
Aranthis Drallidur |

"Somewhat, yes. Up above it's only dark for half the day, which is when most people sleep. So at this point I'm out of ideas, I think the best we can hope for is to approach as quietly as possible and perhaps the gods will watch over us."

Phoenix Holt |

"Right. I shall try to keep the light a few steps behind us so that it will be at least a bit less likely to give away our position. Lann, if you see anything ahead, please let us know," Phoenix says.
Phoenix makes several overly-dramatic flourishes - which will inevitably go unnoticed by his companions due to the complete lack of light in the area - and utters a short incantation. Four small lanterns composed entirely of light materialize in the air, and float approximately 20 feet behind Phoenix, allowing the humans to see where they are placing their feet.
And, just in case we need to make a stealth check as we approach...
Stealth: 1d20 + 2 ⇒ (10) + 2 = 12

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Aravashnial nods gravely as he listens to the back and forth, "I am sorry I will not be much aid, but this will help, I hope." The blind man moves forward, haltingly, and begins to cast a spell on Aranthis.
Heroism: This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. 1 Hour.
Anevia smiles at the old man's gesture, "I have only four arrows it seems, but I will do my best with what I have." she states solemnly.
Horgus, not to be outdone, asks for a rapier. "It is all I know how to use. . . "

Aranthis Drallidur |

"Thank you for the spell Aravashnial, every little bit will help in this situation, I'm sure of it!" She smiles at the blind elf and pats him reassuringly on the shoulder.
"I'm not sure we have a rapier Horgus," Aranthis says, trying to think if they'd found anything to that effect. [b]"Perhaps someone has a knife you could borrow? If not it might be best if you kept 'Vash safe while we move forward."
With that she draws her blades and prepares herself mentally for battle. She bows her head in prayer for a moment. "Torag, these tools of war were crafted in your name, please bless them that they may serve their purpose and see me through the coming battle safely."
As she finishes, she steps forward, preparing to lead the way.

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We have advancement! Yay! Waiting on other two who are active.

Zogar Demonsbane |

Zogar nodded briefly to Vash, but he said no prayers. He only moved after Aranthis with his greatsword drawn and ready, ready to leap into action at a moment's notice.

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The tunnel opens into a circular cavern, roughly forty feet in diameter. Thick sheets of fungus grow in the cave, on the far side, the tunnel branch continues onwards. What appear to be two dead bodies lie on the ground in the middle of the cave, next to a strange heap of ropy green fungus.
Both men are dressed as crusaders of Iomedae, and each still wears a masterwork chain shirt. One of the dead bodies still carries a potion of cure light wounds, while the other has a scroll of cause fear in a pouch. Between the two of them, they also carry 129 gold pieces. Curiously, the crusaders are not armed with the longswords typically wielded by Iomedae’s followers, but instead carry glaives and a spiked gauntlet. Furthermore, the body on which the scroll was found clutches something tightly in his fist—a small symbol of a brass bull’s head with tiny red gemstone eyes. This is an unholy symbol of Baphomet worth about 50 gold pieces, Horgus advises upon noting the discovery.
The strange fungal beast Lann is able to identify as a "spore cougher".
Both of your other humanoid companions have heard the rumors that the cult of Baphomet, known to some as the Templars of the Ivory Labyrinth, had infiltrated various mercenary groups, but proof that at least two had been disguised as Iomedaean crusaders is something else entirely. Anevia becomes even more worried for her wife, while Aravashnial argues that they should bring the bodies with them so they can be identified by the church.

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Feel free to re-equip and retcon any other actions with the corpses as you see fit.
Passing through the dank cave, you encounter your first indication of fortification. Barricades made of heaped loose rocks and wooden boards bisect this cavern. Beyond the barricades, a wooden screen covers the lower half of a tunnel mouth.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
As you approach, the two mongrel men at the barricades begin to howl rather loudly.
Lann frowns a bit, "I assume you have alarms above? They are calling for aid."
2d4 ⇒ (1, 2) = 3
Initiative, Aranthis: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative, Ghorza: 1d20 + 0 ⇒ (18) + 0 = 18
Initiative, Phoenix: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative, Zogar: 1d20 + 3 ⇒ (13) + 3 = 16
Initiative, Anevia: 1d20 + 7 ⇒ (20) + 7 = 27
Initiative, Aravashnial: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative, Lann : 1d20 + 2 ⇒ (18) + 2 = 20
Initiative, Horgus: 1d20 - 1 ⇒ (5) - 1 = 4
Initiative, Enemy 1 (Modifier withheld): 1d20 ⇒ 11
Initiative, Enemy 2 (Modifier withheld): 1d20 ⇒ 18
Initiative Order: Anevia, Lann, Enemy 2, Aravashnial, Ghorza, Zogar, Aranthis, Enemy 1, Phoenix, Horgus
Anevia levels her bow at the closest mongrel man, and fires. To Hit: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19Damage: 1d6 ⇒ 3. Vash, he likes the nickname, complains about his blindness and begins to mutter. It may be an incantation, then again it may be elven curses. Following Anevia's lead, Lann also fires an arrow at the same target. To Hit: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8 and his arrow buries itself in the wooden facade of the barricade. The enemy mongrel man takes an opportunity to fire back, To Hit: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6, but seems to be off balance, having just been struck by an arrow.
Ghorza, Zogar, and Aranthis, are up. If Ghorza does not report in, please NPC her whoever posts last.

