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Hadrimos takes a drink and opens the door...
The first feeling that this room gives is the promise of home and light. The second is a palpable wave of dread, as a wave of negative energy flows into the chamber, pouring into the open sarcophagus at its center. Excess energy flows around like a foul wind, smelling faintly of ozone. In the distance, screams echo, or perhaps laughter? It's impossible to make out. A tattered and rotted body quickly rises from the sarcophagus, garbed in rotted and torn fabrics that may have once been a sign of nobility.
"Finally, I can feel that I'm freed from that accursed lich, and I believe I have you to thank. Sadly, the only gratitude I can offer is death. I need your strength to become my strength, so I can repay those who betrayed me!"
Alystair immediately draws an enormous sword and attacks. As Alystair speaks, there is stirring from the adjoining room as one of crypts bursts open, its animate occupant lurching into the room.
Delta Variant, Search: 1d20 + 7 ⇒ (5) + 7 = 12
Desert Oasis, Search: 1d20 + 8 ⇒ (15) + 8 = 23
Achurius, Detect Magic: 1d20 + 9 ⇒ (15) + 9 = 24
Tempest Storm, Defend: 1d20 + 6 ⇒ (7) + 6 = 13
Hadrimos, Scout: 1d20 + 3 ⇒ (2) + 3 = 5
Ghul, Defend: 1d20 + 8 ⇒ (19) + 8 = 27
Alystair Caskwater Perception/Init: 1d20 + 9 ⇒ (3) + 9 = 12
Red Perception/Init: 1d20 + 2 ⇒ (3) + 2 = 5
White Perception/Init: 1d20 + 4 ⇒ (15) + 4 = 19
Blue Perception/Init: 1d20 + 4 ⇒ (13) + 4 = 17
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Ghul - AC 21 (23 w/shield), 38/38 (AC 23); Unifax AC 19
**Achurius - AC 15, 28/28
**Desert Oasis - AC 18, 32/32
GM
Tempest Storm - AC 21, 38/38
Alystair Caskwater
Delta Variant - AC 15 (16 w/shield), 19/19
Hadrimos - AC 19, 19/19
Red

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The leshy opens his gate sending a blast of water at the skeletal figure. He then immediately floods the room, causing the gate to close.
◆ Channel Elements
Water Blast vs Red: 1d20 + 8 ⇒ (18) + 8 = 26bludgeoning: 1d8 ⇒ 8
◆◆ Tidal Hands
bludgeoning: 1d8 ⇒ 1 DC 18 basic Reflex

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Desert Oasis reduces Red to its component parts and floods the room. Alystair takes minimal damage.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
**Ghul - AC 21 (23 w/shield), 38/38 (AC 23); Unifax AC 19
**Achurius - AC 15, 28/28
Desert Oasis - AC 18, 32/32
GM
Tempest Storm - AC 21, 38/38
Alystair Caskwater (-1)
Delta Variant - AC 15 (16 w/shield), 19/19
Hadrimos - AC 19, 19/19

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His erect stance crumbling into a feral slouch, Ghul grabs his shield with two hands and lurches forward, ready to defend his party!
◆) Stride
◆) Raise Shield (to AC 23)
◆) Everstand Stance
+
↺) Glimpse of Redemption (resist all 5 to ally; choice for foe 0 damage or enfeebled 2)
↺) Shield Block (hardness 9, 20/20 HPs)
~) First to trigger

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Ghul moves forward and serves as the party's shield.
A second skeleton totters in from the other room, bow in hand. It walks up to Alystair and sends two arrows at Ghul.
Shortbow vs Ghul AC 23, 60' Range: 1d20 + 8 ⇒ (6) + 8 = 14 for Piercing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Shortbow vs Ghul AC 23, 60' Range, MAP: 1d20 + 3 ⇒ (5) + 3 = 8 for Piercing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Both arrows hit the shield and shatter.
------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go
Ghul - AC 21 (23 w/shield), 38/38 (AC 23); Unifax AC 19
**Achurius - AC 15, 28/28 (Delaying)
Desert Oasis - AC 18, 32/32
Blue
**Tempest Storm - AC 21, 38/38
Alystair Caskwater (-1)
Delta Variant - AC 15 (16 w/shield), 19/19
Hadrimos - AC 19, 19/19

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Achurius moves to a better location and deals the skeleton a simple DC 18 disrupt undead spell.
damage: 1d6 ⇒ 6

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Don't forget your Wisdom Mod to that damage
Right. Add 4 to that.

