
Xenh |

Kwen skulks forth and with the expert application of spring steel picks, tension tools and extractors makes a very difficult pick look like child's play. The door lies unlocked permitting the group to open it at their luxury.

Sajeek |

"Okay, so we peek behind the door and see what's lurking," Sajeek whispers, eyeing the door as if going to try and bite one of them. Going to the door they came through, he quietly shuts it. Sajeek quickly (and not to mention quietly pads back to his friends.
Returning, the young Beastlord frowns slightly. Ears flicking and then facing forward, Sajeeks listens to the faint sound of... glass clinking together. At least, that's what it made him think of.
"I really hope that's just a wind chime," Sajeek whispers to no one in particular. "Wait one moment before opening the door, I want to give Bast a little more aid." Sajeek quietly asks the spirit for aid. The vah shir finds himself straining to "hear" them. He feels the cold, whisper touch of other spirits that are all to eager to aid the vah shir. Sajeek can feel their hunger for his warmth, and steels his mind, calling to the animal spirit.

Xenh |

Jinx whispers, "Down one, then move onto another..." He looks like he is about to say more, but is almost dripping with glee, muted by the fear of the locale, so he just softly bounces in place with his earthshaker still in its cunningly-crafted holder across his back. He finally adds, "Let's leave the door open behind us, so we have a place to run if this turns sour."
Peeking in you catch glimpses of the largest room in the manour.
Ballroom (#24)
The floor here is inlaid wood squares, and columns spaced around the walls support a high ceiling. A single massive chandelier once hung in the room's centre, but it has long since been torn down and rent apart, littering the floor with over two hundred candle stubs and shattered crystal. In the northwest corner sits a decrepit raised wooden platform. Shattered wood can be found about the room, suggestive of chairs and benches that have long since been destroyed. The walls and floor are still intact, though covered in dust, cobwebs and dirt. Open balconies cover both the north and west walls of this floor, and can be reached by the open double doors along the north and west walls of the ballroom.
The room is approximately 90' by 70', but a strange shape, with the southern wall having distinct bends in them, and a room with no door straight north of you. Three sets of stairs descend from this room, including the two grand stairwells that you saw on the map near the front door. Another door can just be seen in the northwestern corner of the room.
Surprisingly the "tinkling glass" you heard, was partially zombies and a ghoul sliding about the room, but also something else making noises from the room straight ahead of you.
5 zombies and one ghoul wander about the room, seemingly aimlessly. The ghoul's horrific visage marks it as the most dangerous creature in the room. You wait for the thing to wander close enough for the door to open and you to launch your attack, taking full advantage that its back is turned and it is nigh deafened by the cacophony of crystal being stepped upon (full round action attacks from all on the ghoul, then initiative).
Zombies are common forms of undead found throughout Norrath. They are true walking corpses, and can be found in nearly all states of decomposition. A zombie is never reduced to a mere walking skeleton, however, always retaining at least a thin layer of desiccated and torn flesh over its body. Often its organs are exposed and their faces pulled into a rictus of a grin, making it a frightful sight indeed.
Ghouls are horrid, hunched undead common where people frequently die of starvation, pestilence, or exposure. This is because ghouls are most often created when a person commits evil acts in an effort to survive such conditions, but dies anyway. Ghouls have little of their original appearance left, and it is often impossible to tell what race they originally belonged to. A ghouls has yellowed, leathery skin that pulls tightly over and emaciated frame. They are bent and hunched, moving with an ungainly shuffle that looks inefficient but does not seem to slow them at all. Ghouls eyes are glowing orbs of green and their ears grow long and pointed, outward signs of how keen their senses become when they turn undead. Ghouls wear tattered remains of the clothing they preferred when alive, and may take similar garments from victims. Unable or unwilling to care for their gear, however, ghouls inevitably appear ragged.
(please include a knowledge: monster lore - undead to learn more about the specific abilities of either of these creature types)
The closest zombie is 40' away and they are not the most observant things on planet Norrath, so you might be able to crack off an attack or two before they even realize what is happening.
At the last moment the ghoul intelligently turns and glares right into your wide eyes, letting you know that it knew exactly where you were (spot +18), for it could smell your fear and hear your fast beating hearts (listen +19). Though you will strike first, and it trusts that the innate toughness of the undead will protect it from the worst of what you might mete out, it will sup on your flesh before the sun falls from the skies.
Hide (Ghoul 2): 1d20 + 13 ⇒ (7) + 13 = 20
Sneak (Ghoul 2): 1d20 + 13 ⇒ (1) + 13 = 14
Of interest you see a undead troll standing in the doorway of the room straight north of where you came in. It leans against the doorframe, watching the events unfold with disinterested eyes, cleaning a pair of clinking shot glasses with a relatively clean glass. All but stifling a yawn, he wanders back into the room to find other glasses that need cleaning.
(tag PCs)
(please include a DC 20 spot and DC 14 listen check in your next post to not be surprised by the appearance of the ghoul above the doorway that you just passed under, if either roll is successful you may warn the others and attack either ghoul, Kwen and Jinx are at a -2 to this roll due to their shaken condition)

Sajeek |

Bast quite literally leaps into action. The opportunity for him to take down the threat to his spirit-brother prodded him into motion. The big hunting flies through the air, powerful muscles sending him hurtling towards the nasty smelling Dead-But-Walks thing. Like all good prey, it was completely unaware of the reddish-orange tiger. That was about to change. Rather then clinging to the foul smelling thing, Bast's moves off of it after his pounce so that the two can quickly dispatch it.
Sajeek tears out through the door, drawing his Dragoon's Dirk as he goes, not bothering with his silvered dagger this time. His metal claws would do well enough. He figures that Bast would slide off the back of the undead and end up on the opposite side of the deader from the door. Both of the big felines moves quietly, avoiding announcing their presence to everything else in the room.
Hp: 78/78, 7 subdual.
AC: 18
Sajeek takes a 5 foot step in and then attacks (with gusto). D. Dirk #1:1d20 + 13 ⇒ (8) + 13 = 211d3 + 3 ⇒ (3) + 3 = 6. D. Dirk #2:1d20 + 8 ⇒ (20) + 8 = 281d4 + 3 ⇒ (2) + 3 = 5. Metal claws #3:1d20 + 2 ⇒ (1) + 2 = 31d4 + 3 ⇒ (4) + 3 = 7. Spot Check (DC: 20):1d20 + 7 ⇒ (5) + 7 = 12. Listen Check (DC: 14):1d20 + 7 ⇒ (3) + 7 = 10.
Hp: 90/90
Mana: 42/50
AC: 17 (+1 Dex from D. Dirk)
Active Buffs: Totem on Both, Spirit of Lightning on Bast and Mist on Sajeek.
At the sound of something he doesn't recognize, Bast growls low in his throat and looks around. It takes the tiger a second, but he knows something else is hidden nearby. Snarling to get his spirit-brother's attention, the tiger's gaze lifts upwards.
Not sure what the tiger heard of saw, Sajeek warns his friends as loudly as he dares.
"Bast heard or spotted something else, beware!"