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I believe the best place to recruit a replacement would be the surface. You can more reasonably find a survivor above than below.

Aranthis Drallidur |

All yours 'Nix. I'll assume we bagged the valuables and took it with us. We can take the corpses back to the town afterwards and have them preserved since ID'ing the cultists could be quite useful.
Is the map up to date? I can't see any enemies on it. I'm assuming the nearest mongrel man is within 60'
As the battle starts, Aranthis takes a deep breath and charges forward, her blades at the ready. She seems to take off quicker than usual, much to her surprise, her armor seeming weightless as she prepares to engage the mongrel man lookout.
Full-Round Action: Charge, +2 hit, -2 AC
Attack (Hit/Dam): 1d20 + 6 ⇒ (1) + 6 = 71d8 + 3 ⇒ (3) + 3 = 6
Well, that's a rather inauspicious beginning!

Zogar Demonsbane |

I'll have one of the cultist's MW chain shirts :D I have to run in a minute though, so I'll update Zogar later.
With a howl of his own, Zogar charged the mongrelmen after Aranthis, sweeping his massive sword at one of them.
greatsword 2-h power attack w furious focus: 1d20 + 6 + 2 + 2 ⇒ (3) + 6 + 2 + 2 = 13 Charge +2, Heroism +2
dmg: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Ghorza, too, followed Aranthis while intoning a prayer to Sarenrae. She brought her weapon down on the other mongrelman.
Ack, late! Gotta run! Sorry about the lack of rolls for Ghorza.

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I am sorry, Zogar, at the moment Aranthis is the only person with heroism up, she is the more religious type, with Ghorza MIA. . ..
Shards of wood and gods know what fly from the barricades as the parties mighty warriors do their best to destroy all within their path to the guards. Horrified, one guard swings back, To Hit: 1d20 + 2 ⇒ (9) + 2 = 11 but his own fear gets in his way, missing Zogar by a mile. Knowing she only has three arrows remaining, Anevia lowers her bow, not willing to risk hitting one of her own friends. Horgus likewise remains in the rear, and the blind mann complains about his blindness. Lann steps between the party and the injured followers, in case any other evil persons show their faces, or try to rush past the party.
The First Mongrelman swings at Zogar, truly horrified as to what would happen if such a blow were to connect with his fleshy form, given the damage to the half-wall in front of him. To hit: 1d20 + 2 ⇒ (15) + 2 = 17, but his blade skitters off Zogar's new masterwork chain shirt. Good timing on Armor Upgrade. . .
All NPCs are taking up defensive positions, all PCs are up.

Phoenix Holt |

Phoenix sucks in a breath, and clamps his eyes down hard. There is a brief moment between when the eyes are open and closed that every known color seems to dance before the eyes; it is precisely at this moment that Phoenix releases a spell. He mutters a few arcane words and for a brief instant a flash of radiant colors converge into a loose wave that washes over the enemies.
Color Spray, Will Save, DC 16
If there is no way to do this without catching allies in the cone, Phoenix will instead cast Daze (Will DC 15) on the less-wounded mongrelman.

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Will 1: 1d20 + 4 ⇒ (18) + 4 = 22
Will 2: 1d20 + 4 ⇒ (9) + 4 = 13
One of the mongrel men sprawls to the ground, helpless Blind, Stunned, Unconsious: 2d4 ⇒ (4, 2) = 6; Blind and Stunned: 1d4 ⇒ 1. The other simply blinks in Phoenix's general direction.