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Tempest's snowball slams into Blue but it seems to shrug off most of the damage. It does not, however, withstand Achurius' positive energy which reduces it to dust.
Alystair growls and yells, "Whitey, keep them off me"
At once a third skeleton totters into the room with a bow and fires two more arrows at Ghul.
Shortbow vs Ghul AC 23, 60' Range: 1d20 + 8 ⇒ (8) + 8 = 16 for Piercing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Shortbow vs Ghul AC 23, 60' Range, MAP: 1d20 + 3 ⇒ (14) + 3 = 17 for Piercing Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Again, both arrows strike his upraised shield and shatter.
"Why is it I have to do everything myself?!" Alystair grumbles as he lunges at Ghul, greatsword leading.
Greatsword vs Ghul AC 23: 1d20 + 12 ⇒ (20) + 12 = 32 for Slashing Damage: 1d10 + 6 ⇒ (2) + 6 = 8 Doubled to 16
Greatsword vs Ghul AC 23, MAP: 1d20 + 7 ⇒ (17) + 7 = 24 for Slashing Damage: 1d10 + 6 ⇒ (5) + 6 = 11
Upon impact, Ghul is suddenly showered with bits of rotting flesh and seaweed.
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Before your Turn:
DC 17 Fortitude Save vs Grotesque Gift: Ghul (x2)
------------------
Those with ** may go
-2-
**Ghul - AC 21 (23 w/shield), 20/38 (AC 23; Shield hp - 13/20); Unifax AC 19
**Desert Oasis - AC 18, 32/32
**Achurius - AC 15, 28/28
**Tempest Storm - AC 21, 38/38
Alystair Caskwater (-1)
White
-1-
**Delta Variant - AC 15 (16 w/shield), 19/19
**Hadrimos - AC 19, 19/19
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
You are spattered with rancid flesh and rotting seaweed.
CS/S: Unaffected
F: Sickened 1
CF: Sickened 2

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DC 17 fort Save vs Grotesque Gift: 1d20 + 7 ⇒ (19) + 7 = 26
DC 17 fort Save vs Grotesque Gift: 1d20 + 7 ⇒ (10) + 7 = 17
For some reason Achurius, other than having to plug his nose, does not seem all that affected by all these bad smells. Go figure.
Now that there are two in range, Achurius decides to give his heal spell a chance and blasts out a 30' radius positive energy burst.
DC 18 heal (healing hands): 1d10 ⇒ 6
***heal

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[dice=DC 17 fort Save vs Grotesque Gift]1d20+7
[dice=DC 17 fort Save vs Grotesque Gift]1d20+7For some reason Achurius, other than having to plug his nose, does not seem all that affected by all these bad smells. Go figure.
Now that there are two in range, Achurius decides to give his heal spell a chance and blasts out a 30' radius positive energy burst.
[dice = DC 18 heal (healing hands)]1d10
***heal
Ummm... why are you rolling the save?

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Ghul's strangely-wielded shield softens the brutal attack - then he is showered with pain!
DC 17 Fortitude Save vs Grotesque Gift: 1d20 + 7 ⇒ (19) + 7 = 26
DC 17 Fortitude Save vs Grotesque Gift: 1d20 + 7 ⇒ (10) + 7 = 17
Basic Fortitude (DC 18) vs Healing Hands (6 positive): 1d20 + 7 ⇒ (17) + 7 = 24
"Tis' what I deserve, for many lives have I taken, even as now I seek redemption..." he murmers to himself as positive energy strips the already-feeble skin from his hunched bones...
(-3 positive damage)

Unifax |

...but Unifax, radiant steed - within the same aura - is bestowed to greater life - the net effect of their shared bond a somewhat dampened healing!
(+6 positive healing)
◆) Stride
He races to be beside his master!