Xenh |

Nogglegrop (69/72 hit points with 7 nonlethal damage, 57/108 mana) and Jinx (125/141 hit points, symbol of transal +15 bonus hit points, 75 minutes, shaken condition: -2 to attacks, checks and saving throughs) are completely vacuous, almost comically so, in terms of locating ghouls perched above doorways.
Spot (Nogglegrop): 1d20 + 6 ⇒ (5) + 6 = 11
Listen (Nogglegrop): 1d20 + 6 ⇒ (1) + 6 = 7 (critical failure)
Spot (Jinx): 1d20 - 4 ⇒ (1) - 4 = -3 (critical failure)
Listen (Jinx): 1d20 - 4 ⇒ (7) - 4 = 3

Gwendalyn |

Spot vs. DC 20: 1d20 + 5 ⇒ (2) + 5 = 7 Failure
Listen vs. DC 14: 1d20 + 5 ⇒ (13) + 5 = 18 Success
Having once been attacked by a riptide goblin hiding above an entrance to a cave, Gwendalyn is vigilant and notices a stray sound from above. Twisting to see, she whispers "Ghoul!" urgently, drops her hammer, gets out her spiked chain, and whips it to keep it from grabbing her hair. She hates that.
MA: Draw spiked chain
SA: Attack ghoul above doorway with chain: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 2d4 + 6 ⇒ (3, 1) + 6 = 10
Crit confirm: 1d20 + 10 ⇒ (18) + 10 = 28
Additional damage: 2d4 + 6 ⇒ (4, 4) + 6 = 14
76/90 hp
16/90 mana
Active Spells
Spirit of Wolf (base speed +50%): Nogglegrop (about 45 minutes)
Spirit Sight (see invisible plus spirits, even if insubstantial or in solid objects): Gwendalyn, Nogglegrop & Revery (about 5 minutes); Bast, Jinx, Kwen & Sajeek (about 44 minutes)
Talisman of the Beast (+3 buff Str): Bast, Gwendalyn, Kwen, Nogglegrop & Sajeek (indefinitely)
Turtle Skin (DR 5/–): Revery & Kwen (about 43 minutes)

Revery |

Revery watches and listens as the door is opened, and he hears something from above. Gasping, "Look Out!" he gets out of the drop zone of the thing lurking there.
Knowledge/Monster Lore/Undead: 1d20 + 10 ⇒ (5) + 10 = 15
Spot vs. DC 20: 1d20 + 3 ⇒ (7) + 3 = 10
Listen vs. DC 14: 1d20 + 8 ⇒ (17) + 8 = 25
He quickly casts Tashan on the climbing ghoul, and follows it up with Chaotic Feedback (cast defensively). These have become his two favorite spells against undead.
Tashan (free action, no AOO, 2 mana)
No save, recipient receives -6 Magic Resist, -1 saves versus spells with [Magic] descriptor.
Duration: 9 min
Chaotic Feedback (defensively, [Magic] descriptor, 8 mana)
Channeling (DC 18): 1d20 + 19 ⇒ (15) + 19 = 34
Victim takes magic damage: 4d8 ⇒ (8, 4, 2, 1) = 15
Random effect: 1d10 ⇒ 5 Stunned (cannot take actions; no Dex bonus to AC: foes gain +2 to hit.)
Will Save at -1 for 1/2 damage and no random effect, DC 22.
Active Spells - On Others
Mist (DR 4/-) on Sajeek, Gwen, Noggy, Bast, Jinx for about 40 minutes.
Strength on Jinx for about 40 minutes.
Tashan on Ghoul 2 for 9 min
Active Spells - On Revery
Minor Shielding (2AC 2HP) for about 40 minutes.
(Gwen) Turtle Skin (DR 5/-) for about 40 minutes.
(Gwen) Spirit Sight for about 5 minutes.
Strength for about 40 minutes.
Pendril's Animation - indefinite.
(HP: 61/63 + 7 subdual, Mana: 95/162)

Kwen |

spot check 1d20 + 7 - 2 ⇒ (18) + 7 - 2 = 23
listen check 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
HP 70/81
AC: 19/19
" What?" The rogue asks; glancing up where the other's were looking at his hand springing out the dragoon dirk. " Oh gods! Ghoul" The rogue says pointing with the dagger, then his hand darts to one of his last three vials, rolling through the door to get into a better position to throw the vial of Tooth Rot at the Ghoul above the door.
tumble check if needed 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
ranged touch attack 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17
Fort Save DC 23 vs Tooth Rot poison 4d6 ⇒ (4, 4, 3, 5) = 16

Xenh |

Bast is a flurry of flying fang and claw, but none make contact (spirit of lightning proc not expended this round).
Sajeek cuts the thing ahead of the party with two blows from the magical dagger (vs. AC 19) and though the creature is well protected (DR 15) his magical weaponry sinks deep (DR overcome by magical weapons). The magical weapons are an amazing investment considering the foes the group has been encountering as of late.
Gwendalyn swings for all of her might, but these creatures are tougher than mortal foes (immune to critical strikes and stuns), and though she hits with crushing force she is unable to even bruise the thing (DR 15).
With no one bleeding, a rare occurrence for the cleric, he decides it is time to unleash all manner of whoop ass on the undead monstrosity they were bearing down upon. Nogglegrop quickly remembers why his melee output is feared no where on the surface of Norrath, or the distant moon of Luclin, as he misses twice.
Mace: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Mace: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
With all the warnings it isn't difficult to deduce the ambush a split second before it was sprung. Jinx smashes his earthbreaker twice in rapid succession against the ghoul's the group had snuck up upon. Glancing back the halfling sighs as three members of the group ignore his advice to focus on one at a time. At least he had someone to stand opposite him (+2 for flanking with Sajeek). Though the blows are blocked primarily by the thing's innate toughness, the halfling's hammer nearly kills it in two blows (4 hit points remaining).
Earthbreaker: 1d20 + 19 - 8 + 2 ⇒ (15) + 19 - 8 + 2 = 28
Damage 1d8 + 15 + 14 ⇒ (4) + 15 + 14 = 33
Earthbreaker: 1d20 + 11 - 8 + 2 ⇒ (15) + 11 - 8 + 2 = 20
Damage: 1d8 + 14 + 15 ⇒ (8) + 14 + 15 = 37
Suddenly the casters are surrounded leaving them in danger any time they release a spell (must cast defensively to avoid incurring two AoO from the ghouls.
Luckily none of the zombies have noticed you as of yet, which is shocking considering that spells are being cast and a battle is being met not that far away from them.
The ghoul above the door lightly touches down and looks about ready to cut Kwen in half as its torso melts, while it barely pushes off Revery's spell. It was a beautiful thing to see the rogue flip in the air, releasing his phial in mid-air, and landing gracefully while the thing flailed in pain.
Will Save (Ghoul 2 vs. DC 22 Chaotic Feedback): 1d20 + 8 ⇒ (14) + 8 = 22 (success)
Fort Save (Ghoul 2 vs. DC 23 Chaotic Tooth Rot): 1d20 + 1 ⇒ (13) + 1 = 14 (failure)
(end of round)
(start of new round)
Initiative:
- Ghouls
- Pravus Mortis
Ghoul 1 vs. Jinx (4/55 hit points remaining)
Claw: 1d20 + 7 ⇒ (1) + 7 = 8 (critical failure)
Damage 1d8 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Ghoul 2 vs. Kwen (39/55 hit points remaining)
Claw: 1d20 + 7 ⇒ (14) + 7 = 21
Damage 1d8 + 3 ⇒ (4) + 3 = 7
Claw: 1d20 + 7 ⇒ (20) + 7 = 27 (critical threat)
Confirmation: 1d20 + 7 ⇒ (8) + 7 = 15 (failed unless paralyzed from the first attack)
Damage: 2d8 + 6 ⇒ (5, 8) + 6 = 19
(Kwen: please include 2x DC 16 Fort saves or be paralyzed for a number of rounds below)
Paralysis (attack 1 duration): 1d4 ⇒ 1
Paralysis (attack 2 duration): 1d4 ⇒ 3
(tag PCs)

