
Cordwin Ironbeard |

Knowledge (Local): 1d20 + 8 ⇒ (20) + 8 = 28
Cordwin will let everyone know about bullet point 4
Oh! Don't forget about the disease that wiped out a whole slew of Foxgloves many years ago!

René Treize |

Local: 1d20 + 11 ⇒ (18) + 11 = 29
As an adopted Varisian, René was well aware of the rumors his people had about Misgivings. He was even aware of the spat of trouble the Foxglove family had had with it, including his former hunting partner companion Aldern (who he felt reasonably certain had run off to follow Sabina). Nevertheless, he remained quiet as his companions showed of their own knowledge of the place. Best to be underestimated and all that.
"Place looks even worse than I woulda thought. Quick, everybody pet Hadley fer some good luck, so it don't go'n finally fall inna sea like it wants!" He quickly removed his tophat and bowed to let his companion pet the rabbit sitting on his head. That done, he stood back up again. "So how d'ya want ta approach th' place? We could go all direct-like 'n knock. But if these ghoulies really are comin' from 'ere, might want ta see if there's a side door or sommat and be all sneaky-like. I think that'd be my preferences. 'Sides, if Aldern is home, I'm sure he won't mind seein' me 'n' Cordy agin. Maybe check out th'old servant's quarters first?"
Guessing the burnt down servant's area is B1.

Tylur Thorn |

"Perhaps the disease that wiped out the clan was actually the very thing that is now making these ghouls? We should head to the main building. No living thing would occupy that building in the state it is in."

René Treize |

René pointed to Tylur. "'xactly my point! No living thing would go there. And d'ya really want a ghoulie sneaking up behind us?"

René Treize |

Sighing as he's overruled, René hangs back and plays lookout as Cordwin goes to knock on the front door.

GM Fuzzfoot |

The door remains unanswered. You try the knob briefly and find it is locked.

René Treize |

After a long pause of nothing happening, René approaches from his lookout position so he doesn't have to yell. "So, can we clear the servant's quarters? Or would ya prefer ta break in first? Though I reckon we might also want ta take a gander ta see if there are any other doors we might enter through."

GM Fuzzfoot |

It's impossible to tell how many floors the outbuilding that stood here once had, for all that remains are the sooty, scorched stones of its foundation. To the east, a four-foot-wide stone well sits, partially collapsed, in the corner of the ruins.
A few sickly looking ravens are perched atop the foundation stones; they fly clumsily away as you approach.

Cordwin Ironbeard |

Cordwin will check the ruins and then the well.
Nothing bad ever rises out of a well, right?
Perception (Ruins): 1d20 + 10 ⇒ (20) + 10 = 30
Perception (Well): 1d20 + 10 ⇒ (15) + 10 = 25

GM Fuzzfoot |

It's pretty dark, looks like more than 60' deep. You don't notice much else, though.

René Treize |

"Well now, the question is, do we want ta break inta the house? Or do we think this here is the kinda place where they might have a secret entrance, mebbe at the bottom of a well? Now, anybody got rope? I only have about 50 feet, which I don't think will be enough." René begins tying his rope to something in preparation for climbing down.

Tylur Thorn |

Looking in the direction of the well he heads over with Réne. Looking about the ground he looks for anything out of the sort.
Survival for tracks: 1d20 + 10 ⇒ (6) + 10 = 16
Perception for anything else: 1d20 + 1 ⇒ (9) + 1 = 10
"The well's purpose might have been water once upon a time but it also means there might be some caves below where the water was being drawn from. These creatures shun light of any sort and down there is absolute darkness."
"Skarn you have the best eyes and catch anything hidden in the stone. I suggest we lower you first to make certain. I have no rope so we would only have Réne's."

Skarn Hornfels |

Skarn shakes his head vehemently. "I have neither wings, nor flippers. I can't fly the extra distance, and I can't swim in the water sure to be down there. No thanks. If you want to see what's down there, then you can go. I have an additional length of rope, and surely one of you can cast light on the end of it, so we can lower it down and see."

René Treize |

Taking Skarn's rope and tying one end of it together with his own, René takes out his everburning torch and proceeds to nimbly "climb" down the rope. Which is to say, he pretends to climb but actually uses his Flight hex.
Perception if needed: 1d20 + 7 ⇒ (14) + 7 = 21

Cordwin Ironbeard |

"Skarn you have the best eyes and catch anything hidden in the stone. I suggest we lower you first to make certain. I have no rope so we would only have Réne's."
My Ma and Da were good dwarven stock just like Skarn's were! Cordwin says rather indignantly.

GM Fuzzfoot |

After fashioning a long enough rope to tie to René, the man fly-climbs down the well.
As you have guessed, he does find a hidden passage just above the water line.

Skarn Hornfels |

"What the? Now that's just stupid, you couldn't even use the thing during the rainy season! If that's your secret method of escape from the house, any invader worth their salt, would be drawing water from the well, and thus have it guarded. How could you get out? I don't understand humans!"

René Treize |

René called up to the others. "There's a passage down here. Y'all want ta hop on down an' take a gander where it leads? Or do I have ta haul my ass back up there?"

René Treize |

"It goes that way! Might bend and turn fer all we know though," René unhelpfully answered.

René Treize |

René waited for Cordwin to climb down and then started walking down the tunnel.

GM Fuzzfoot |

Yes, you are able to secure the rope. As you all enter the well, the last person down notices a large collection of the sickly looking birds has gathered to watch you.
The tunnel does indeed lead toward the house.
Will update the map when I get back to main computer.