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Everstand Shield Boss (2h, blunt) vs Red: 1d20 + 9 ⇒ (13) + 9 = 221d8 + 4 ⇒ (7) + 4 = 11
◆) Lay on Hands
◆) Strike
↺) Glimpse of Redemption (resist all 5 to ally; choice for foe 0 damage or enfeebled 2)
Touching his angelic companion, vitality flows through the shining unicorn - and Ghul takes a hefty swing, eschewing additional defenses for the moment!
(Unifax +2 status to AC for one round, +6 more positive healing)

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Ghul shrugs off the rancid flesh and rotting seaweed and is unaffected by it.
Achurius blasts out a wave of positive energy that injures Alystair, White, and, unintentionally, Ghul. Ghul heals himself through Unifax and strikes back at Alystair with his shield.
Fort: 1d20 + 13 ⇒ (6) + 13 = 19
White Fort: 1d20 + 6 ⇒ (11) + 6 = 17
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
------------------
Those with ** may go
-2-
Ghul - AC 21 (23 w/shield), 29/38 (Shield hp - 13/20); Unifax AC 19 (AC 21)
**Desert Oasis - AC 18, 32/32
Achurius - AC 15, 28/28
**Tempest Storm - AC 21, 38/38
Alystair Caskwater (-15)
White (-6)
-1-
**Delta Variant - AC 15 (16 w/shield), 19/19
**Hadrimos - AC 19, 19/19

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Ummm... why are you rolling the save?
My mistake. I was thinking that the creates were actually Ghoulish and we had to save from two of them. Obviously, what it means is that Ghul needed to make two saves. My brain played a trick on me.

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Desert Oasis opens his gate again and fires blasts of water at the archer in the room beyond.
◆ Channel Elements
Water Blast: 1d20 + 8 ⇒ (12) + 8 = 20Bludgeoning: 1d8 ⇒ 5
◆ Kinetic Blast
Water Blast: 1d20 + 8 - 5 ⇒ (5) + 8 - 5 = 8Bludgeoning: 1d8 + 4 ⇒ (7) + 4 = 11

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◆ Hadrimos takes a drink (entering Stumbling Stance).
◆ Hadrimos moves forward.
◆ Hadrimos makes a flurry of swings at White: 1d20 + 7 ⇒ (8) + 7 = 151d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10for: 1d8 + 2 ⇒ (3) + 2 = 51d8 + 2 ⇒ (3) + 2 = 5 bludgeoning damage.

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Hadrimos moves forward as if inebriated. His swings, unfortunately, seem to reflect his drunken state. Desert Oasis blasts White with more water and hits with the first. Tempest increases the striking power of his weapon and gazes into the future...
------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
------------------
Those with ** may go
-2-
Ghul - AC 21 (23 w/shield), 29/38 (Shield hp - 13/20); Unifax AC 19 (AC 21)
Desert Oasis - AC 18, 32/32
Achurius - AC 15, 28/28
Tempest Storm - AC 21, 38/38
Alystair Caskwater (-15)
White (-11)
-1-
**Delta Variant - AC 15 (16 w/shield), 19/19
Hadrimos - AC 19, 19/19

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Delta gets behind his ally and unleashes a beam of good energy.
Divine Lance Spell Attack vs Red: 1d20 + 7 ⇒ (13) + 7 = 20
Spell Damage: 1d4 + 4 ⇒ (1) + 4 = 5 good damage
"Come back to where you come from!"
◆ Stride
◆◆ Cast a Spell, Divine Lance

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Delta Variant unleashes a ray of goodness onto Alystair. Alystair screeches in pain.
At its master's bidding, the skeleton drops his bow, pulls out a scimitar and charges Ghul.
Scimitar vs Ghul AC 21: 1d20 + 11 ⇒ (16) + 11 = 27 for Slashing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
"Finally! You can do something right" Alystair says before swinging at Ghul twice and taking a step back.
Greatsword vs Ghul AC 21: 1d20 + 12 ⇒ (7) + 12 = 19 for Slashing Damage: 1d10 + 6 ⇒ (2) + 6 = 8
Greatsword vs Ghul AC 21, MAP: 1d20 + 7 ⇒ (6) + 7 = 13 for Slashing Damage: 1d10 + 6 ⇒ (5) + 6 = 11
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
------------------
Those with ** may go
-3-
**Ghul - AC 21 (23 w/shield), 21/38 (Shield hp - 13/20); Unifax AC 19 (AC 21)
**Desert Oasis - AC 18, 32/32
**Achurius - AC 15, 28/28
**Tempest Storm - AC 21, 38/38
Alystair Caskwater (-25)
White (-11)
-2-
**Delta Variant - AC 15 (16 w/shield), 19/19
**Hadrimos - AC 19, 19/19

