
![]() |

bluff: 1d20 - 1 + 5 ⇒ (6) - 1 + 5 = 10
"I am a loyal dwarven soldier!!" he shouts but he is not very convincing.

![]() |

Vinnie has to concentrate to sustain his Calm Emotions spell (I think someone is under its effect, right?). Can he still make a bluff check as well while concentrating? If so...
Bluff: 1d20 + 1 ⇒ (18) + 1 = 19 If applicable?: once/scenario +2 to convince an NPC to cooperate
"And I am the loyal pet monkey of the loyal dwarven soldiers!"

Clebsch GM DtBP |

Concentration on a spell requiring it is a standard action, so he would have to drop the spell. I think I may have misinterpreted something. The spell calm emotions has a will save, but I think if that save is made, it means the spells effects are not applied, which means Trevor's high Will save, actually would have kept him under the effect of the haunt, song of discord. And Rook's failure to save would have subjected to the calm emotions spell and hence suppressed the song of discord effect. Rather than try to retcon the events, let's assume that the save rolls were reversed last round: Trevor was not affected by the Song of Discord and Rook was. The effect of the haunt is ongoing for those who failed the initial save: Trevor and Rook. If Vinnie keeps the calm emotions spell going by concentration, then Trevor will continue to ignore the song of discord while Rook remains under the effect of the song of discord. Sorry for the confusion.

Clebsch GM DtBP |

I will 'bot Rook's bluff attempt.
Rook lacks any spell effects that make enough noise to affect the haunt that way, so he tries to fake being an enthusiastic dwarf.
DC 12
Bluff: 1d20 - 2 ⇒ (15) - 2 = 13
"Rally round my fellow dwarfs! We have them on the run!" His accent is terrible, but he bellows loudly enough make a passable imitation of a dwarf.
The ghostly dwarves on the stage seem to fight harder, as if they have been joined by more dwarves, but the haunt is not yet defeated.
One more round. If Sadaf can pass the bluff test, the haunt will be defeated.
Rook, Song of Discord, 1=attacks friends: 1d2 ⇒ 2
Trevor, Song of Discord, 1=attacks friends: 1d2 ⇒ 2
Both Rook and Trevor manage to resist the Song of Discord effect for the next round.

![]() |

bluff: 1d20 - 1 + 5 ⇒ (11) - 1 + 5 = 15
"Please!!! I am a loyal dwarven soldier!!" he shouts and he is more convincing.

Clebsch GM DtBP |

After Sadaf improves on his performance, a change takes place and the ghostly Duergar are defeated, whereupon a thrumming chant of dwarven voices sounds through the hall, swearing, “And wed ourselves to duty.”
The theater has nothing more to discover once the haunt effects fade. Where to next.

![]() |

Vinnie climbs down from the ceiling, relieved to see his friends restored to their usual selves. "Don't do that again! I like a battle as much as the next spirit worshipper, but I'd rather we fight with our enemies..."
Looking on the map, it doesn't appear there is any way from the theater into the oval to our NE? In which case, Vinnie will lead the way back down the hall and open the door at E8.

Clebsch GM DtBP |

General options: If you want to rest and refresh spells etc., go to the tap room where you first entered or you could use a few other places that can be made secure for a period of rest. Areas yet to explore: there are 3 doors on the main level, marked E9, E16, and E20 and you haven't looked closely at things in area marked E15; a few rooms up the stairs in area E15; a lower lever accessed through area E5.

![]() |

"Ahh! We are really a strong group! Let us check for
magical auras!" Sadaf says and casts detect magic again in the room they’re in so that they don’t miss anything.
"Anybody wants to rest?" he asks the team.
In case nobody wants anything Sadaf will move to the next room: e9.
perception: 1d20 + 12 ⇒ (2) + 12 = 14
The dwarf checks for traps and opens in case there is nothing.