Zogar Demonsbane |

"GORUM!" Unperturbed by their weakened state, Zogar swung his blade at the mongrelman still standing.
greatsword PAFF: 1d20 + 6 ⇒ (1) + 6 = 7 D'oh! Great timing. :P Aranthis, all yours.
dmg: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Aranthis Drallidur |

Aranthis swings as the mongrelman recoils from the flash of colors Phoenix unleashed.
Main Hand (Hit/Dam): 1d20 + 0 ⇒ (20) + 0 = 201d8 + 3 ⇒ (1) + 3 = 4
Off Hand (Hit/Dam): 1d20 + 0 ⇒ (16) + 0 = 161d8 + 1 ⇒ (3) + 1 = 4
Crit Threat (Hit/Dam): 1d20 + 0 ⇒ (4) + 0 = 41d8 + 3 ⇒ (3) + 3 = 6

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Aranthi makes a quick end to the standing mongrelman still standing. The remaining beast snores a little, a trickle of drool escaping his slightly parted lips.

Aranthis Drallidur |

"We should tie him up, gag him and set him off to the side. We don't want him alerting the others or jumping into battle again. We'll need to prepare for others coming to check on them quickly." With that she quickly digs out some rope and begins to bind his hands and feet together.
Aranthis does her best to listen for other Mongrelmen coming to the guards' aid.
Perception: 1d20 + 0 ⇒ (10) + 0 = 10

Zogar Demonsbane |

Zogar remained on watch with his sword in hand as Aranthis worked. "They know we are here," he rumbled to Phoenix. "Let us light their passage rather than ourselves. Once Aranthis is done," he amended.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26 add an additional +2 if there happen to be any evil outsiders on the way

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Zogar, you are able to hear footsteps fast approaching. You would estimate the next round of guards will be here in about six seconds.
The 2d4 in the initiative post was how many rounds until reinforcements arrive.
Assuming you inform the group, you all have one full round before the next wave arrives.

Zogar Demonsbane |

"Beware! The enemy comes!" He sprang over and crouched behind the cover of the barricade, hoping to ambush whoever passed.
Stealth: 1d20 + 8 ⇒ (7) + 8 = 15
ambush: 1d20 + 6 ⇒ (18) + 6 = 24
dmg: 2d6 + 6 ⇒ (3, 6) + 6 = 15
If we're already inside the barricade (I wasn't sure), he'll plaster himself against the wall by the passage opening instead.

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As Zogar jumps to hide, he realizes that perhaps the lights might be a detriment, at least if they are still in hand. . .

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It is dancing lights, so it is just about wherever Phoenix says. Trying to locate it for future reference.

Aranthis Drallidur |

Aranthis moves to the side and takes the few moments they have to call upon Torag for a blessing. She then does her best to take cover.
Casting Divine Favor SLA (+2 hit/dam)
Stealth: 1d20 - 1 ⇒ (12) - 1 = 11

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A group of three mongrel men approaches with due haste from the north.
Perception: 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
"Damn that light! Someone put it out. They are right there you fools!"
You have a surprise action, as they do not spot you until with 30 feet.

Aranthis Drallidur |

Aranthis wastes no time, rushing into the mongrel men to engage them while they're still unprepared.
Torag watch over me... Here I go!
Charge 30', +2 hit, -2 ac
Attack (hit/dam): 1d20 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 101d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8

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Seeing yet another opening, Anevia fires before you can lose to melee.
To Hit: 1d20 + 7 ⇒ (15) + 7 = 22 Damage: 1d8 ⇒ 2
Zogar leaps foreward, cleaving yet another mongrelman in half as Aranthis bounces harmlessly off the armor of another.
Ghorza dives into the melee, not wanting to be outdone by her companions. To Hit: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 1d8 + 2 ⇒ (5) + 2 = 7. Severely injuring the man.
Initiative, Aranthis: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative, Eulalia: 1d20 + 4 ⇒ (14) + 4 = 18
Initiative, Ghorza: 1d20 + 0 ⇒ (2) + 0 = 2
Initiative, Phoenix: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative, Enemy 1 (Modifier withheld): 1d20 ⇒ 4 - Dead
Initiative, Enemy 2 (Modifier withheld): 1d20 ⇒ 3 - Unconsious
Initiative, Enemy 3(modifier withheld): 1d20 ⇒ 2 - Probably should be cowering, but yo are all up first.

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Sorry, Zogar, you are in Eulalia's place, so please take the Initiative 18 slot. I would edit the names, but that tends to shuffle people.