Kwen |

fort save vs paralyzed DC 16 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
fort save vs paralyzed DC 16 1d20 + 4 - 2 ⇒ (15) + 4 - 2 = 17
Kwen grunts as the ghoul's claws pass through his defenses, feeling the terror of the ghoul's blows try to freeze his central nervous system. The rouge stabs at the ghoul twice with his dagger.
parrying for a - 2 to hit, + 2 to AC
d.drik 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
damage 1d3 + 4 ⇒ (1) + 4 = 5
d.dirk 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
damage 1d3 + 4 ⇒ (2) + 4 = 6
HP: 65/81
AC: 21/19

Sajeek |

Flanking with both Bast and Jinx, the vah shir tears into the ghoul once more. They had to dispatch this one as fast as possible. There were still a lot of walking dead things in the ruins of the ballroom.
Bast rips into the foul smelling thing. It had managed to escape his claws and fangs before. It wouldn't be so luck this time. Growling, the tiger attacks.
Hp: 90/90
Mana: 42/50
AC: 17
Bast attacks, +2 flanking bonus with Sajeek or Jinx. Bite:1d20 + 9 ⇒ (10) + 9 = 191d6 + 7 ⇒ (1) + 7 = 8. Claw #1:1d20 + 6 ⇒ (5) + 6 = 111d4 + 3 ⇒ (3) + 3 = 6. Claw #2:1d20 + 6 ⇒ (18) + 6 = 241d3 + 3 ⇒ (1) + 3 = 4. Proc checks and damage (if succesful):1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (20) + 3 = 234d6 ⇒ (5, 6, 1, 5) = 17.
Hp: 78/78, 7 subdual
AC: 18
Active Buffs: Totem on Both, Spirit of Lightning on Bast and Mist on Sajeek.

Xenh |

The troll appears content to remain in the far room, playing undead bartender.
Kwen pushes off the infection of the grave and stabs effectively once and the follow up blow hits the exact same spot.
Sajeek's first strike takes the ghoul down, to the absolute surprise of the ambushers that these mortals were worthy combatants. The vah shir's second blow, after agilely swivelling for position, targets the second ghoul, and also digs deep.
Bast, dancing with lightning about his sinewy form, leaves the first dead ghoul limp body and pounces on the second, unleashing all sorts of mayhem, especially from the second claw, which releases a bolt of pure blue-white energy into the ghoul's body rendering it inanimate.
(end of combat)
The zombies are mostly mingling about on the west balcony watching the battle below, reaching out their arms as if to pluck a meal from far below.
It is a perfect opportunity to test one of the holy waters, since there are 5 of them all together.

Sajeek |

Looking at the zombies all milling together in there undeath, a positively evil smile lights up Sajeek's face. Digging out a waterskin from Khae, the vah shir sneaks a bit closer. The Beastlord puts the skin under his arm, ready to squeeze. He wants the spray to hit all of the damn zombies. Sajeek really didn't like these shambling rotters.
Once Sajeek gets close enough, he unstoppers, the waterskin, pinching the opening close. Getting a decent enough bead on the zombies, he nods to himself.
"I hope this works," the vah shir mutters.

Xenh |

Sajeek skulks to just behind the mass. Unstoppering his waterskin he offers a prayer to whatever deity might be listening, both that he hits and potentially more importantly that he is not about to just turn them into uninjured yet sodden zombies, and starts dousing the monsters with the holy fluid.
What follows is nothing short of amazing.
(splashing a bit of this special: dwarven holy water onto an undead creature is 1d6 damage; each waterskin holds 7 splashes, spraying the entire contents of a waterskin is 7d6 damage, 10' range for both and each is a full round action ranged touch attack that incurs an AoO if used within melee range)
The others move up to Sajeek, keeping an eye on the area they last saw the troll, and prepare to assist him should he need it.
Each of the group can charge in the last bit of space (5' step) and unleash all hell as the beastlord unleashes his torrential downpour of ontological positivity.
Initiative:
- Pravus Mortis
- (5) Zombies

Sajeek |

Sajeek had heard that holy water was like acid to the undead. Hence his interest in locating the liquid when they visited the dwarves. So, the vah shir figured that they would see some rotten flesh melting off the unfeeling undead as they continued to shamble forward with their arms outstrectched. The Beastlord was very wrong about the effect that it would have upon the zombies.
With the hissing sound of a wet log shoved into blazing hot coals, the rotten flesh erupts into white flames, burning with such purity it hurt to look at it. The zombies flesh and bones as the Holy Water moves down their bodies, trailing a fire that would make the sun jealous of it's brightness. What's more, Sajeek learned that the undead can indeed feel some sort of pain. The five zombies writhed as if they were living and had been turned into walking torches. Bits of of white burning flesh was flung from their bodies, turning to soft ash before touching the ballrom floor. The shattered glass reflected the intense white light, bathing the nearby floor in it's holy glow.
Sajeek was stunned. Although, not so stunned by the sight of the power of the divine that he didn't call on Bast to attack.
Ears twitching as he hears his spirit-brothers call, the tiger snarls and leaps past his the beastlord. Bast wasn't sure what Sajeek had done to the rotten walking things, but he was sure that he didn't want it happening to him.
The armored halfling doesn't waste anytime rushing forward to attack, getting around the cat's big cat. He had a bone to pick with place, and a hammer that ached to crush it. Besides, why should the vah shir have all the fun.
Hp: 90/90
Mana: 42/50
AC: 17
Bast moves and attacks the first shambler that he can get to. Bite:1d20 + 9 ⇒ (9) + 9 = 181d6 + 7 ⇒ (2) + 7 = 9. Claw #1:1d20 + 4 ⇒ (9) + 4 = 131d4 + 3 ⇒ (4) + 3 = 7. Claw #2:1d20 + 4 ⇒ (12) + 4 = 161d4 + 3 ⇒ (4) + 3 = 7.
Hp: 78/ 78, 7 subdual.
AC: 18
Active Buffs: Totem on Both, Spirit of Lightning on Bast and Mist on Sajeek.
Jinx will move in and attack (-2 from Shaken). #1:1d20 + 17 ⇒ (8) + 17 = 251d8 + 15 ⇒ (8) + 15 = 23. #2:1d20 + 9 ⇒ (1) + 9 = 101d8 + 15 ⇒ (8) + 15 = 23. Cleave attack:1d20 + 17 ⇒ (5) + 17 = 221d8 + 15 ⇒ (1) + 15 = 16.
Hp: 125/141
AC: 18
Active buffs: strength, symbol of transal +15 bonus hit points, 75 minutes, shaken condition: -2 to attacks, checks and saving throughs.