![]() |

Vinnie is also ok with pushing on. He's used perhaps a bit more than half of his spells but he's still got his hexes and melee options. But if anyone else wants to rest I'm ok with that too.
Vinnie also looks around for any noteworthy signs.
Perception: 1d20 + 13 ⇒ (18) + 13 = 31

Clebsch GM DtBP |

A series of small rooms fills the space between the theater and whatever lies behind the room with the double doors E20. The first E9 is a small room that has remnants of medical supplies and a simple cot. On a table rests a wand. It is magical and turns out to be a Wand of cure moderate wounds with 17 charges left.
The next room E11 appears to have been used as a prop room for the theater. Dried makeup and dry, rotting costumes give the room a musty smell. Fake treasure troves and plaster monster masks are carefully stored in the cabinets. Whoever first looks around the room receives a brief moment of alarm at the sight of four kobolds who appear ready for battle or mischief. A moment's inspection reveals them to be metal statues.
Lady Delbera penned several of the scripts found here herself to immortalize her many and varied adventures, including The Fall of Karexin, The Wedding of Riellal, and Dawn Shines on the Legion. These three scripts describe the period in Delbera’s life when she transitioned from roving adventurer to stalwart defender of Davarn. While none of the scripts are especially groundbreaking or valuable, The Fall of Karexin tells the tale of how her adventuring band, the Rising Blades, entered Nar-Voth to stem the tide of undead plaguing a small town in Andoran. The Rising Blades discovered the origin of the raiders—a fey necromancer named Karexin—and, in the process, saved the svirfneblin village of Oremont. The Rising Blades, assisted by the svirfneblin, eventually triumphed over Karexin and his undead hordes, finally casting his body into the abyss.
The scripts grant any who read them a +2 insight bonus on any Knowledge (history) or Knowledge (local) checks to recognize or learn clues about the redoubt’s haunts.
In the drawers of a dressing table is a hat of disguise.
The next door north opens into a narrow passage that connects these rooms to the hall northwest of the theater with a secret door that leads into the room to the east.

![]() |

Vinnie is pleased to see the healing wand. "Well this could be most handy!" He puts it into one of his spring-loaded wrist sheathes. (Unless someone else wants to carry it)
He peruses the scripts that Lady Delbara left behind with interest. "Quite the playwright the mistress seems to have been. No wonder she was so wowed by your Dwarven performances..."
Appraise: 1d20 + 0 ⇒ (7) + 0 = 7
He is, however, unable to make much out of the hat of disguise, beyond the obvious fact that it would be quite useful for dramatic performances.

Clebsch GM DtBP |

Waiting for someone to indicate where to explore next. To speed things along, let me suggest the following. The stairs found in room E5 lead down to a kitchen which has a haunt and a minor creature encounter and no significant treasure that would be useful in melee. The Trophy Room E15 has a haunt yet to be triggered, as well as some useful magic weapons and armor. E16 is a chapel with a haunt. The area at the top of the stairs found in area E15 has an important encounter that should be dealt with to get important clues for the next sections of the adventure. E20 should be saved for last after dealing with all the haunts. In fact, I'd be comfortable suggesting you deal with the top of the stairs area threat and then E20. I can narrate what would happen at the other haunts since I have no doubt you'll defeat the haunts.

![]() |

Sorry, I didn't realize you were waiting for us! Sure, let's head to the top of the stairs area.

![]() |

Sadaf agrees with Vinnie.
"Let us go up then!!!"

Clebsch GM DtBP |

Stout dwarven pillars support this open stairway. A balcony overlooks the floor below. Three doors stand to the north, east, and south. The north and east doors have had solid looking duergar locks attached to the outside. On the floor lies the dead body of a dwarf in a Davarn town guard uniform. His body has had its throat ripped as if by a clawed hand. The body has been there long enough that it is at room temperature and starting to smell of decay.

![]() |

Sadaf carefully examined the dead body of the dwarf guard, his eyes filled with empathy and sadness for the fallen comrade. Turning to his companions, he took a deep breath and began to speak.
“Friends, I know the sight of this poor soul weighs heavily on our hearts. We must remember that we are here to bring an end to the suffering of the Axebringer clan and restore balance to this region. Though the path before us is dark and treacherous, we must remain steadfast in our mission. I propose we check these locked doors for any clues or traps, and then venture deeper into the fortress. Let us move forward with the blessings of Lady Luck Chaldira and the strength of our bond, for the sake of the Axebringers and all of Davarn!“
With determination in his eyes, Sadaf then approaches the locked doors, closely inspecting them for any signs of danger, while his trusted companion Danduun playfully sniffs around the room, ever alert to potential threats.
perception : 1d20 + 12 ⇒ (8) + 12 = 20