GM Fuzzfoot |

Waiting on me - apologies again. My main computer was down due to a failed hard drive and I am just getting back to basic functionality.
The tunnel leads about 20 feet into a larger cavern. This long cave stinks of rotten meat. The source of the horrific smell is readily apparent-a swath of carcasses is strewn about the floor of this place.
Stealth: 1d20 + 14 ⇒ (13) + 14 = 27
Cordwin: 1d20 + 8 ⇒ (2) + 8 = 10
René: 1d20 + 5 ⇒ (12) + 5 = 17
Skarn: 1d20 + 9 ⇒ (1) + 9 = 10 +2 stonework, +1 vs giants
Tylur: 1d20 + 1 ⇒ (1) + 1 = 2
Flying out of the darkness, a large bat swoops in, screeching in an unearthly tone. This creature might be undead... Roll a knowledge, religion for more information, or a knowledge, nature can tell you a little bit as well.
Everyone make a DC 16 Fortitude save or be stunned for 1d3 rounds.
Cordwin: 1d20 + 2 ⇒ (18) + 2 = 20
René: 1d20 + 8 ⇒ (13) + 8 = 21
Skarn: 1d20 + 4 ⇒ (15) + 4 = 19
Tylur: 1d20 + 4 ⇒ (15) + 4 = 19
Bat: 1d20 + 4 ⇒ (8) + 4 = 12
Despite being surprised, you react quickly.
Round 1: (Bold may act)
René
Cordwin
Tylur
Skarn
Large undead bat

Skarn Hornfels |

Knowledge (religion): 1d20 + 8 ⇒ (8) + 8 = 16 +3 to identify creature abilities and weaknesses
Knowledge (nature): 1d20 + 8 ⇒ (3) + 8 = 11 +3 to identify creature abilities and weaknesses
Fortitude: 1d20 + 7 ⇒ (6) + 7 = 13
Stunned: 1d3 ⇒ 1

René Treize |

Kn(Religion): 1d20 + 9 ⇒ (3) + 9 = 12
Kn(Nature): 1d20 + 10 ⇒ (20) + 10 = 30
Fort DC 16: 1d20 + 4 ⇒ (18) + 4 = 22
René shuddered briefly at the creature's horrible screech. Shaking it off, he quickly pulled out his earplugs and shoved them into his ears even as he cursed the bat creature.
Evil eye the bat's to hit for 7 rounds. DC 15 Will save to reduce to 1 round.

Cordwin Ironbeard |

Fort Save DC16: 1d20 + 2 ⇒ (20) + 2 = 22
Knowledge (Religion): 1d20 + 8 ⇒ (1) + 8 = 9
Cordwin will take out his crossbow and try to hit the bat.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d10 ⇒ 2

Tylur Thorn |

fort save: 1d20 + 5 ⇒ (10) + 5 = 15
stunned: 1d3 ⇒ 2
The scream from the bat almost drops Tylur to his knees. Shaking his head he does his best to get a bearing on his surroundings.

GM Fuzzfoot |

Will Save: 1d20 + 8 ⇒ (12) + 8 = 20
Rene vs Skarn: 1d2 ⇒ 1
The bat flaps close, because despite it's size, it has no extended reach. With disgusting fangs, the creature lunges to bit Rene. Luckily, the hex has done it's job!
Attack, evil eye: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Round 2: (Bold may act)
René
Cordwin
Tylur (stunned til round 3)
Skarn
Large undead bat (evil eye -2 Attack, til round 2) (2 dmg)

Skarn Hornfels |

Did I learn anything with my 19 on K(religion)?
Skarn will swing his pick at the bat that is in his face!
Heavy Pick +1 Hit: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Heavy Pick +1 Damage: 1d6 + 3 + 3 ⇒ (6) + 3 + 3 = 12 x4

René Treize |

I also got a 30 on the Kn(Nature), if that helps.
Earplugs firmly in place, René snapped his fingers in front of Tylur's face. "Wake up! We gots a bat-thing ta kill. Ain't no time ta reflect on its inner beauty, heh."
Hexing it's to hit again and then cackling to extend. DC 15 Will save to reduce it from 8 rounds to 2. Also 5ft step around it.
Statuses:
- Bat: -2 to hit (2 or 8 rounds)

GM Fuzzfoot |

Rene recognizes that this creature used to be a dire bat, large but with no reach (5' only), but they can attack as they fly by, which can be difficult to fight against.
Skarn realizes this creature has since become a ghoulish version of itself, and as such, can cause ghoul fever. The bite becomes more dangerous by possibly inflicting disease and paralysis.

René Treize |

"Eh? What's that? It's a dire bat. Short legs but can attack as it flies past." Oblivious to how close he got to getting infected by something nasty, René continued to sidle past the creature.

GM Fuzzfoot |

Doh! I was waiting for an action from Tylur, but he is stunned anyway...
The bat attacks Rene again.
Bite attack: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Damage: 2d8 + 7 ⇒ (6, 5) + 7 = 18
Need two Fort saves - one for disease, one for paralysis.
Round 3: (Bold may act)
René
Cordwin
Tylur
Skarn
Large undead bat (evil eye -2 Attack, til round 8) (2 dmg)

René Treize |

Fort, disease: 1d20 + 4 ⇒ (15) + 4 = 19
Fort, paralysis: 1d20 + 4 ⇒ (13) + 4 = 17