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5' Step back, pull out Crossbow, fire!
Light Crossbow: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 ⇒ 2
Confirm Crit?: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 ⇒ 3
"You trying to hurt me????? Well, time for you to feel more of my wrath!"

DM DoctorEvil |

The Yard - Round 2 - continued
Inspire Courage is in effect
26 Feuerseele
26 Lomar
16 Carp
8 Scorpion (12 hp dmg)
6 Ellie
5 Kru
4 Hullric
Stepping back and drawing his bow, Lomar is unprepared with the scorpion claws can still reach him, snapping at him while he loads his crossbow.
Scorpion has 10' reach so ranged attack provokes AoO, which hits for 3 dmg, but Lomar is also grappled, which means no bowshot. Still waiting on Feuerseele and Carp.
Scorpion AoO: 1d20 + 4 ⇒ (18) + 4 = 22
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Grab: 1d20 + 10 ⇒ (9) + 10 = 19

DM DoctorEvil |

The Yard - Round 2 - continued
As the scorpion grabs Lomar in its pincers, Feuerseele fires another bolt of force at the large arthropod, blasting it but the creature does not give up its grip.
Carp stands there fretting about what to do.
Holding Lomar in its grip, the scorpion keeps up the pressure squeezing the tengu until he squeals.
Lomar takes 7 more damage which should drop Lomar unconscious. Ellie, Kru, and Hullric are up next for the Pathfinders.
Scorpion grapple to dmg: 1d20 + 10 ⇒ (15) + 10 = 25
Dmg: 1d6 + 2 ⇒ (5) + 2 = 7

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Hullric pulls out his wand and sends a burst of divine healing toward Lomar to keep him alive.
Wand of CLW on Lomar: 1d8 + 1 ⇒ (3) + 1 = 4
Move Action: Draw Wand
Standard Action: Activate Wand

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Lomar quickly quaffs his CLW extract.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6 7/8hp
"Wow, didn't think that thing has that sort of reach and range! There's a reason I like throwing bombs!"

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"Nice shot, Kru. Remind me to stay on your good side."
Ellie shrugs and draws a second dagger, juggling the pair to keep her hands occupied.
"Eyes open. If they've got a guard dog," she begins, kicking the dead scorpion for effect, "there's something worth guarding."
She quickly follows her own advice and searches the area.

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Hullric puts his wand away, "Not sure it was a guard dog. With its tail removed, it seems like it might have been used to torture prisoners slowly to death instead of a quick poison death."
That being said, Hullric starts searching the room, especially what looks to be a 'tower' in the corner.
Perception: 1d20 + 2 ⇒ (2) + 2 = 4; 'I see nothing.' in german accent.

DM DoctorEvil |

The yard is mostly full of trash and detritus, but there are a handful of slain goblins, swollen with scorpion venom or slashed with pincer cuts strewn about the yard. On 5 of the bodies you find a Potion of Cure Light Wounds each with the same symbol of the man kneeling before the rising sun.
Nothing else of note or interest is found here. There is a set of double doors on the eastern wall of the yard, as well as a single door surroundeb by a makeshift wooden deck on the structure in the NW corner of the yard.
If you want to use the CLW potion vs your own extract, feel free.

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Looking a the cure potions, "Those that can't heal themselves should grab these potions incase those of us that can heal can't reach you in time."
Hullric goes to investigate the single door in the NW corner.

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The yard is mostly full of trash and detritus, but there are a handful of slain goblins, swollen with scorpion venom or slashed with pincer cuts strewn about the yard. On 5 of the bodies you find a Potion of Cure Light Wounds each with the same symbol of the man kneeling before the rising sun.
Nothing else of note or interest is found here. There is a set of double doors on the eastern wall of the yard, as well as a single door surroundeb by a makeshift wooden deck on the structure in the NW corner of the yard.
If you want to use the CLW potion vs your own extract, feel free.
Might as well......

DM DoctorEvil |

The door to the corner (tower) room is unlocked and opens with a loud squeak of the hinges. Inside, piles and piles of paper trash and wood scraps are heaped from wall-to-wall of this room. Scads of rats scatter as you open the door, and the place smells of refuse and rat dung. Despite your sincere hope, there are no foes located herein.

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Looking at the contents in the room, he decides it would be too much of a pain to search the place. He returns to the group, "Nothing in there but trash and rat poop."

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Hullric heads toward the eastern doors and opens them, looking through them to the other side. Making sure there are no more surprises like the giant scorpion before stepping into the new room.
Perception: 1d20 + 2 ⇒ (5) + 2 = 7

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Lomar sees Hullric moving to the next set of doors and joins him, if only to provide a backup set of eyes and moral support.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

DM DoctorEvil |

Hullric pushes open the double doors to the east and sees a room that has been recently cleaned. Piles of trash have been pushed into the corners of the room, rather than filling it. The six tables placed here are spotless and most of the spider webs and vermin nests have been removed. A pair of double doors lead to the main corridor to the south, while a single door leads to the north.
Standing at the ready, a tall woman dressed all in black, with pale skin and unusually white eyes has arcane energies floating around her. To her left, a scarred fellow with rapier and dagger drawn beckon you into the fight. "Death to the interlopers," the man sneers, while the white-eyed woman cries, "For the Shadow Lodge!" as they move to attack.
Kru: 1d20 + 2 ⇒ (16) + 2 = 18
Carp: 1d20 ⇒ 7
Lomar: 1d20 + 6 ⇒ (8) + 6 = 14
Hullric: 1d20 + 3 ⇒ (11) + 3 = 14
Feuerseele: 1d20 + 10 ⇒ (13) + 10 = 23
Ellie: 1d20 + 4 ⇒ (17) + 4 = 21
Guarin: 1d20 + 3 ⇒ (10) + 3 = 13
Kanna: 1d20 + 2 ⇒ (18) + 2 = 20