![]() |

Vinnie nods grimly at Sadaf's words, his normally jovial expression dimmed by the sight of the dead guard. "Whoever has done this must surely pay..." Then he too carefully advances forward.
Perception: 1d20 + 13 ⇒ (15) + 13 = 28

Clebsch GM DtBP |

BLS 1: Stealth, 30', door: 1d20 - 2 + 3 + 5 ⇒ (2) - 2 + 3 + 5 = 8
BLS 2: Stealth, 30', door: 1d20 - 2 + 3 + 5 ⇒ (19) - 2 + 3 + 5 = 25
No traps are detected on either lock or door. Danduun sniffs and then turns toward the door on the south side of the landing. Sadaf can tell the animal senses something suspicious in the room E19
The locks are good quality of Duergar design. Disable Device DC 30 to unlock. There is no evident lock on the door to the south E19.
Assuming you check the door to E19 for traps, I'll save some time and indicate you detect no traps.

![]() |

Thanks GM!
Sadaf moves to the door to the room that Danduun smelled something strange.
E19
Sadaf tries to open the door.

![]() |

Vinnie moves right behind Sadaf, ready for anything.

Clebsch GM DtBP |

Roll stealth, perception, and initiative. I'll roll for anyone who hasn't posted this afternoon or evening. Here is the physical description of the non-living elements of the room that you see when the door opens.
This richly decorated bedroom features a large four-poster bed atop a raised platform. A portrait of Lady Delbera hangs from the wall at the head of the bed, and tapestries line the walls. A wardrobe, dressing table, chest of drawers, and two comfortable chairs round out the room’s furnishings. The faint smell of steel, cedar, and crushed berries still looms in the air.

![]() |

stealth: 1d20 - 1 ⇒ (13) - 1 = 12
perception: 1d20 + 12 ⇒ (5) + 12 = 17
ini: 1d20 + 2 ⇒ (2) + 2 = 4

Danduun |

stealth: 1d20 + 16 ⇒ (1) + 16 = 17
perception: 1d20 + 11 ⇒ (6) + 11 = 17
ini: 1d20 + 4 ⇒ (10) + 4 = 14

Clebsch GM DtBP |

Stealth: 1d20 + 3 ⇒ (12) + 3 = 15
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Vinnie:
Stealth: 1d20 + 16 ⇒ (9) + 16 = 25
Perception: 1d20 + 13 ⇒ (20) + 13 = 33
Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Sarxa:
Stealth: 1d20 + 12 ⇒ (12) + 12 = 24
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
BLS 1:
Stealth: 1d20 - 2 ⇒ (13) - 2 = 11
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
BLS 2:
Stealth: 1d20 - 2 ⇒ (9) - 2 = 7
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Bomb: 1d20 + 8 ⇒ (3) + 8 = 11
Miss with thrown splash weapon: 1d8 ⇒ 7
Splash Damage: 12 fire
Rook: DC 20 Acrobatics to avoid AOO: 1d20 + 6 ⇒ (14) + 6 = 20
AOO vs Rook AC 22
BLS 1 Dwarven Urgrosh, power attack, ax: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7 Miss
BLS 2 Dwarven Urgrosh, power attack, ax: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11 Miss
BLS 2 vs Rook AC 22
Dwarven Urgrosh, power attack, ax: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11 Miss
Dwarven Urgrosh, power attack, spear: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9 Miss
Target 1=D,2=S: 1d2 ⇒ 2 Sadef AC 23
Dwarven Urgrosh, power attack, ax: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Target 1=D,2=S: 1d2 ⇒ 1 Danduun AC 25
Dwarven Urgrosh, power attack, spear: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Rook opens the door and immediately spots two Bone Legion Soldiers, as the skeletal warriors encountered before are called. They flank the door but Rook reacts more quickly then they do and tosses one of his bombs into the room. It does not hit the solider he aimed at, but landed where the fire could splash onto both of them. 12 fire damage to each. Then Rook tries to tumble past the two to get into the room and prevent a bottleneck, but they both manage to swing their axes at him as he passes. They both miss him however.
Once inside, Rook points toward the east side of the room and says, "Got another boogie in here!" He is pointing at a female humanoid with horns, grey skin, a sinister expression, long hair on her head, claws on her hands, and the hind legs of a goat. She is wearing a chain shirt, with a hand crossbow for a weapon. Monster Lore post coming next to ID the crature.
One of the soldiers pursues Rook into the room but his swings are equally clumsy as before. So far the d20 rolls on these attacks were 1, 5, 5, and 3.
The other blocks the entrance to the door and attacks those outside. The attacks present no real threat, however, because of the cover provided by the wall and the soldiers continuing bad form. Attack d20s are 1 and 12
Trevor
Vinnie
Sarxa (the goat-legged creature)
Sadaf
Danduun
Round 2
Rook
BLS 2 (12 lethal)
BLS 1 (12 lethal)
Vinnie and Trevor act next.

