluk's instructions. Becher brightens as Norine's comment sparks a memory.
"That's right! You asked permission to organize a new Pathfinder Lodge here in my distillery. Well, you've more than helped me. I'd be happy to oblige, provided you don't need to much space. I do have a business to run, after all!"

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Spellcraft: 1d20 + 10 ⇒ (20) + 10 = 30 Lol, what a waste of a 20...
Calanthe carefully dusts off any of the ashen remains of the ghouls that got on her and stands over them all, "May Pharasma guide you to your real place of rest--and keep you from wandering lost any longer," she finishes, before finally returning to the matters at hand. She pays no heed to the amazed looks from the Taldan bandits; this was merely her sacred duty as a priestess of Pharasma, not something she considered particularly noteworthy.
In the meantime, it seemed that the rest of her group had finished up the deal for the Railford distillery. "I hope this means the end of all the undead attacks..." she sighs.

GM Derek W |

The team works out enough of the details to satisfy Becher Railford for now. After destroying the bodies of the undead, Calanthe insists om the team staying on for a couple of days to make a thorough search of the surrounding countryside. The turn up no more ghouls, and life returns to normal for the little thorp (yes, not a village or a hamlet, mind you!)
Mez's connection to the Drunken Hero wins him many friends among the populace of 46 souls. (Yes, listed in the scenario as exactly 46!). On the last night there each and every one of them buys him a drink. Somehow, he doesn't quite manage to down all 46.
In the morning, the team returns with their report for Osprey, the famous Seeker who gave them the assignment. Mez gratefully accepts liberal doses of Calanthe's hangover remedy on the return trip.
Osprey congratulates you on a fine effort, and hands you your tickets for a return to Absalom. Apparently you will be given a short leave, but are to report to Skyreach soon after returning.
The End.