
Rolande Deerborne |

I don't think we should let Kaven go off on his own. Lets send the rogue out for scouting and perhaps minor mischief. I still think we need to hit on a couple of different fronts for maximum chaos. Use the secret doors to our advantage and any small passages (think of the movie '300'). THIS IS SPARTA!

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Can't help but agree. Kaven has lied and deflected. Can't trust him now regardless of the reason he lied. We should try to keep Kaven in the dark about the plans we make.
Jakardros, I think I'll opt for the safer option. When it's time I will cast the spell on Fernleaf. I suggest you and Fernleaf have a little discussion about what he should look for. Are we going to start the assault in the brig? That seems like a nice quite place to start and we might find more friends locked up there. If we can do that quietly we could start a two front assault from positions of strength. Then, how do we split up our force?

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"Well we do need to clear out the secret areas first. There could be prisoners downstairs."
To Lumpy, indicating Anaba, Rolande, Cela, Fernleaf, and Buchart:
"Lumpy, follow this command until I say otherwise: if any of these people give you an order, follow it."
"There, now all of you can order Lumpy to charge in and eat up attacks of opportunity. Remember to tell him to charge all the way up to the monster to make sure he gets pummeled senseless - if he uses his ogre reach he might not get attacked."

GM Pablo |

The Smith's tattoo was about 2 months old. Kaven's three moths old. The floating pleasure barge, The Paradise opened a year ago and burnt down and sank a few weeks ago. Jarkados offers that Kaven volunteered for the weekly southern patrol (a route most of the Black Arrows disliked due to its relatively boring route along the eastern shore of Claybottom Lake).

GM Pablo |

Anaba crosses the bridge followed by everyone else (one at a time). The old bridge creaks and moans, but holds and everyone makes it across safely. The passage is 10' wide and goes 100' to a room on the left. Going straight a head is a secret door that would open into the yard. Jakardros recommends not doing that with all the ogres on the wall and probably in the barracks.
Jakardros lets you know that the room ahead is an old crypt which has not been used in decades and he has never been in there. For the last 30 years soldiers are burned in funeral pyres and their ashes scattered.
There is a 5' wide tunnel that goes 20' into an open chamber all is dark and silent. Investigate?

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Sekkim, would you please cast mage armor on Fernleaf, Anaba and myself from my wand? We don't know what's in that crypt after all.
Anaba has blind fighting. Fernleaf and Buchart can both cast true strike (+20 to hit and no chance of concealment) if it gets hairy in there.
We can always start by tossing a sunrod in there!

GM Pablo |

Lumpy moves into the room allowing you to see a bit further in and stands there. All remains quiet.
The walls of this fairly dry cavern contain twenty seven-foot-wide, two-foot-high niches, in each of which rests the ancient body of a long-dead humanoid. The skeletons bear ceremonial armor and weapons. One of the bodies has been pulled from its niche and lies in a jumble on the ground.

GM Pablo |

Sekkimm step behind Lumpy and casts detect magic.
A translucent, ghostly figure fades into view over the corpse on the floor and moves toward Sekkimm ignoring Lumpy. Its face is distorted by wrath into a hideous mask.
Anaba Initiative: 1d20 + 5 ⇒ (7) + 5 = 12
Buchart Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Cela Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Fernleaf Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Rolande Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Sekkimm Initiative: 1d20 + 8 ⇒ (7) + 8 = 15
Shalelu Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Jakardros Sovark Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Kaven Windstrike Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Vale Temros Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Lumpy Initiative: 1d20 - 1 ⇒ (1) - 1 = 0
Ghostly figure Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
Cela - delays until room to move
Sekkimm - is up.
Ghostly Figure
Rolande
Buchart
Kaven
Anaba
Fernleaf
Shalelu
Vale
Jakardros
Lumpy

GM Pablo |

Roland's first two shots go through the creature and it shrieks in pain. -8
Cela comes out of delay to take a look and assess the creature
KN Religion: 1d20 + 6 ⇒ (20) + 6 = 26
She recognizes this as a Spectre
Attacks Melee incorporeal touch (1d8 plus energy drain)
Special Attacks create spawn, energy drain - not damage! (2 levels, DC 16)
Create Spawn (Su)
Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.
Sunlight Powerlessness (Ex)
Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.
Cela advises "It is trapped in the chamber for some reason - don't engage it - use raged attacks. Energy drain is bad stuff. I can't heal that! Lumpy is immune since he is undead already"
Buchart is up!
Lumpy -4
Ghostly Figure - 8

GM Pablo |

it is late afternoon. getting sunlight to the back of the cave will be difficult. You can only damage it with magic (1/2 damage with weapons without ghost touch). Cela advises "Just stand out of the room and fire away. He seems trapped in the crypt for some reason. No reason to waste our spells here. We avoided the danger, by not rushing in."

GM Pablo |

Shalelu +1 Composite Longbow - Single Shot moved): 1d20 + 10 ⇒ (16) + 10 = 261d8 + 2 ⇒ (7) + 2 = 9 hits
Jakardros +1 Composite Longbow - Single shot (moved) +1 Shock Composite Long Bow : 1d20 + 11 ⇒ (1) + 11 = 121d8 + 1 + 1d6 ⇒ (3) + 1 + (3) = 7 miss
Lumpy +1 Great Axe: 1d20 + 8 ⇒ (13) + 8 = 213d6 + 8 ⇒ (1, 1, 3) + 8 = 13 hits
Lumpy -4
Ghostly Figure - 18
Buchart and Sekkimm are up!
Every one else stays back to let the ranged take this thing out.

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Acid Splash (rolled out a couple times if we sit here for a while and shoot at it)
Acid Splash Round 1: 1d20 + 6 ⇒ (1) + 6 = 71d3 ⇒ 1
Acid Splash Round 2: 1d20 + 6 ⇒ (20) + 6 = 261d3 ⇒ 1
Acid Splash Round 3: 1d20 + 6 ⇒ (14) + 6 = 201d3 ⇒ 2
Acid Splash Round 4: 1d20 + 6 ⇒ (3) + 6 = 91d3 ⇒ 2
Acid Splash Round 5: 1d20 + 6 ⇒ (2) + 6 = 81d3 ⇒ 3