
Mruf |

Mruf put a foot on the necromancer's back, and cocked Rowl, pressing the barrel behind Caizarlu's head.
"Not feeling so cocky now, huh, turkey? Maybe we'll let you live if you tell us what in Lamashtu's dirty drawers is going on here. ...And a bribe won't hurt your chances, either."

wicked_raygun |

I kind of dig Mruf, 70's Action Hero--he's one smooth cat!
The man grunts as he's pushed down into the ground by Mruf.
"Nothing! nothing! I'm just a retired businessman. I rent this space from Mister Habe. I was minding my own business when I heard the commotion upstairs. And then suddenly I was surrounded by monsters. I was just defending myself from you."
bluff: 1d20 + 6 - 5 ⇒ (17) + 6 - 5 = 18
Yeah, he's definitely not tell you the truth.

Bruin Greenleaf |

Sense Motive: 1d20 + 11 ⇒ (3) + 11 = 14
Bruin remains silent. Giving a chance for one of the others to handle this.

Mruf |

He's a cool cat! *walks away with sunglasses on as the Sanatorium explodes in a fireball*
Sense motive DC18: 1d20 + 1 ⇒ (6) + 1 = 7
But a good judge of character, he is not. *sigh*
"That seems... hard to believe..." Mruf shook his head, amazed. "What kind of business requires you to animate dead bodies? Where'd you even get those bodies?"
He thought for a moment, and then his eyes narrowed.
"Hey! And who are you calling a monster, necromancer?"

Serolt |

Sense Motive: 1d20 + 10 ⇒ (11) + 10 = 21
Serolt calls Regin to heel and laughs. “When the wolf shows you his teeth, he’s not smiling.”
He knocks another arrow, loosely, in his bow and continues, "Never trust a man who's only friends are the dead. You sir are a liar, and your stories sound hollow in the light of truth."
"Now tell us, what were you doing down here? Speak truthfully and your death may be quick. Lie again, and there's no telling how long it'll take you to die."
bluff: 1d20 ⇒ 20
- - -

Beromar Copperkettle |

Sense Motive 1d20 + 10 ⇒ (10) + 10 = 20
Beromar looks around at his companions wondering whether it was really a good idea idea to appoint these fellows as apprentice sheriffs.
First rule of law enforcement boys: If a story is too audacious to be true... it likely isn't. And I be guessin this here fellor ain't no inconspicious buisnessman but a necromancer guilty of tryin to kill us, er no other reason that we has found out about his crooked dealins!

wicked_raygun |

"What?! Murders?! I don't know anything about--" but a long hard look from Mruf silences him immediately. "Alright, alright. Over the past few days, I've been tracking some ghoul activity in the Hinterlands, such as the attack on Mister Sevilla. There's been an increase in sightings around the southern farmlands and along Foxglove River. I believe a ghoul source has arisen in the area. Perhaps a necromancer, or even a ghast."
A ghast is a more powerful form of ghoul. Unlike typical ghouls, they can even retain some intelligence.

Bruin Greenleaf |

K. Religion: 1d20 + 7 ⇒ (10) + 7 = 17
Bruin looks troubled. "A ghast is an even more powerful ghoul. But they're not unthinking beasts like typical ghouls are. They can reason, plot, even prepare traps. They are much more dangerous."

Amaya Kaijitsu |

Amaya spits on the ground, finally making her way over to the others, still holding her stomach with one hand. "Gods above." She growls. "That was potent."
Listening to the necromancer talk, she raises an eyebrow. "You really expect us to believe that there just happen to be two of you necromancers out here, unbeknownst to each other? Sounds more to me like you were careless with one of your own monstrosities."

wicked_raygun |

"No, look, I didn't kill anyone--I swear! I was just doing research. I--I can prove it. My notes over there on the table. You can read them."
Off to the side there are indeed several books, and one of them is marked as the Journal of Caizarlu Zerren.
A brief perusal of the journal does seem to verify that he had been tracking "suspicious ghoul activity". There is even a hand drawn map where he had laid out the locations of the attacks and sightings of ghouls. The notes show his excitement and eagerness to wanting to develop a method by which one could track a ghoul's lineage back through several "generations" of ghoul attacks.
It also speaks of the deal he has with Doctor Erin Habe, where he would pay him to take the bodies of his deceased patients. It also pointed out how he had easily identified that Grayst was suffering from ghoul fever and would likely die in a few days. Then there is a list of grisly experiments he would perform on the body.