![]() |

Trevor casts shocking grasp then steps up to reach out and touch someone while the enemy is still flat footed
vs Flat Footed Touch: 1d20 + 7 ⇒ (7) + 7 = 14
+3 to hit if the they are wearing or wielding metal
damage (e): 3d6 ⇒ (1, 5, 4) = 10
damage sneak: 2d6 ⇒ (6, 3) = 9

![]() |

Seeing the skeletal warriors swing at Rook, Vinnie trusts that they will not be ready to stop another foe just yet and he also tries to dart past them.
If there is sufficient space to move above them, Vinnie will use his 20' Climb speed to move past the warriors (this will provoke if they have another AoO and can reach him on the ceiling). Otherwise, he'll try to use Acrobatics (normal movement speed is 30', half speed to avoid Acrobatics penalty) to move through Warrior 1's square
Acrobatics if needed vs Warrior 1 CMD: 1d20 + 8 ⇒ (14) + 8 = 22
Once past the warriors, Vinnie mutters a few incantations and reaches out his tail to tap Warrior 1 on the shoulder.
Casting Chill Touch, this will also provoke from Warrior 1 and 2 if they have any AoOs left
Touch attack vs Warrior 1 Touch AC: 1d20 + 9 ⇒ (9) + 9 = 18
DC 16 Will save or Panicked for 1d4+4 rounds
3 'touches' from Chill Touch remaining

Clebsch GM DtBP |

BLS1: Will: 1d20 + 6 ⇒ (17) + 6 = 23
Rook: Knowledge (Nature): 1d20 + 13 ⇒ (20) + 13 = 33
Sadaf: Knowledge (Nature): 1d20 + 4 ⇒ (15) + 4 = 19
Trevor's electrical assault damages the Bone Legion soldier 19 damage , but Vinnies attempt to scare him into fleeing fails.
Sarxa drinks something and her form suddenly goes all blurry and wavering The blur causes a 20% miss chance, concealment. She then moves a bit away from the fight with her guardians.
Few nymphs survive the ordeal of giving birth to a forlarren—those who do might attempt to raise their children in loving environments, but the evil that lurks in a forlarren’s soul is powerful. In most cases where a nymph attempts to raise a forlarren child, it’s only a matter of time before the forlarren grows resentful and its evil nature compels it to murder its mother.
Most forlarrens are female, and few are capable of conceiving children of their own. A forlarren grows to adulthood with astonishing speed, reaching full growth in only a year—even those who come into the world as orphans are capable of defending themselves and seeking out food. Yet despite the rapidity with which they reach maturity, few forlarrens survive to adulthood. Cast out from both sylvan and fiendish society, the typical forlarren is a lonely creature, cursed by its own existence. It detests itself and everything it sees, and soon becomes consumed by hatred of life itself. The forlarren vents its rage on good and evil alike, lashing out at anything that approaches it.
Round 1
Sadaf
Danduun
Round 2
Rook
BLS 2 (12 lethal)
BLS 1 (31 lethal)
Trevor
Vinnie
Sarxa

Danduun |

Sadaf orders Danduun to continue attacking.
The little dinosaur tears into the bone creature in front of him.
bite : 1d20 + 8 ⇒ (17) + 8 = 25
B/P/S damage: 1d4 + 1 ⇒ (2) + 1 = 3
~
Talon left : 1d20 + 8 ⇒ (16) + 8 = 24
B/P/S damage: 1d6 + 1 ⇒ (5) + 1 = 6
~
Talon right: 1d20 + 8 ⇒ (19) + 8 = 27
B/S damage: 1d6 + 1 ⇒ (3) + 1 = 4