Xenh |

Each of the zombies scream semi-silent screams as much of their bodies are eaten away (8/33 hit points remaining each) by the 50 proof dwarven holy water.
Zombies (AC 17, DR 5/+1), like skeletons, have very little meat to them, which makes stabbing less useful than bludgeoning and slashing weapons (half damage from piercing).
Bast tears into one of them, tearing a long gash in its side (4 hit points remaining).
Jinx slips a bit of wax, but his two of the five are destroyed in the his other swings.
Nogglegrop hits hard, but his attack shows no signs of long-lasting damage.
Mace: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Mace: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
What follows is much akin to a cougar running afoul of an addled children's game. The heavily-damaged zombies are too slow to really mete out much in the way of damage, and the group is far too organized and well-seasoned to fall to such minor foes.
The last of the zombies is put down a few seconds later.
(end of combat)
None of the 7 bodies has anything of interest on them, save for one that has the rest of the blueprints, bloodstained though they may be, of the manour and surrounding area.
(note: no map is marked with numbers, they are only there for easy reference, some areas on the basement map will be unknown to players)
Your current position, now that you stand near the double doors out onto the west balcony, gives you a perfect vantage point to see into the room you previously could not. With so many potential ways of getting into the room, not forgetting climbing up to the balconies, or flying, it is obvious that this area is far too exposed for any but the most suicidal of your number.
Jinx whispers, "I think we should stay. I like it here."
Taproom (#25)
The corner of the floor, just off the ballroom is connected by a wide archway. The wall of the room is dominated by a long marble-topped bar that runs its entire length. Behind the bar, shelves hold many bottles and glasses. Small tables are scattered through the rest of the room with chairs around them. A door on the north wall leads out to the north balcony. Surprisingly the taproom is almost perfectly intact. The remain in tact because of the tapster that still dwells in the room, and he does not tolerate anyone's interference with his work or his proprietorship.
Other than Rockbite, the undead troll, you are alone in the area of the ballroom, taproom and balconies. The three stairwells in this room, not to mention the double balconies, provide you a great opportunity to hear the battles and screams happening around you.
Working your way southward affords you a view of two rooms that are set up nearly identically.
Classrooms (#26)
These two large rooms each have rows of wooden tables, with shattered chairs along the side facing away from the door. At the end furthest from the door stands a single heavy wooden desk, with one shattered chair behind it facing the door behind the desk holds a single massive sheet of slate, broken in the south room, but intact in the north. The south classroom has two large windows in its south wall, overlooking the back of the grounds.
Two towers are left unexplored.
(please update hit points, mana, active spells in your next post)

Gwendalyn |

"Yes, well, you're nuts," Gwendalyn whispers back, aware that she is currently not in much of a position to talk. She stows her ineffective spiked chain, keeping her hammer ready at hand. "I'm not seeing anything particularly curse-like. Should we try the towers next?"
16/90 mana
Active Spells
Spirit of Wolf (base speed +50%): Nogglegrop (about 45 minutes)
Spirit Sight (see invisible plus spirits, even if insubstantial or in solid objects): Gwendalyn, Nogglegrop & Revery (about 5 minutes); Bast, Jinx, Kwen & Sajeek (about 44 minutes)
Talisman of the Beast (+3 buff Str): Bast, Gwendalyn, Kwen, Nogglegrop & Sajeek (indefinitely)
Turtle Skin (DR 5/–): Revery & Kwen (about 43 minutes)

Revery |

Revery studies each map in turn, committing it to memory as much as is possible within a few minutes.
He points to the northwest tower. "The towers may be interesting. They may give better views of outside. I really wonder what is going on - why they are fighting each other. Perhaps they really are all newcomers here, like us."
He points at the area between the northwest tower and the ballroom. "This area seems to have no doors. I wonder if something is hidden therein. I would like to check, but I am a little concerned about that troll. Maybe we can try talking to him?" He looks to see if the troll is actually drinking anything.
Active Spells - On Others
Mist (DR 4/-) on Sajeek, Gwen, Noggy, Bast, Jinx for about 40 minutes.
Strength on Jinx for about 40 minutes.
Active Spells - On Revery
Minor Shielding (2AC 2HP) for about 40 minutes.
(Gwen) Turtle Skin (DR 5/-) for about 40 minutes.
(Gwen) Spirit Sight for about 5 minutes.
Strength for about 40 minutes.
Pendril's Animation - indefinite.
(HP: 61/63 + 7 subdual, Mana: 95/162)

Kwen |

Kwen gives a chuckle then says " Alright I'm game, I'll chat with the troll. Keep on eye out for trouble." Kwen shakes his head at the whole scene, the walks up to the 'bar' stopping 10 ft away Kwen says " Oi! mate, you would happen to have a drink available and perhaps some information eh?" The rogue asks not expecting an answer at all.
Diplomacy, because why not 1d20 + 12 - 2 ⇒ (11) + 12 - 2 = 21
gather information quick 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25
HP: 65/81
AC: 19/19
Turtle Skin DR 5/- 35 minutes left

Xenh |

The empty area without a door appears to be just that, with no obvious secret entrances. If you were to guess you would imagine that it was formed simply to keep a consistent look to the ballroom.
There is a moment where everyone's hands moves a few inches towards their weapons, as it is obvious that Rockbite is torn between the desire to offer Kwen a drink and the urge to feast upon his flesh. Perhaps it is a good day, but all of the group is invited in for a drink and to sit at the bar or small tables.
Rockbite is large for a troll, which places him closer to 9' than 8 and has him weighing nearly 600 pounds. He wears an opalline earring and is clad in a chain shirt.
The undead troll lumbers behind the bar and speaks, something that he has not needed to do for a long long time, with a dusty, yet deep bassy voice, "Ale? Beer? Mead? Wine? Spirits?""
Strangely it is Nogglegrop, the wisest of you all, that is in there like a dirty shirt. Though perhaps it is not a surprise since he's a little drunk. He figures that everything will have turned, so he order spirits, with a little giggle considering the sheer volume of undead that have infested this place, and seems quite impressed by the vintage he is drinking.
Jinx remains standing, refusing all offers of drink, and keeps watch over the three stairwells, the way the group came up, and the two balconies.
For a shambling nightmare Rockbite has retained a modicum of his intelligence, and sees the barroom as his domain. Based on the number of scars that bedeck his massive frame, you imagine that he could do a great deal of damage with the large masterwork battleaxe that he keeps behind the bar.
It is a difficult conversation, since Rockbite is so limited, but Kwen is perfect in the questions he asks (critical success), and learns that the troll chose to set aside his violent ways and seek a more peaceful life. Someone named "Will Haven" offered him a job as a tapster, and he accepted. For several years Rockbite worked here, serving drinks and chatting with the guests, and everyone was impressed by his intelligence and friendly nature. After the curse fell he was slain by a horde of zombies and rose as one of them.
Rockbite leaves you with a piece of advice, "Not...enter...towers. Die."
By the sounds of the silence the battle has ended outside, and nightmares indeed are again cruising around the manour and grounds.
Time presses and you have left a trail of many bodies in your wake.

Kwen |

"Alas, Tis a shame that you were subjected to this curse, perhaps if we are lucky enough, we might be able to remove the effect of the curse from these lands. Then we might be able to do something about your affairs, if you are able to, perhaps you might know the location where the curse is the strongest." Kwen asks, impressed by whole event, having ordered an ale that he only took a few sips from, not wanting to get destroyed from alcohol with so many undead beings around.
" If you are unable to tell us about the where the curse is perhaps you might know more about the dwarven ghost good sir." Kwen asks, figuring that more information couldn't hurt.
diplomacy check 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23
gather information 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
" Well friend, thank you for your help and for the wonderful drinks, what is our tab? " Kwen asks figuring that well Rockbite didn't attack him or the group and he gave out information.