DM DoctorEvil |

Meeting Room - Round 1 - continued
Stepping into the room, Feuerseele uses a cantrip to cast a minor enchantment on the rapier-wielding man, which dazes the man for a few seconds, slowing his actions.
Behind the others, Ellie takes out her daggers again, beginning another bardic performance meant to inspire her colleagues in battle.
Rushing forward into the fray, the white-skinned woman, slashes at Feuerseele with her long claw-like fingernails. The claws rend the fire-sorceress' flesh causing a long bloody scar across her neck and shoulder.
Feuerseele takes 7hp damage. With the other Shadow Lodge fighter dazed, rest of the party is up.
Guarin DC 16 Will: 1d20 ⇒ 10
Kanna claw: 1d20 + 6 ⇒ (9) + 6 = 15
Kanna Dmg: 1d4 + 4 ⇒ (3) + 4 = 7

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Hullric begins to chant, "The Lantern King gives you enlightenment to strike your enemies true."
After the casting, suddenly a second Hullric appears to confuse the enemies.
Standard Action: Cast Bless on everyone. Last 10 rounds. +1 on Attack and vs Fear saves.
Move Action: Double Blessing: Creates a Mirror Image of Hullric

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Lomar moves up into the room, clearing the door for any who wish to come in after him. Seeing the man in back, he lights a bomb and lets it fly...
Bomb vs Touch AC: 1d20 + 5 + 1 + 1 ⇒ (13) + 5 + 1 + 1 = 20 Point Blank + Inspire Courage
Damage: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Lomar watches in satisfaction as the bomb hit the enemy squarely in his chest.

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Ellie half-skips into the lunchroom and hucks a dagger at the dazed and confused Shadow Lodger.
Dagger, Inspired, bless, PBS: 1d20 + 6 + 1 + 1 + 1 ⇒ (17) + 6 + 1 + 1 + 1 = 26 for Damage: 1d4 + 1 + 1 + 1 ⇒ (2) + 1 + 1 + 1 = 5

DM DoctorEvil |

Meeting Room - Round 1 - concluded
Rushing into the room full of tables, his blood-rage rising, Kru waylays the pale sorceress, destroying her in one mighty axe blow.
After that, Lomar squeezes inside and lobs another explosive projectile at the dazed foe. The incendiary device hits the Shadow Lodge warrior directly square and then explodes in a fiery ball.
Hullric draws forth the blessing of his strange god, adding to everyone's competence and bravery. He then makes a mirror image of himself to fool any counterattack.
Carp delays...and Guarin, the Shadow Lodge man is still dazed this round.
End of Round 1
Wow, Kru! Just wow!

DM DoctorEvil |

Meeting Room - Round 2
23 Feuerseele
21 Ellie
18 Kru
14 Lomar
14 Hullric
13 Guarin (6hp dmg, fire?)
7 Carp
Moving from juggling a dagger to flinging it at the remaining target in one motion, Ellie scores a direct hit as well, wounding the one foe a little more.
All the rest of the party is up (except Carp) before the one enemy gets to act this round.

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Lomar just stares in awe as Kru rushes over to the enemy he just threw a bomb at and nearly cleave him in twain. Well, no need to do anything now!
Lomar pulls out and reloads his crossbow, and delays firing (for now), to see what happens. He can't tell from here if the enemy is dead yet or not.

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Hullric waits to see if Kru finishes the last person before entering the room.

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Ellie furrows her brow a bit. I think that might have killed me twice. I'm not surewhich is more impressive, that hit, or that it wasn't fatal, she thinks to herself, hucking another dagger.
Dagger!: 1d20 + 6 + 1 + 1 + 1 ⇒ (10) + 6 + 1 + 1 + 1 = 19 for Damage!: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

DM DoctorEvil |

The man, or what's left of him, wears a chain shirt and carried a masterwork rapier and masterwork dagger. He also had a Potion of Cure Light Wounds at his side.
The sorceress had 2 more CLW potions, a Potion of Cure Moderate Wounds, and a Scroll of Obscuring Mist. She was wearing a fairly revealing set of studded leather armor as well.
There does not seem to be anything else of interest in this meeting room.

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Hullric nudges the dead woman, "I wonder if the armor has some magic enchantment to provide protection to something so revealing." He then shrugs and heads north to investigate the door there.
Opening it if not locked.

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"Kru, man, don't ever let me tick you off. I don't know if I would have been able get away had we gotten any closer to that guy."
Lomar walks over and picks up the Rapier "just in case."
"Hullric, slow down! Wait for me!"

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Lomar walks over and grabs something to much on, bread or cheese or something similar.
"Well, Hullric, time to head back to the main hall? I saw a few doors that way." Lomar is almost unintelligible with the food in his mouth.

DM DoctorEvil |

Leaving the meeting room and entering the main hall again, you see that you are now stuck between the two lowered portcullises. A pair of double doors stands opposite the ones leading from the dining hall. A sour smell like a mixture of wet dog and old garbage wafts from beyond the portcullis to the east.
The double doors here are not locked, and nothing can be heard from the other side.

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Hullric wrinkles his nose before pushing open the doors. "I guess we know where there water closet is."