Serolt |

Serolt walks over to the table and examines his notes. He finds the journal and reads a few passages aloud to the group.
"Well you may be innocent of these murders, but I'm sure you're guilty of something. I think you need to come with us and speak to the sheriff." he collects the notes and shoves them in his pack, intending to hand them over to the sheriff with the prisoner.
"Anyone have any manacles?"

Mruf |

"Some rope will do for the likes of him. Just make sure to bind his fingers. We can use his bedsheets, if we have to."
Mruf went poking around, looking for anything else of interest down here.
Perception: 1d20 + 11 ⇒ (3) + 11 = 14 Sigh.

Beromar Copperkettle |

Aye and stuff his mouth...
Beromar remarks as he prepares a gag and tries it out none too gently.
Then the Dwarf takes some time to explore the laboratory to see whether or not they might have missed something.
Perception 1d20 + 10 ⇒ (17) + 10 = 27

wicked_raygun |

Caizarlu looks thoroughly defeated as you bind and gag him.
Gonna go ahead and narrate us along a bit. There are a few more parts to this house, but you've already found the most interesting parts. And I don't want to spend the next two weeks telling you about the sewing supplies room.
The Heroes do a quick search and find a few more patients in the sanatorium who were also being "treated" by Doctor Habe. They give them food and water and vow to return shortly. They lock up Grayst, thinking it would be simpler to bring Zantus back here to cure his ghoul fever than to risk him infecting anyone else.
What follows is a back and forth involving Sheriff Hemlock, Father Zantus, and even Mayor Deverin. All of whom are appalled by the conditions of the sanatorium. The mayor invokes a legal right to claim the house so that Zantus can take over the care of the poor souls still inside.
The mayor offers a reward for services rendered to the heroes of 100 gp each. The killer might still be at large, but a blight on Sandpoint has been put to rest. They are also allowed to claim several of the item found on Caizarlu and Habe.

wicked_raygun |

#Loot
On Doctor Erin Habe
• potions of cure light wounds (2)
• +1 padded armor
• masterwork dagger
• masterwork manacles
On Caizarlu
• potion of cure moderate wounds
• potion of gaseous form
• wand of false life (25 charges)
• wand of identify (15 charges)
• masterwork dagger
• 11 pp, 5 gp
• spellbook, see below.
• 3rd- displacement, halt undead, stinking cloud, vampiric touch
• 2nd- acid arrow, blindness/deafness, command undead, false life, gentle repose, ghoul touch, mirror image
• 1st- cause fear, chill touch, identify, mage armor, magic missile, obscuring mist, ray of enfeeblement

Serolt |

Serolt uses the manacles on the prisoner, and collects them at the end, "Anyone mind if I hang onto these?"
He's thankful for the reward, though he knows all it will do is cover his tab a while and the cost of his arrows. Still, he's pleased things are working out, and to the general betterment of all.
He looks at the pile of loot, "Does anyone want any of this? I figure we'll sell most of it, and maybe pick up a wand of curing for the group, yes? Something to keep us going when things get tougher." he yawns, "Let's hunt the ghouls by day. I don't like the idea of them sneaking up close on us while we're foundering in the dark."
He loks at the pile again, "I'll take that potion of gaseous form if no one wants it."
Treasure sheet updated, let me know what you want and I'll note it. Happy to give up the gaseous form potion too if someone's keen on it.