Sajeek |

The young Beastlord tries to hide his chuckling with his hand with limited success. Tugging a few strands of linen that make up his sandy colored Dervish Robes tighter, he looks at the halfling and grins at his comment. Sajeek turns around in a full circle as he looks at the very open ballroom.
"You would like it in here," Sajeek sticks out his tongue at Jinx and then grins good naturedly at deadly little halfling. It was always a good idea to treat the halfling nicely. One: he was a hell of a fighter, there was no question of that fact. Two: he was absolutely b~%%*~# crazy.
Sajeek had eyes the big undead troll warily. He gripped his magic dirk tighter when the troll looks at them. When Kwen gets closer and asks the undaed troll for a drink, Sajeek muscles all tensed as he got ready for another fight. The vah shir blinks stupidly when the dusty voice reaches his ears, offering drinks. A warm smile peels back his muzzle. Nodding his head to the undead Troll bartender, Sajeek grins, following Noggy with a, "Well, if you insist".
Sheathing his blade, the vah shir takes a sit next to Noggy with a sigh of relief. Bast pads over, looking at Sajeek and then back at the undead troll, his ears twitching as the tiger tries to figure out why no one was attacking the big shambler. With a feline shrug, Bast rest his head on Sajeek's leg.
Emerald eyes wide as he looked over the amount of booze that the troll has the privilege of keeping safe, Sajeek looks between the troll and the Taproom. A smile worthy of the fabled Cheshire Cat cut across the vah shir's muzzle.
"We have a bar. A fully stocked bar," the vah shir quietly says, almost sounding stunned. "If I wasn't going to help break the curse, by the Spirits, I am now." Sajeek says, looking at Rockbite's Taproom. He looks down at the gnome and nods. "We have to find a way to make sure that Rockbite is restored to life. It would be a epic shame to let his expertise go to waste." The vah shir says in complete seriousness. His eyes widen a little bit as he spies a bottle of what looks like Cactus Fire. He had developed a taste for it traveling with the gypsies in the desert of Ro.
Ordering a glass of fine (and he was guessing well aged), Cactus Fire, he stares at the liquid. It looks almost as if the sunlight had been captured and turned into liquid. Raising the glass to his nose, he sniffs at it delicately, inhaling the scent of the desert. A loud purr suddenly erupts from Sajeek, startling Bast a little. Tail twitching lazily back and forth, the vah shir raises his glass to his friends and then to the undead bartender, Rockbite.
Listening to limited conversation, Sajeek sips at his glass, closing his eyes, still purring. The liquid daylight flowed into his stomach, almost instantly sending tendrils of warmth throughout his body. Sajeek feels the gnawing effect of the curse lessened. Just a bit. He knew it was the effect of the alcohol, but he wasn't about to complain at the moment. Feeling his shoulder's relax as the tension knot in his back melts away, he rolls his head on his shoulders. Opening his eyes, he grins.
"I feel a lot better," Sajeek says with a roguish grin. He takes another sip and listens as the rogue and troll zombie talk. 'This is up there with some of the weirder things that has happened to us,' the vah shir thinks with a shake of his head. Both of ears perk up at the troll's telling them to stay out of the towers. Sajeek's whiskers twitch, and one could almost see the curiosity building with the Beastlord.
While they wait for the Troll to tell them what they owe for the drinks, Sajeek looks at his friends. The vah shir's emerald eyes were twinkling with excitement. Sajeek reaches down to scratch Bast's head with his left hand as he takes another sip from his glass.
"I don't suppose anyone is thinking what I am thinking?" Sajeek whispers to his friends. "Besides, that battle sounds rather over with. I would guess what ever resided in the manor, is going to be making it's way back in. And anything with half a brain could follow our trail. Looks like we go up." The smile is akin to that of a child pretending to be innocent.
"Of course, Rockbite could also be absolutely correct, and we could get killed. But when isn't the case?" the vah shir chuckles.

Revery |

"You're right, Sajeek, I was not thinking what you were. What I was thinking was, we enjoy the hospitality and relative safety of this room, and rest. We can keep an eye on the outsides. Perhaps one of us could benefit from Noggy's special invisibility spell, and observe from the balconies." Revery is tired, but he enjoys a glass of whatever wine is available, while sitting at one of the intact chairs.
He glances at the wall of the northwest area of nothing, and plans out a search strategy for it, in his head for the moment. Memories of searches past enter the same space, mingled with dreams of future searches, and imaginations of bizarre and dangerous findings. He closes his eyes and shakes his head to get rid of them.
"Besides, I doubt there is anything interesting on the roof." He winks at Sajeek.
He looks at the troll and asks, "Um, Rockbite, sir? Would you happen to know why this place has become so popular with undead recently? I presume it's not word of mouth about the drinks served here?"

Sajeek |

Sajeek looks confused for a moment.
"Uh, no. I meant the towers," he says with a grin. "What else did you think by me saying, "Rockbite could be correct?" The vah shir blinks a few times. "Oh, the roof? Heh, I doubt the source of the curse is on the roof. That's just plain nuts."
"Umm, Chapel. Here, let me have the maps real quick," Sajeek borrows the maps and carefully approaches the troll, setting the maps down on a nearby table.
"Could you point out the chapel on the map, please Rockbite?" the vah shir politely asks of the undead bartender. It never pays to be rude to the one serving you drinks and not charging.

Xenh |

The curse does not look to be over a decade old, unless there is some way for the alcohol to be replenished. The wine has not turned, and the ale is tasty. This curse is a relatively recent event it appears, which would explain why it is not on any map.
No charge is suggested, nor nothing in Rockbite's posture is suggestive that even a tip would be considered.
Revery's question is answered by the word "curse" and the troll scrunches up its features as if the request to think and produce a single word was a monumental undertaking, "Chapel." Rockbite points at the northeastern most room on the first floor maps the group holds, and then points at the stairs that shared the same wall as his taproom. He looks exhausted, but if truth be told it is not in the thinking, but in the stopping himself from slaughtering and eating his guests.
Rockbite then loses interest in the group going through a routine he has been doing for days innumerable.

Sajeek |

"Well, that was..., really, really helpful actually," Sajeek says as he retrieves the maps and walks back the others, looking at the papers intently. He looks over at the zombie troll and then back over at his friends.
"We should probably get moving soon. Like really soon," Sajeek whispers looking at his friends. "I don't want to push our luck," he nods in the direction of the undead troll. The undead creature had begun to look like it wanted to eat them. Just something about it's gaze lingering upon them as it walked away. It was the hunger in Rockbite's cloudy gaze that Sajeek saw.
"Besides, we have curse to lift," Sajeek finishes the last of his glass and sets down upon the table.

Revery |

"I know you meant the towers, but you said 'up'. The only thing up from here is the roof, and those flying undead. Did the Prince mention the chapel as a possible location? I hadn't heard that." Revery inquires. He's happy for the undead troll's politeness and helpfulness.