![]() |

Sadaf steps 5 ft, and casts a flaming sphere spell on Sarxa, the Forlarren.
fire damage round 1/5, reflex dc 18 negates : 3d6 ⇒ (4, 1, 3) = 8
“Sarxa is as a Forlarren! An evil nymph that can sneak attack! Use cold iron against her!!“

Clebsch GM DtBP |

Sarxa: Reflex: 1d20 + 12 ⇒ (4) + 12 = 16
Vs. Sarxa
Rook: Frost Bomb, ranged touch: 1d20 + 8 ⇒ (2) + 8 = 10
Miss: 1d8 ⇒ 3
BLS 2 vs Vinnie, AC 27
Dwarven Urgrosh, power attack, ax: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Dwarven Urgrosh, power attack, spear: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Danduun brings down the skeleton at the door. 9 damage to BLS 1.
Sadaf's spell catches the forlarren off guard and she gets burned. 8 damage to Sarxa. Technically, you don't yet know her name is Sarxa. I was just using the name because it was easier to type than Forlarren.
Rook steps away from the remaining skeleton and lobs a frost bomb at the forlarren, but his aim is off. It hits the north wall and does no one any harm.
The remaining bone legion soldier attacks Vinnie but fails to hit with the first attack. The second glances off his armor.
If Vinnie is up the wall out of reach, the skeleton attacks Rook but with the same result.
Next up:
Trevor
Vinnie

![]() |

Oops, I saw that it was my turn but then somehow forgot to take it. Sorry!
Vinnie tries to scare off the remaining skeleton.
Melee Touch Attack (Chill Touch): 1d20 + 9 ⇒ (7) + 9 = 16
DC 16 Will save or it flees as if panicked for 1d4+4 rounds
"Booo!"
2 touches of Chill Touch remaining

Clebsch GM DtBP |

BLS1: Will: 1d20 + 6 ⇒ (3) + 6 = 9
Rounds: 1d4 + 5 ⇒ (2) + 5 = 7
The skeleton drops its weapon and runs past Rook until it reaches the bed. Then it runs at the wall behind the bed. When it finds no way to escape, it turns watches in fear. It takes the full defense action.
Trevor is up.

Clebsch GM DtBP |

Sarxa, seeing her bodyguards dispatched so quickly, holds up her hands as she moves away from the flaming sphere, saying, "I have guests! Please, whatever you seek, we can coordinate. I am Sarxa."
You can press the attack or relent and talk. If you talk, roll diplomacy, intimidation, or bluff, depending on what you say.

![]() |

"Clearly we have the better of you, but if you surrender now and tell us what we wish to know, we will ensure that you are fairly treated by the good folk of Davarn when we deliver you to them. Come, there is no need to die for whatever master has misled you to these dire circumstances. Yield and you shall be treated with justice."
Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15

![]() |

"Please let us stop these hostilities! We have to be empathetic here!" Sadaf says.
diplomacy: 1d20 + 18 ⇒ (8) + 18 = 26

![]() |

"yeah looks like we were both having a perfectly marvelous party but the venue was double booked, so since our party is bigger, why don't we go back their, quit playing with the stiffs, and I'll do my incredible disappearing reappearing cow routine."
diplomacy assist to sadaf: 1d20 + 7 ⇒ (17) + 7 = 24