wicked_raygun |

The Heroes go their separate ways for the night, and all meet up the next morning--save for Amaya who had been working late into the evening. They sell some of their loot, and make some purchases.
They meet back up at the Rusty Dragon, and find a guard of Sandpoint there waiting for them.
"Sergeant Copperkettle. There's a man arrived at the Sheriff's going on about something weird happening out in the farms. Sheriff Hemlock wanted me to bring you to him."
Gonna assume everyone comes with for the sake of expediency.
The Heroes go with the guard and meet the Sheriff who is waiting for them.
"Ah, good, you're here. Early this morning a local farmer named Grump came in ranting and raving about moving scarecrows. I know your investigation into the murder seems to point toward something odd. And so I thought it might be a good idea for you to speak to him."
Wow, I'm really tired. Gonna do the next part of this tomorrow. Quite a bit more exposition to cover.

Beromar Copperkettle |

Ghouls, Necromancers and movin Scarecrows...really there is no end to this... Beromar shakes his head in disbelief.
But we are on it boss! We will find em an cut these scarecrows down to size!

Serolt |

Conditions = None
Weapon Equipped = None
Cold Iron, Silver Blanch = 24/24
Blunt, Silver Blanch = 8/8
Cold Iron, Ghost Salt = 8/8
ranged: Attack: BAB +4, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -2) Damage: Str +2, (deadly aim +4)
melee: Attack: BAB +4, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (6/6m)
Songbird (Sp) (7/7)
Rod of Reach, lesser (3/3)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally
Second (14): (4/4) Barkskin, Burst of Radiance, Carry Companion, Shield Companion, Summon Nature’s Ally II
Conditions = None
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +4, Dex +8, Size +1, Amulet +1, (power attack -2) Damage: Str +2, Amulet +1, (power attack +4)
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Track, Watch
Refreshed by his rest, Serolt agrees with Beromar’s enthusiasm, ”Agreed. Moving scarecrows sounds odd and we’re tracking odd so let’s check it out.”

wicked_raygun |

"Can't say for sure it's related. But it seems worth checking out anyway," says Sheriff Hemlock. "And if there is a threat, Sergeant, I'll be sending 4 guards with you as backup. You'll be in command. I'd send more, but you know how shorthanded we are. And I need to keep a standing force in town."
The Sheriff leads them to a room where an old man in overalls, a straw hat, and a thick, white curly beard stands in a corner. He's covered in dried mud and blood, and is whispering a small poem.
"Mumble Mumble Scarecrow,
Alone in the maize.
Sleeping in the daytime,
A stitched man he stays.
"But when the moon she rises,
Up Mumble gets.
He shakes his hands at first
And moves his feet the next.
"And when the dog is snoring,
And when you’re fast asleep,
Mumble Mumble Scarecrow
Will find you good to eat."

Bruin Greenleaf |

K. Local: 1d20 + 6 ⇒ (1) + 6 = 7
Bruin shudders. He doesn't recognize the poem, but it's enough to make the hairs on the back of his neck stand on end.
"Uh, Mister Grump? Could you tell us what you saw?"

wicked_raygun |

Farmer Grump stirs and seems to notice the heroes for the first time.
He then breaks into frantic babbling, nervously muttering about walking
scarecrows. Calming him down requires a few minutes of work, at which point he tells a short but harrowing story, speaking of how the southern farmlands have become plagued by foul walking scarecrows that stalk the night.
All the farmers knew that the problems were coming from the old Hambley place.
"Things just ain't been right there for a few days now. We thought we could handle, so we went there. But when we went to the farm, these things attacked us! They were dead, but they moved so fast. And they fed on the ones they killed--except they didn't always kill them first. They even ate the dogs!" the old man finishes with a sob.
"I'm the only one. The only one that made it out. Me. They caught old Hando's boy. He wasn't but 19. Used to chase squirrels in my yard. I heard him screaming when they started to eat!"
The man breaks down into hysterics at that point and seems inconsolable.