Sajeek |

"No, Khae really just said cursed placed. I'm not sure if they knew about the manor," Sajeek tugs on his right ear. "Unless the occasional scout was sent to investigate the big obsidian mountain. That might explain the dwarf we saw."
The vah shir glances over at the undead troll bartender that is going about it's routine. Possibly on of the things that helped to keep it sane.
"And if Rockbite pointed it out, that's good enough for me," he grins at Revery. "Beats us blindly running around room to room." Sajeek adds with a chuckle and a shrug of his shoulders.

Kwen |

" Works for me. Yes Sajeek I agree when the curse gets lifted we should see if the gods will allow us to restore Rockbite. Now do we try to pad over to the Chapel now, or find a place to rest, regaining spells, then go to the Chapel, buffing ourselves along the way? Either way could mean a lot of fighting going on. We have been lucky so far, at least the Chapel might have more answers for us." Kwen says wishing he had purchased more supplies, the theory that Kwen had been operating by had meant less undead.

Xenh |

There is a sound of heavy footfalls coming up the main stairwell, east side, which helps the group to make the easy decision to descend to the second floor via the stairwell on the south wall of the taproom. If truth be told they had lingered deep into the undead troll's reserves, which was a testament to the "friendly nature" he had alluded to.
You never catch a glimpse of what was rising as you were descending, but it sounds as if it was several creatures wearing full plate armour. One might worry that it was friendly to their cause, but the aura of unease that floods the area, even touching the group, is so pervasive that it rocks you to your deepest core.
The party had came within seconds of meeting the occupants of the northwestern tower and they wish to move both quickly and quietly since they have left another trail of bodies behind them. If only they understood the gift Rockbite had given them by warning them away from those doors.
A few zombies, and a skeleton can be seen down the east hall to the south, but they have not seen you yet. You can see a number of the undead that occupy the ground floor mingling around down the main stairwell below you.
It is seeming like a good time to find a place to lie low for a bit, on the off chance that you are being tracked, and it would be a wonderful thing to not kill anything where you wish to hide.
Templar Nogglegrop (69/72 hit points with 7 nonlethal damage, 3/108 mana) touches each of the group in turn, granting them the chill of the grave (invisibility vs. undead), though it drains him greatly, and he looks about ready to collapse afterward.
This spell permits everyone to move with a bit of breathing room. The cleric is forced to refresh the spell on Bast almost immediately, and then himself again, but the spells seem to be sticking now.
You see a candle's light from the end of the hall on the west side of the second floor, which is coming from the last room (room 17).
(Ding Level 10!)
Class Titles:
- Templar Nogglegrop
- Beguiler Revery
- Blackguard Kwen
- Luminary Gwendalyn
- Myrmidon Jinx
- Elder Sajeek

Gwendalyn |

Gwendalyn is very careful of the troll's well-guarded trove, since it seemed like some of her worst life experiences had started with an innocent drink, and there was little innocence to spare in this place. Aside from disagreeing with the proposition that the taproom is a good place to stay, she is content to follow the others' lead, not really having any good ideas for where to go next.

Sajeek |

"A light," the vah shir whispers. He reaches out and taps Kwens' shoulder. Pointing at the door with a bit of candlelight, Sajeek nods to the rogue. "Let's go check it out. Might be a good hidey-hole."
He looks around a the few shambling zombies that they currently were sharing space. While the undead couldn't see them, Sajeek knew that was going to only last for so long. Noggy looked he was running off of the glass he had drank. The gnome certainly looked ready for a rest, face grey from channeling so much divine energy.
"And I'm pretty certain that whatever was out in the yard fighting, has made it back into manor." He glances back over his shoulder. "Whatever it was, I think we just managed to miss it when we came downstairs. Rockbite was right about the towers, it seems," he adds with a hint of a grin upon his muzzled face.

Xenh |

As you move southward down the west corridor you come face to face with the horrific spectre you saw earlier outside the kitchen. It emanates a sense of foreboding so pervasive that you have to clap your hands over your mouth to stop from screaming. Even the crazed Jinx does not look like he is interested in engaging this powerful undead creature.
The worst possible occurrence occurs as Nogglegrop feels his magical invisibility fading, but he cannot move.
Without a noise it hovers past the group and descends down the stairs, disappearing as the cleric reappears. Nogglegrop is too weak to refresh his magical protections, so he urges the group to move quickly before they are discovered.
You slip in through the door, since there is no other choice with the noises coming behind you.
Master Bedroom (#17)
This fairly large room contains a massive four-poster bed, a pair of marble-topped dressers, a small side table, and a pair of comfortable armchairs. A door in the north wall opens onto the back stairs (leading down to the ground floor), and a dressing table sits in the northeast corner. This room has no trash in it, and all of the furniture has been repaired enough to be usable, though many of the pieces do show signs of tooth and claw marks.
Atop the small table, beside the far side of the bed, is a large, iron-clasped journal.
Sleeping in the bed is a male gnome and standing over him is a skeleton, which appears indifferent to the gnome, but really is not a fan of Nogglegrop.
He is a necromancer, or an incredibly powerful shadowknight, and as the skeleton moves, so does the gnome.
Initiative:
- Pravus Mortis
- Khrix Fritchoff and Pet

Revery |

Revery pushes his heart back into his chest soon enough to follow the others into the bedroom, and closes the door. He takes in the room quickly, noticing the pet skeleton moving to attack the group. He wonders if this gnome is responsible for all the undead here.
He makes sure his own pet is standing in front of him.
Figuring the best way to gain the upper hand is to remove the pet, Revery first does Tashan on the gnome, mostly to scare him, and then, trying to figure out the spell that raised the bones, tries to defensively dispel it (Cancel Magic). The spell does not come out exactly as planned, though, and as he finishes casting it he expects it to fail.
Spellcraft to determine spell: 1d20 + 21 ⇒ (2) + 21 = 23 (+2 more if it's an Alteration spell) vs. 15 + Spell Level
Tashan (free action, no AOO, 2 mana)
No save, recipient receives -6 Magic Resist, -1 saves versus spells with [Magic] descriptor.
Duration: 9 min
Cancel Magic (defensively, 5 mana)
Channeling (DC 18): 1d20 + 19 ⇒ (11) + 19 = 30
Effect dispelled if 1d20 + 9 ⇒ (3) + 9 = 12 exceeds (or is equal to?) Caster's Level + 11
(Assuming 10 minutes have passed?)
Active Spells - On Others
Mist (DR 4/-) on Sajeek, Gwen, Noggy, Bast, Jinx for about 30 minutes.
Strength on Jinx for about 30 minutes.
Tashan on Khrix for 9 minutes
Active Spells - On Revery
Minor Shielding (2AC 2HP) for about 30 minutes.
(Gwen) Turtle Skin (DR 5/-) for about 30 minutes.
Strength for about 30 minutes.
Pendril's Animation - indefinite.
(HP: 61/63 + 7 subdual, Mana: 88/162)

Kwen |

Kwen throws the last two vials he has, one at the gnome and the final one at the skeleton, figuring that the grenade was more for crowd control.
gnome vial DC 23 fort save against Tooth Rot Ranged touch attack
1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
damage 4d6 ⇒ (6, 6, 6, 6) = 24
skeleton 1d20 + 13 - 2 ⇒ (3) + 13 - 2 = 14
damage 4d6 ⇒ (5, 3, 5, 5) = 18
or if it counts as two attacks the second poison vial is at + 8 - 2
DC 23 fort save
HP: 60/90
AC: 19/19
DR 5/- 30 minutes left

Xenh |

Partaking and questioning the undead troll took well over 15 minutes.
Revery closing the door likely saves everyone from the chain reaction of the noises behind you alerting the spectre, or the undead monster with heavy footfalls above, which would bring unwanted attention of a very powerful sort.
It is the little things, the unnoticed details, that make a profound difference in the long run.
Kwen glances down and realizes that his poisons are not useful in this situation, since tooth rot only affects undead creatures.
(reminder: Jinx's actions rely on the a group member to marionette)
A decision awaits. Will the group take Khrix alive? If they understood just how powerful he was they would kill him thrice, burn him, and then start attacking the ashes.