Aranthis Drallidur |

Aranthis moves to engage the remaining mongrelman, stepping in quickly and feinting with a high attack before coming in low with her other blade.
Attack (Hit/Dam): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 231d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7

Zogar Demonsbane |

"Perhaps we can question this one," Zogar growled, turning the flat of his blade against the last mongrelman standing.
attack: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18 nonlethal attack
dmg: 2d6 + 6 ⇒ (2, 1) + 6 = 9 nonlethal damage

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Aranthis' attack is almost too much for the poor fellow and the flat of Zogar's blade proves far too much, he too collapses Two of the three are breathing raggedly. You do not detect any further howling, it appears that this is the end of the immediate defenses.
Lann speaks up, "Did I ever mention how grateful I was that you didn't do that to me and mine at our outpost? At any rate, assuming they follow roughly our protocol, it would be reasonable to assume that if these guards fail to report in, others might come to check on their status."

Phoenix Holt |

"I should mention that the fellow who was knocked over by my spell ought to be waking up soon. It may be within our best interests to question him. He may be able to give up information on their defenses. And if he attempts to call for more reinforcements, perhaps we can set up a trap of some sort," Phoenix muses.

Zogar Demonsbane |

Zogar gave Lann a feral grin, but it was Phoenix he answered. "I think we should move on quickly, before those within can prepare a better defense, but information about what lies ahead would not be bad. I will threaten him with death if he does not comply." His grin turned to a scowl. "If he truly has given his soul to the demons, death is the only just reward for him."

Aranthis Drallidur |

"I agree we should move quickly, but we can't leave these two to die. We don't know how many of them are actually corrupted and how many just don't know anything else. I know there will be casualties along the way, that can't be helped, but I won't just leave them to bleed out either."
Aranthis crouches down, making makeshift bandages and tourniquets from the mongrelmen's clothes, making sure they won't bleed out while the group moves forward.
Heal(First Aid): 1d20 ⇒ 15
Heal(First Aid): 1d20 ⇒ 5
Heal(First Aid): 1d20 ⇒ 17
3 rounds to bind stabilize the two.
After she stands she takes a few moments to wipe her blades clean with some of the excess cloth.
"Ok, I'm ready."

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Barricades made of heaped loose rocks and wooden boards bisect this cavern. Beyond the barricades, a wooden screen covers the lower half of a tunnel mouth. The lingering smells of cooked meat, blood, and rank bodies hang in the air.
The Mongrelmen are not hard to stabilize, and Lenn volunteers to return them to his village if you like. Despite best efforts at the barricades, the men remain silent. It seems you are not quite as intimidating as whatever demon lords they may be in league with.
The covers on the map are gone! Just let me know where you head first.
2d4 ⇒ (3, 3) = 6

Zogar Demonsbane |

If none of you stop him, Zogar will kick in the door to H2, and any further doors that need opening. He would look in the doors straight ahead if no one has an objection. He will deal with cultist resistance with extreme prejudice. GORUM!

Aranthis Drallidur |

Feel free to lead the way, I'll fall in behind ya.
"Do you think you'll be safe taking them back to the village Lann? If so perhaps you should. Maybe away from this place they'll be more willing to talk."
Aranthis moves up beside the door, waiting for Zogar to open the door.

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Lann nods, and begins leading the captives away.
As you kick in the door, you notice three more, half-awake, mongrelmen scrambling out of their beds, previously alerted by the sounds of battle, and the howling just moments ago.

Zogar Demonsbane |

"If you fight us, you will lose," Zogar announced, raising his sword as he moved to cut them off from the nearest door. "Surrender now, and be spared."
Intimidate: 1d20 + 5 ⇒ (8) + 5 = 13
Ready attack if they try to warn anyone else: 1d20 + 6 ⇒ (11) + 6 = 17
dmg: 2d6 + 6 ⇒ (3, 1) + 6 = 10

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Seeing the blood of their allies still dripping from Zogar's blade, the mongrelmen make all due haste in surrendering on the spot. (+2 Favorable Conditions bonus for you, you just killed their other guards, -2 for them, they are all half asleep, unarmed, and unarmored = +17).
Lann has just left, and could reasonably come back for the remaining mongrelmen if you so desire

Aranthis Drallidur |

Not a bad idea.
When the mongrel men surrender right off the bat, Aranthis calls out to Lann to get him to hold up.
Looking to the prisoners, she addresses them in a firm but cordial manner.
"We will have you taken back to town as prisoners. If you cooperate with us and Lann then we'll do everything in our power to ensure you're treated fairly and justly."
Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16

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The men nod in silent assent, and stand up, ready to be led off.

Zogar Demonsbane |

"I hope this pleases your gods," Zogar rumbled to Aranthis and Ghorza as he moved to search the room. "But if the rest surrender as easily, we will have to form a chain to move them to Lann's care! Ha!"
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
When the others indicated that they were ready, he promptly kicked in another door. The door across from where they came in, then the one to the right of that.