Beromar Copperkettle |

Always the sensitive type Beromar gives the man a heavy pat on the back
Don't cha worry! We will put an and to this! Afterall we is the heroes of Sandpoint!

Serolt |

Wow, this guy is really off his rocker. I wonder what will happen to us when we face the same evil. Will any of us break? he wonders.
He pats the man on the back and sits him down. He looks for a glass for water, or something stronger, for the poor soul. When he has comforted him as much as he can, he turns to the others.
"Undead scarecrows? Undead Ghouls? Necromancers run amok. Let's see what we can do for these folk. How far is it to the farm? Will we need our horses?"

wicked_raygun |

Bruin notices Serolt reaching for water, so he finds an empty jug, whispers a few words, and conjures some fresh water. He gives it to Serolt to give to Farmer Grump. The Farmer holds the jug, but doesn't drink anything. Nor does he acknowledge Beromar's gentle reassurance. He just stares off into the distance, and softly weeps.
Sheriff Hemlock sighs and leads the Heroes out of the room.
"Well, he gave you more than he gave me. The Hambley Farm isn't too far from here."
Knowledge Local: 1d20 + 6 ⇒ (10) + 6 = 16
Bruin nods and says, "I know where it is. It's not far. We won't need horses."
The Heroes quietly leave the station surrounded by 4 Sandpoint Guards that were personally trained by Beromar. They were chain shirts and carry longswords and longbows.
Anyone have any last minute stuff they need to take care of in the town?

Mruf |

Creeped out by the morbid nursery rhyme, not to mention the tale that Grump told, Mruf hadn't said much during the questioning. Afterwards, he excused himself to go and fetch some supplies.
I think we should load up with holy water and bazookas. OK, maybe just Rowl. And alchemist's fire.

Serolt |

Conditions = None
Weapon Equipped = Bow
Cold Iron, Silver Blanch = 24/24
Blunt, Silver Blanch = 8/8
Cold Iron, Ghost Salt = 8/8
ranged: Attack: BAB +4, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -2) Damage: Str +2, (deadly aim +4)
melee: Attack: BAB +4, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (6/6m)
Songbird (Sp) (7/7)
Rod of Reach, lesser (3/3)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally
Second (14): (2/4) Barkskin, Burst of Radiance, Carry Companion, Shield Companion, Summon Nature’s Ally II
Conditions = Barkskin (1/60m), Shield Companion (1/6h)
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +4, Dex +8, Size +1, Amulet +1, (power attack -2) Damage: Str +2, Amulet +1, (power attack +4)
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Track, Watch
Serolt is ready to go. He isn't comfortable by the idea, but he signed on, and he's not backing out now.
"I'm ready. Let's cut these scarecrows down to size."
When they're within sight of the farmhouse, he'll cast Barkskin and Shield Companion on Regin. He then draws his bow and proceeds carefully.

Amaya Kaijitsu |

"Scarecrows that eat people?" Amaya asks incredulously. Remembering the farmer's expression, Amaya sighs, and resigning herself to the undead plague that seems to be sweeping the Sandpoint countryside, she nods, "Alright. Why not."
Amaya takes out a small wand and casts a spell on herself, a golden disk appears in front of her and then fades from view. Cast Shield on myself and anyone else who wants it. +4 Shield AC for 1 minute.

Mruf |

If you're willing to cast it (wand it? Whatever), I wouldn't mind Shield for Mruf!
Convinced by Bruin that there was no need for a barrel of holy water and a cup to throw it with, Mruf approached the farm with caution nonetheless.