Kwen |

Edit with new information Kwen moves to stab like nobodies business.
Kwen moves forward to stab with the Dragoon Dagger and the normal dagger as well to the prone gnome, not using poisons at the moment.
Stabbing for justice 1d20 + 10 - 2 ⇒ (5) + 10 - 2 = 13
damage 1d3 + 4 + 3d6 ⇒ (2) + 4 + (3, 1, 1) = 11
to hit with Dragoon dagger 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
damage 1d3 + 4 + 3d6 ⇒ (3) + 4 + (1, 4, 2) = 14
crit confrim 1d20 + 5 - 2 ⇒ (14) + 5 - 2 = 17
to hit with normal dagger 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
damage 1d3 + 2 + 3d6 ⇒ (3) + 2 + (5, 3, 2) = 15
Crit damage 2d3 + 4 + 3d6 ⇒ (1, 3) + 4 + (6, 3, 5) = 22
HP: 60/90
AC: 19
Turtle skin DR 5/-

Sajeek |

Ignoring the skeleton for the moment, Sajeek follows the half-elf. The vah shir had been a bit stunned at the sight of the gnome, guarded by the skeleton.
Normally, the beastlord wasn't one to attack first and question the corpse. Considering that they were neck deep in a cursed manor, almost filled to the ceiling with mundane and freakishly powerful undead. And they just happen to stumble upon a living being. Who was guarded by an undead puppet. A non combative zombie, he could deal with. Someone willing turning this place as it was into a living quarters, just screamed trouble.
Not wanting to take any chances, (they had screwed that one up with Swenj), Sajeek calls Bast in to chew on the gnome as well.
With a shrug of his spiky armored shoulders. Jinx charges in. Better to squish the caster, they had all sort of nastiness to bring out to play.
And, on the chance that the gnome wasn't out to raise armies of the undead and use the Obsidian Mountain as his base of operations, Sajeek would personally heal him up and get him drunk. It was as good as an apology as any, he figures.
Hp: 90/90
Mana: 42/50
AC: 17 (+1 Dex from D. Dirk)
Bast follows the vah shir and bites. Bite:1d20 + 9 ⇒ (10) + 9 = 191d6 + 7 ⇒ (5) + 7 = 12
Hp: 78/78, 7 subdual
AC: 18
Active Buffs: Totem on both and Mist on Sajeek
Jinx charges (+2 att, -2 AC), reading his Earthshaker and attacks (-2 From Shaken condition). Charge attack:1d20 + 20 ⇒ (18) + 20 = 381d8 + 15 ⇒ (3) + 15 = 18
Hp: 125/141
AC: 16 (-2 from charge)
Active buffs: strength, symbol of transal +15 bonus hit points, 75 minutes, shaken condition: -2 to attacks, checks and saving throws.

Gwendalyn |

Gwendalyn follows the others in a kind of daze, trying to understand this strange place. Preoccupied, she hardly even notices that they're moving toward a light on purpose; except maybe for dark elves, it's perfectly natural for living creatures to do that, from moths to erudites.
Then the spectre floats by and she freezes like a mouse in a field sensing a gliding falcon, distracting herself with irrelevant thoughts, like why is it an anagram of scepter in the common tongue? Is there a connection with royalty also possessing an intangible, enduring, fearsome power, or is it just a coincidence?
The next thing Gwen knows, they're in a bedroom with a gnome and his pet skeleton. The shaman buffs herself and is about to tell everyone to focus on the master, when she realizes that they're already doing it. She slams into the skeleton and swings her hammer at it, since the other is already surrounded.
17/90 mana
FA: Cast Fleeting Fury (Gwendalyn)
FRA: Full attack (skeleton)
Slam: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26
Damage: 1d6 + 6 ⇒ (6) + 6 = 12
Two-handed hammer: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27
Damage: 2d6 + 9 ⇒ (1, 5) + 9 = 15
Active Spells Cast
Fleeting Fury (+4 Str & Dex, +1 insight AC): Gwendalyn (3 rounds)
Spirit of Wolf (base speed +50%): Nogglegrop (about 30 minutes)
Spirit Sight (see invisible plus spirits, even if insubstantial or in solid objects): Bast, Jinx, Kwen & Sajeek (about 29 minutes)
Talisman of the Beast (+3 buff Str): Bast, Gwendalyn, Kwen, Nogglegrop & Sajeek (indefinitely)
Turtle Skin (DR 5/–): Revery & Kwen (about 28 minutes)
Other Current Effects
(Revery) Mist (DR 4/–): about 25 minutes

Xenh |

Khrix Fritchoff, a high ranking gnome necromancer of the Dark Reflection in Ak'Anon, is cut down in his bed so efficiently that it takes a moment for his astonished life's blood to start grudgingly staining the sheets.
There is an explosion of smoke as the undead minion simply collapses in upon itself.
(end of combat)
You are left alone in the chamber with the smell of brimstone in the air and tiny dead body on the bed. The door is closed and you have at least a momentary reprieve.
The door to this chamber is reinforced wood, 6' high, 3' wide, and 2" thick;
It takes a moment for you to notice the stench of rotting meat and carrion, but in short order it washes over you. Opening the door to the back stairs reveals body parts, perhaps dozens of different creatures in total rotting and crawling with maggots, just casually cast aside down the stairs.
(please include a DC 12 Fort save to ward off the effects of being sickened for 1d3+1x10 minutes afterward, sickened: -2 attack and damage rolls, saving throws, skill and ability checks)
A horrified Nogglegrop stares at the body for a long while, "I had thought to resurrect him, but after seeing that..." He leaves the thought to hang in the air while he shakes his head.
Searching the room reveals a literal treasure trove:
- gossamer robes
- +1 short sword
- masterwork light mace
- mystic cloak
- meditative blanket
- goo boots
- backpack
- (5) fish rolls
- spell book
- spell component pouch
- ink vial
- quill
- scroll case
- (11) vellum sheets
- collapsible fishing pole
- animated bait
- fishing line and hooks
- assassin bug (worn as cloak pin)
- (1 dose) visceral rot poison
- (4) cat’s eye agates (2 gp each)
- 20 gp

Gwendalyn |

Fort vs. DC 12: 1d20 + 7 ⇒ (19) + 7 = 26 Success
Events continue to roll over Gwendalyn with such weight and rapidity that she is hardly affected by the necromancer's improvised abattoir, while she tries to absorb the implications of everything that they have seen and done so far. She nods at Nogglegrop's evaluation. "At some point, we may need to rethink our policy of stab first and ask questions later, but for now... Let's just see what's in that book."