Clebsch GM DtBP |

Sarxa wants to negotiate terms that would allow her to escape with the corpse of Delbera. However, with her duargar mercenaries mostly dispatched as well as her bone legion soldiers, she has nothing much to offer. She surrenders and keeps mostly silent, although she answers questions if asked. She indicates that the other bedrooms in this level have about two dozen prisoners captured during the raid on Davarn. They are all descendants of Delbera.
The room contains a number of books and maps.
A battered old journal is located in a false-bottomed drawer in the bedside table. This is Delbera’s adventuring journal and contains her firsthand accounts of her adventures. The stories contained within may also be found in her memoirs in the library and the scripts in the prop room.
Reading these stories reveals a very unsure and insecure young acolyte studying at the feet of Father Grandich. She left home to meet the calling of her god even as commitments to her family, friends, and community demanded she stay. She feared that her choice to leave made her an exile, and that those she loved would never accept her back, and so she threw herself into loving and caring for the Rising Blades. Delbera reached out to protect and encourage her companions and those they encountered in their travels, and they in time grew fiercely protective of her as well.
Her accounts take care to describe their adventures below the mountains of northern Andoran and the Five Kings Mountains, when the Rising Blades fought a surge of undead crawling forth from the caves. Her fear becomes palpable in the journal as she describes the caverns—not dissimilar to her childhood home—as oppressive and evil. Her accounts focus on supporting and healing her teammates, and later doing what she can for the tiny gnome settlement they discovered hidden near Karexin’s Tower.
Journals dated much later, written in a steadier and aged hand, describe her return home and the fanfare that followed, as well as the fact that she oversaw the excavation of the redoubt as paranoia steadily gnawed at the back of her mind, warning of dangers from deeper tunnels that might threaten those she loved. In time, likeminded defenders flocked to her banner.
Last two entries on the journal. A copy of this document is found on the bottom left side of the map.
"By sweat and blood, we have come here,
We who are sired by the will to defend,
We who are born with blade in hand,
We who court the ways of honor,
And wed ourselves to duty,
Pledge ourselves to the Firebrand and her mistress,
And in the blaze of both, find eternal strength."
Finally, there is a roughly drawn map of tunnels, indicating the redoubt, Davarn, and something marked with cryptic emblems near the redoubt. Sarxa is close-lipped about what is there and will only tell if released and given Delbera's body and allowed to escape.
With the knowledge of the oath, the group can defeat the remaining haunts, which always ends with a chorus of dwarven voices repeating a portion of the oath. The last place to look is Room E20.
Sarxa believes there is a tomb with Delbera's body somewhere in the redoubt.
Searching the trophy room near the bottom of the stairs that lead to the bedroom suite where the group is presently activates a haunt showing a young Delbera being pulled underground by a ghostly bullette. Once defeated, the haunt is filled with dwarven voices chanting, "We who are born with blade in hand."
The room once had many trophies and weapon cases, mostly looted already. One appears to have held Delbera's magic axe and another is labeled "Rod of Karexin the Mad," though the word "mad" is crossed out and a delicate, precise hand has written “Visionary.”
While many of the valuables from the trophy rooms have been looted, a few noteworthy items have been left behind, including a +1 spear, a +1 light steel shield depicting a Taldan wedding, a mithral shirt, a slightly vandalized suit of masterwork half-plate, a masterwork longspear, a masterwork composite longbow (Str +4), and a bejeweled longspear sized for a
pixie (worth 350 gp).
Next the trophy room is a chapel area E16. An anvil-shaped altar stands prominently at the northeastern end of this chapel. A cold furnace is cut into wall behind the anvil, while tools of the forge lie carefully arranged about the worship space. A blacksmith’s apron lies across the anvil.
Entering the chapel activates another haunt that depicts a young Delbera working on her battleaxe at a forge. The effort she is apparently putting into her hammer blows fatigues those present but Sadef starts singing a hymn to Torag and it quiets the haunt, leaving the voices to chant, "By sweat and blood, we have come here." No treasure found here.
Exploring the lower level Area E6 and E7 turns up another haunt of Delbera compelling people in the room to help her prepare a meal, leading to comical attempts to cook without proper ingredients. But when this haunt is defeated, the chant rings out, "Pledge ourselves to the Firebrand and her mistress."
Some valuable bottles of liquor are found here but nothing else of value.

Clebsch GM DtBP |

Sorry to rush through things but I need to wrap this dungeon up as I am having trouble keeping up with my PBP posts and need to reduce my commitments. This will probably invalidate using this adventure for Pathfinder credit, since we are not playing through all elements.
I'll moderate the last two rooms which will conclude this part of the adventure and someone else can take over either with the rest of the module or we can start something new if people are tired of this.
Post your reactions to these events and then let me know when you are ready to explore the last two rooms.