wicked_raygun |

Over three dozen farmsteads dot the fields and vales southeast of Sandpoint, the farthest being some 6 miles from town. The Heroes move south of Ashen Rise and approach Soggy River moving onto the Hambley Farm.
The farm is nestled at the western edge of the Whisperwood. And the five other farms next to it, seem completely desserted. None of the accompanying guards remain calm, but there is a sense of unease in the air.
The Heroes follow the road and approach the farm from the north. The unease is not dispelled when the first thing they come across is a scarecrow hanging on a pole. The Heroes approach warily, but soon realize the scarecrow isn't moving. It is simply some clothing and a mask, stuffed with straw. One of the guards gives a nervous chuckle.
Then there is a scream.
Everyone turns to see one of the four guards being dragged violently into the corn fields by a "living" scarecrow. They are both gone before anyone can react. And then a heartbeat later 5 living scarecrows burst from the corn stalks and growl hungrily.
Amaya: 1d20 + 4 ⇒ (5) + 4 = 9
Beromar: 1d20 + 2 ⇒ (18) + 2 = 20
Bruin: 1d20 + 3 ⇒ (7) + 3 = 10
Mruf: 1d20 + 3 ⇒ (19) + 3 = 22
Serolt: 1d20 + 4 ⇒ (14) + 4 = 18; +2 w/surprise round
Scarecrows: 1d20 + 2 ⇒ (20) + 2 = 22
Round 1
Mruf: 1d20 + 3 ⇒ (19) + 3 = 22
Scarecrows: 1d20 + 2 ⇒ (20) + 2 = 22
Beromar: 1d20 + 2 ⇒ (18) + 2 = 20
Serolt: 1d20 + 4 ⇒ (14) + 4 = 18
Bruin: 1d20 + 3 ⇒ (7) + 3 = 10
Amaya: 1d20 + 4 ⇒ (5) + 4 = 9
Oh, boy. Only Mruf gets to go before the scarecrows. I'll put up a map tonight.

Mruf |

I still don't see the map, but to not hold things up:
Mruf yowled in startlement and blasted the closest scarecrow he could see with Rowl. "Are there more?" he yelled at his companions as he ratcheted back another cartridge into the chamber, as though they could see through the corn.
Rowl (ranged touch within first two range increments): 1d20 + 10 ⇒ (18) + 10 = 28 +1 PBS?
dmg (silver): 2d8 ⇒ (3, 3) = 6 +1 PBS?
5/6 shots left
13 silver cartridges left
19 cold iron cartridges left

wicked_raygun |

Mruf quick draws his firearm and blasts the closest scarecrows to him. But it doesn't take the scarecrow down.
The Scarecrows then move in and attack.
Scarecrow Blue (bite) vs. Guard: 1d20 + 3 ⇒ (3) + 3 = 6
Scarecrow Orange (bite) vs. Guard: 1d20 + 3 ⇒ (20) + 3 = 23
Confirmation: 1d20 + 3 ⇒ (18) + 3 = 21; Critical Hit!
Damage: 2d6 + 2 ⇒ (3, 2) + 2 = 7
Guard Fort Save DC 13: 1d20 + 5 ⇒ (12) + 5 = 17
Scarecrow Orange (claw) vs. Guard: 1d20 + 3 ⇒ (1) + 3 = 4
Scarecrow Orange (claw) vs. Guard: 1d20 + 3 ⇒ (16) + 3 = 19; hit!
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Scarecrow Green (bite) vs. Guard: 1d20 + 3 ⇒ (16) + 3 = 19; hit!
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Scarecrow Green (claw) vs. Guard: 1d20 + 3 ⇒ (5) + 3 = 8
Scarecrow Green (claw) vs. Guard: 1d20 + 3 ⇒ (8) + 3 = 11
Scarecrow Yellow (bite) vs. Mruf: 1d20 + 3 ⇒ (5) + 3 = 8
Scarecrow Red (bite) vs. Amaya: 1d20 + 3 ⇒ (9) + 3 = 12
There is a flurry of violence, as the snarling ghouls start biting and clawing.
Round 1, cont.
Mruf: 1d20 + 3 ⇒ (19) + 3 = 22
Scarecrows: 1d20 + 2 ⇒ (20) + 2 = 22
Beromar: 1d20 + 2 ⇒ (18) + 2 = 20
Serolt: 1d20 + 4 ⇒ (14) + 4 = 18
Bruin: 1d20 + 3 ⇒ (7) + 3 = 10
Amaya: 1d20 + 4 ⇒ (5) + 4 = 9
Guards: 1d20 + 0 ⇒ (8) + 0 = 8
Bold are up.
Scarecrow Red, AC 14, HP 13/13
Scarecrow Blue, AC 14, HP 13/13
Scarecrow Green, AC 14, HP 13/13
Scarecrow Yellow, AC 14, HP 6/13
Scarecrow Orange, AC 14, HP 13/13
Guard 1, AC 14, HP 21/21
Guard 2, AC 14, HP 10/21
Guard 3, AC 14, HP 17/21