Xenh |

The door to the back stairs is closed, blocking much of the stink from your nostrils. The perfume of rot and decay lingers in the room, but it is but a fraction of what it was with the door standing ajar.
Templar Nogglegrop (69/72 hit points with 7 nonlethal damage, 3/108 mana) stands amidst the putrid and nearly overwhelming fetid stenches drifting free of the door.
Fort Save (Nogglegrop vs. DC 12 Sicken: 1d20 + 5 ⇒ (12) + 5 = 17 (success)
Myrmidon Jinx (125/141 hit points, symbol of transal +15 bonus hit points, 90 minutes), standing guard at the door to the hallway, looks like he is standing in a fresh breeze.
Fort Save (Jinx vs. DC 12 Sicken: 1d20 + 9 ⇒ (13) + 9 = 22 (success)

Kwen |

Kwen gives a sigh at the sigh, disguised by the sight of the bodies, then looks at the others; angered by the fact that this gnome had managed to do this.
Fort save vs sicken dc 12? or 14 1d20 + 4 - 2 ⇒ (13) + 4 - 2 = 15
Sucess
Kwen forces himself to get used to the stentch then says " Well I'm glad that he didn't get a chance to say anything or cast any more spells. So what are we going to do now? do we hole up for the moment? Or do we think that this gnome was the root of the spell?" Kwen then goes over to the vial that was found spending a few moments studying it.
trade skill poison 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16
" This might not be the best place to hole up for the moment, as we do have a lot of new things to go over now, plus this might give a chance to catch out breath from the horde of undead that are all over this place. I'd say we work out what we call a fishing trip, we use one person as bait while they lead a few undead to a spot that we can easily slay some at a time."
" It might not be the best idea, for the undead could try to swarm, so we try to work some groups over. It is risky, we would be hoping that the small group doesn't bring a much larger group then we can handle. Plus we have that huge undead spectre hanging around on patrol; it is just an idea for working the undead down to a much more manageable amount." Kwen says.

Gwendalyn |

Gwen looks at Kwen like she doesn't even know him. "If that's what it comes down to -- trying to subdue the world's undead by force -- then we should just leave before we get beat and join them. But I'm not going anywhere or doing anything until we read that book." She points at the large, iron-clasped journal atop the small table, beside the far side of the bed from the door. She examines the fancy tome for traps before turning to the first page and then the last, since beginnings and endings illuminate what comes between.
Spot: 1d20 + 5 ⇒ (18) + 5 = 23

Revery |

Revery watches the gnome die, with a combination of sadness and relief. He wonders if this necromancer was responsible for the undead beacon they were looking for.
(Fort save vs smell: 1d20 + 6 ⇒ (16) + 6 = 22)
The smell of death attacks his nostrils, but he manages to hold his breath before it gets really bad. He looks over all the things the necromancer had and wonders if any of them are useful. Finally, Gwen mentions the book, and Revery goes to stand beside her and read a bit over her shoulder.

Kwen |

" I didn't say right now, or that was the best option, it was more or less one thought process, please, read the book, and we shall all draw more ideas from the reading. More or less I was thinking that if it came to brute force that there was a way to allow us to work for our strengths. Tis true, we are facing odds that are against us, let us know what you, Revery, and Noggy have found in the book. I only can work with the information that I have at hand, plans will change as I get more information." Kwen says with a grin, trying to placate Gwen and any of the others.

Xenh |

Kwen easily identifies the poison he had found as visceral rot. It attacks the victim's musculature, eating away at the connective tissue that allows coordinated movement (injury DC 30, Initial Damage: 1D6 hit points/round, Secondary Damage: 1D6 permanent Dex Damage).
Nogglegrop leans against the wall with his eye closed. He was absolutely spent and had nearly no spell energy left to provide healing. Who knew what sort of nightmares cruised the hallways, but without the invisibility versus undead spell it would only be luck that would stop a peek out the door from becoming a possible total party wipeout.
"Stab first and ask questions later" was indeed a questionable policy, especially for a party of goodly heroes, but in this specialized situation it was the perfect means of rectifying the interaction with the dangerous gnome necromancer, or "gnecromancer" as the goodly gnomes said when mocking their dark brethren.
You had encountered another necromancer, in the Teir'dal named Loki, and his skeletal minion would find it easy to stare into Jinx's eyes (small skeleton), but the "pet" you encountered at the dead gnome's bedside would dwarf Gwendalyn's height (large skeleton). The size difference of the boney constructs spoke of the power of this necromancer, and how little any of you wished to be the recipient of any of his dark magics.
Glancing over at the body you are surprised that he has simply disappeared into thin air, but it is a magical affect and those that are not strong of mind will set all thoughts of the necromancer aside, despite having heard the rapid casting of the spell (quickened), and having the creature in mind (failed saves will have you lose sight/interest in the gnome and you will subsequently "forget" about him. It is as if Khrix had not been present at all).
(please include a DC 29 Will save in your next post)
Will Save: (Nogglegrop vs. DC 29): 1d20 + 14 ⇒ (1) + 14 = 15 (critical failure)
Will Save: (Jinx vs. DC 29): 1d20 + 1 ⇒ (17) + 1 = 18 (fail)
Gwendalyn is no expert in traps, but she is confident that the book contains no traps (luck to avoid lack of trap). Leafing through the journal reveals each of the pages filled with Khrix Fritchoff's ramblings in the gnomish tongue. Nogglegrop agrees to search through its contents, completely oblivious to the thing he knows not about (critical failure on will save) and leans against the wall with the journal in his lap.
Kwen realizes just how devastating contact poisons, or hidden needles, or....so many traps that could be about the room. This chamber could be full of death and only he truly would understand how to disable a trap from the brilliant necromancer.
(Kwen: please include 4 search checks to sense traps in this room)
The battle between the forces, including the dwarf and ghost, is done, so you have time, since the short-legged dwarves are days behind and you made good time here. If there is a something tracking the bodies they will not find any on this floor, save for...well only those of strong mental fortitude will know of that body.
Jinx looks up from the bed and in mid-sentence loses focus on the body. The myrmidon keep a silent watch with weapon ready.
From the foreboding sense of doom that remains, and the sounds of the undead shambling about around the manour, it seems as if the curse remains.

Gwendalyn |

Will vs. DC 29: 1d20 + 12 ⇒ (11) + 12 = 23 Failure
Gwendalyn has no more thought for the gnome that she didn't expect and didn't want to fight in the first place. He was in the way of where they wanted to be, and then he happened to turn out to be a right bastard, but that's hardly surprising. Her attention has moved on.

Sajeek |

Sajeek had been worried that they had way over reacted to the presence of the gnome. Right up until Noggy had opened a door and the sight of cast of limbs and pieces of torsos could be seen, ripe with rot and maggots (Fort Save (vs DC: 12):1d20 + 7 ⇒ (2) + 7 = 9). The cleric quickly shuts the door to the disgusting sight, something the Beastlord is very grateful for.
"I think we found a decent enough hiding spot for decent rest," Sajeek says quietly. He glances at the body of the necromancer. "We should probably chop his head off, or something. So he doesn't come back. On fight with him was enough, I think." He grins faintly.
Looking at the two investigating the book, Sajeek joins in the general searching around the room. After the dead gnome was delt with, he joins the the others in the search or the necromancer's body and the rest of the room.