![]() |

Thanks for everything GM. I have to admit that I also have to reduce pbp commitments so all good!!!
As Sadaf and Danduun explored the various rooms and uncovered the haunts, Sadaf couldn't help but feel a deep sense of connection to Delbera and the struggles she faced throughout her life. He appreciated her devotion to her god, her love for her companions, and the sacrifices she made for her people. Danduun, sensing Sadaf's emotions, stayed close to him, occasionally nuzzling his hand for comfort.
When the group discovered the various treasures left behind, Sadaf felt a mix of excitement and sadness. The valuables represented a testament to Delbera's achievements, but also a reminder of the dark fate that had befallen her and her home.
As they dealt with the haunts and heard the chants, Sadaf felt a renewed determination to honor Delbera's memory and restore balance to the region. He couldn't help but feel a sense of kinship with her, as they both sought to protect the natural order and ensure the safety of their loved ones.
“This whole place just fills me with sadness!“ he says.

![]() |

I'm having trouble keeping up with my PbP commitments too so I can't offer to take over GM-ing this one, though I would keep playing if someone wants to take it on.
Vinnie smells the air with appreciation. "Many fights, so many fights. I sense that the spirits of battle are pleased..."

![]() |

Trevor's jocular demeanor becomes more somber after going through room upon room of restless spirits. spirits of those of died defending their homes.
It is sad, but also, strangely moving.

Clebsch GM DtBP |

Sadaf: Sense Motive: 1d20 + 10 ⇒ (4) + 10 = 14
Danduun: Sense Motive: 1d20 + 1 ⇒ (18) + 1 = 19
Rook: Sense Motive: 1d20 ⇒ 13
Trevor: Sense Motive: 1d20 + 6 ⇒ (3) + 6 = 9
Vinnie: Sense Motive: 1d20 + 9 ⇒ (10) + 9 = 19
Rook: Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Sadef: Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Trevor: Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Vinnie: Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Once the information from Sarxa has been digested and other haunts explored and defeated, the group approaches a room at the top of the axe-shaped redoubht. There are two sets of double doors elaborately constructed. Neither is locked and once opened, reveal a brilliant crystal chandelier hanging in the center of a large high-ceilinged open room. Five portraits hang on the walls: a Chelish man in plate armor pictured with a sword and shield, a half-elven woman leaning against a bow, a ruggedly handsome half-orc in long robes, a Varisian woman holding a crystal ball, and a muscular but maternal dwarven woman. Several statues have been smashed to rubble, cluttering the floor. Part of the chamber’s northern wall has been torn down, revealing a once-secret door of bronze and gently shimmering runes. E3.
As the group moves in looking around, they are caught off guard by the formation of another haunt.
A ghostly image of Delbera appears, frozen in fear. Another ghostly form—this one a half-orc man—(looks like the painting) falls to the floor beside her, gasping in short, ragged breaths, bleeding and badly burned. A stentorian voice booms through the grand hall. “Pitiful girl. Do you really think what you and your companions have done here today has achieved anything but merely slow my rise to power? I shall take great satisfaction in adding your corpses to my army.”
As the voice echoes,the shattered bits of statue assemble themselves into a 12-foot-tall form of a robed necromancer. Sketches in some of the notes studied earlier suggest it might represent Karexin, the necromancer Delbara battled.
Trevor , Vinnie, Sadef/Danduun act before the animated statue.

![]() |

Sadaf orders Danduun to attack and then casts a flaming sphere spell on the large necromance.
"Evil will not prevail in this dwarven halls!!" he shouts.
reflex DC 18 negates fire damage for necromance : 3d6 ⇒ (4, 3, 5) = 12

Danduun |

Danduun is ordered to flank and runs around the creature and claws.
Talon left : 1d20 + 8 ⇒ (16) + 8 = 24
B/P/S damage: 1d6 + 1 ⇒ (6) + 1 = 7

Clebsch GM DtBP |

Animated Statue: Reflex: 1d20 ⇒ 1
The rubble statue seems unaware of the flaming sphere and does not avoid it as it rolls into it. 12 damage done.
Danduun claws at the moving chunks of former statues but the rocks prevent the claws from penetrating enough to do it any harm. The statue has hardness of at least 7.
Trevor and Vinnie are still up.

![]() |

Trevor Tries to recall something about magically animated statues, knowledge(arcana): 1d20 + 7 ⇒ (17) + 7 = 24
Trevor takes a 5 foot step and lashes at the statues kneecaps,
whip vs FlatFooted AC: 1d20 + 9 ⇒ (5) + 9 = 14
whip damage and sneak attack: 1d3 + 4 + 2d6 ⇒ (2) + 4 + (3, 5) = 14