Bruin Greenleaf |

Bruin levels his shortbow at the same scarecrow that attacked Mruf.
"Incoming!"
Shortbow (PBS, DA) vs. Yellow: 1d20 + 8 + 1 - 1 ⇒ (1) + 8 + 1 - 1 = 9
But he's not used to the weight of his new weapon, and the shot goes wide.
Ammo spent: 1

Serolt |

Round: 1, Initiative: 18
Conditions = Animal Focus (tiger, +2 dex) (1/10r)
Weapon Equipped = Bow
Cold Iron, Silver Blanch = 24/24
Blunt, Silver Blanch = 8/8
Cold Iron, Ghost Salt = 8/8
ranged: Attack: BAB +4, Dex +4, Focus +1, Magic +1, (rapid shot -2, deadly aim -2) Damage: Str +2, (deadly aim +4)
melee: Attack: BAB +4, Str +2 Damage: Str +2
Animal Focus (Su/Swift) (5/6m)
Songbird (Sp) (7/7)
Rod of Reach, lesser (2/3)
Spells (Caster Level 6, Concentration +8)
Zero (12): Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
First (13): (5/5) Animal Messenger, Aspect of the Falcon, Calm Animals, Cure Light Wounds, Entangle, Summon Nature’s Ally
Second (14): (2/4) Barkskin, Burst of Radiance, Carry Companion, Shield Companion, Summon Nature’s Ally II
Conditions = Barkskin (1/60m), Shield Companion (1/6h)
Animal Focus: Bull (+2 Str - applied)
melee: Attack: BAB +4, Dex +8, Size +1, Amulet +1, (power attack -2) Damage: Str +2, Amulet +1, (power attack +4)
Tricks: Attack x2, Come, Down, Flank, Heel, Sneak, Track, Watch
On seeing so many scarecrow jump out from the fields, Serolt is initially quite frightened, but he gets a grip on himself and raises his bow to do his job. He first focuses himself (swift) to enhance his archery (Animal Focus). He launches his assault on the green scarecrow on whom he has a clear shot.
Bow (silver, cold iron, magic): 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17 (point blank, focus) damage: 1d8 + 6 + 1 ⇒ (8) + 6 + 1 = 15 (point blank)
Bow (silver, cold iron, magic): 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 (point blank, focus) damage: 1d8 + 6 + 1 ⇒ (1) + 6 + 1 = 8 (point blank)
Meanwhile, he commands Regin to attack the yellow one on him and Mruf.
Regin Bite (magic): 1d20 + 12 ⇒ (1) + 12 = 13 damage: 1d4 + 8 ⇒ (4) + 8 = 12 Free Trip: 1d20 + 5 ⇒ (12) + 5 = 17
Regin Claw (magic): 1d20 + 12 ⇒ (20) + 12 = 32 damage: 1d2 + 8 ⇒ (2) + 8 = 10
Regin Claw (magic): 1d20 + 12 ⇒ (18) + 12 = 30 damage: 1d2 + 8 ⇒ (2) + 8 = 10
crit threat Regin Claw (magic): 1d20 + 12 ⇒ (13) + 12 = 25 damage: 1d2 + 8 ⇒ (1) + 8 = 9

Beromar Copperkettle |

Seeing that they are beinga ssaulted on all fronts Beromar hacks at the nearby Scarcrow in order to take it down before it can cause any havoc in the ranks.
Attack 1d20 + 6 + 5 + 1 - 2 ⇒ (8) + 6 + 5 + 1 - 2 = 18 Damage 1d12 + 7 + 1 + 6 ⇒ (2) + 7 + 1 + 6 = 16
Attack 1d20 + 6 + 5 + 1 - 2 - 5 ⇒ (20) + 6 + 5 + 1 - 2 - 5 = 25 Damage 1d12 + 7 + 1 + 6 ⇒ (1) + 7 + 1 + 6 = 15
Crit confirm 1d20 + 6 + 5 + 1 - 2 - 5 ⇒ (20) + 6 + 5 + 1 - 2 - 5 = 25 Crit Damage 3d12 + 42 ⇒ (8, 6, 10) + 42 = 66

Amaya Kaijitsu |

Flurry: 1d20 + 7 ⇒ (17) + 7 = 24
Damage w/ Arcane Strike: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Flurry: 1d20 + 7 ⇒ (17) + 7 = 24
Damage w/ Arcane Strike: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
"Happy to have both of you here." Amaya grunts, swinging her staff in rapid succession and pummeling the closest scarecrow.

wicked_raygun |

Beromar destroys one of the scarecrows with a single swipe, making the follow-up swipe seem almost cruel. Almost.
In contrast, Amaya's flurry is more measured, but in the end, no less devastating.
Two more ghouls down. One to go.
With the immediate pressure of the ghouls having been dealt with, the remaining Sandpoint Guards draw their bows and fire.
Guard 1 Longbow vs Ghoul: 1d20 + 2 ⇒ (3) + 2 = 5
Guard 2 Longbow vs Ghoul: 1d20 + 2 ⇒ (12) + 2 = 14; hit!
Damage: 1d8 ⇒ 5
Guard 3 Longbow vs Ghoul: 1d20 + 2 ⇒ (12) + 2 = 14; hit!
Damage: 1d8 ⇒ 7
Two of the missiles land, seriously hurting the ghoul, but not finishing it off.
Given my circumstances, I can neither see nor modify the battle map. So we'll need to switch to a more theater of the mind style for a bit. Hopefully in a couple weeks things will go back to normal.
Round 2
Mruf: 1d20 + 3 ⇒ (19) + 3 = 22
Scarecrows: 1d20 + 2 ⇒ (20) + 2 = 22
Beromar: 1d20 + 2 ⇒ (18) + 2 = 20
Serolt: 1d20 + 4 ⇒ (14) + 4 = 18
Bruin: 1d20 + 3 ⇒ (7) + 3 = 10
Amaya: 1d20 + 4 ⇒ (5) + 4 = 9
Guards: 1d20 + 0 ⇒ (8) + 0 = 8
Mruf is up. Only one ghoul left.

Beromar Copperkettle |

If my first attack takes down red I can direct my second attack at yellow as I have reach. No Need to let that crit go to waste...

wicked_raygun |

If my first attack takes down red I can direct my second attack at yellow as I have reach. No Need to let that crit go to waste...
I wondered about that, but since I can no longer see the map, I couldn't confirm it. So we'll just retcon a bit.
Beromar's furious attack, utterly destroys the last ghoul. And all is quiet. Too quiet. The Sandpoint Guard that had been dragged off is no longer screaming. The Heroes search for him but do not find a body, only a bloody trail that leads off deeper into the corn fields.
Combat over. Would you like to search for the missing Guard?

Serolt |

Serolt, bow still out, immediately sets off to find the missing guard, with Regin's fine nose (scent ability) assisting.
Tracking: 1d20 + 14 ⇒ (1) + 14 = 15
Regin assist: 1d20 + 1 ⇒ (14) + 1 = 15 (vs DC 10 to aid)
- - -