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Achurius frowns as he realizes his healing wave did as much harm as good and goes for a 3 round magic missile on Alystair this round.
"Having a bad day there fellow? Your pathetic minion is more effective than you are."
***magic missile, force damage: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13

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Achurius sends three missiles of force at Alystair which all slam into his chest (or what's left of it)
------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
------------------
Those with ** may go
-3-
**Ghul - AC 21 (23 w/shield), 21/38 (Shield hp - 13/20); Unifax AC 19 (AC 21)
**Desert Oasis - AC 18, 32/32
Achurius - AC 15, 28/28
**Tempest Storm - AC 21, 38/38
Alystair Caskwater (-38)
White (-11)
-2-
**Delta Variant - AC 15 (16 w/shield), 19/19
**Hadrimos - AC 19, 19/19

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Flurry of swings against Red: 1d20 + 7 ⇒ (15) + 7 = 221d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21for: 1d8 + 2 ⇒ (8) + 2 = 101d8 + 2 ⇒ (5) + 2 = 7 bludgeoning damage.
If Red falls
Hadrimos stumbles five feet west.
Hadrimos swings at White: 1d20 + 7 - 8 ⇒ (12) + 7 - 8 = 11
Else
Hadrimos swings at Red: 1d20 + 7 - 8 ⇒ (15) + 7 - 8 = 14
Hadrimos swings at Red: 1d20 + 7 - 8 ⇒ (3) + 7 - 8 = 2
Endif

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Tempest charges up to Alystair and stabs.
trident: 1d20 + 8 ⇒ (5) + 8 = 13 trident: 1d20 + 8 ⇒ (12) + 8 = 20
Using the 20
piercing: 2d8 + 2 ⇒ (5, 7) + 2 = 14
He then stabs again.
trident: 1d20 + 3 ⇒ (20) + 3 = 23 piercing: 2d8 + 2 ⇒ (1, 2) + 2 = 5

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Holding his ground, Ghul bashes through the minion with his shield, offense born of defense, keeping his protection of the others vigilant!
Everstand Shield Boss (2h, blunt) vs Skeleton: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 4 ⇒ (2) + 4 = 6
Everstand Shield Boss (2h, blunt) w/ MAP (-5) vs Skeleton: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 161d8 + 4 ⇒ (3) + 4 = 7
◆) Raise Shield (to AC 23)
◆) Strike
◆) Strike
↺) Glimpse of Redemption (resist all 5 to ally; choice for foe 0 damage or enfeebled 2)
↺) Shield Block (only if 11 damage or less)
~) First to trigger

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Hadrimos lurches forward and unleashes two strikes at Alystair, the second one knocking his head clean off. Alystair goes down in a heap and doesn't get back up. Hadrimos moves into a flank with Ghul against White but alas, neither strike connects.
Tempest rushes forward and sticks his trident into White's ribcage. Though the points find mostly air, pulling the trident back out removes the ribs and causes the skeleton to return to a pile of bones.
COMBAT OVER
Searching the sarcophagus, you find the final pages of Alystair's journal inside. They are frenzied writings mentioning a double cross, that it was all to complete her soul cage. That she was drowning them one-by-one in a pool of blood and offal. It goes on to state the soon-to-be lich had already turned several of his allies into her undead servants once the pool drained them entirely of vitality. Alystair laments that, in the end, he was the one trapped. There is no more following that entry. The completed journal seems to tell of a futile pursuit of the mage who would become the lich Hekoz.
Proceeding forward, you enter what appears to be a burial chamber. This room bears the signs of a burial chamber, the family crest of a dagger across a lush and growing field adorning each of the 6 plots. The caskets have been pulled from their slots in the walls and tossed haphazardly to the ground.
Beyond the burial chamber, is another one. In this chamber, the north wall has entirely collapsed. Covered in dust, the room looks to have seen little use, unlike the rest of the citadel, however, the way back from the Netherworld is gleaming like a bright tear in space. Upon touching it you are whisked back to the outskirts of the ruins where you find your mounts grazing peacefully.
At this point, if you wish, you could return to the ruins and take additional rubbings. The ruins are now safe and can be explored at your leisure.
Returning to the Grand Lodge, Ambrus Valsin takes your report and looks upon you with pride. With the journal fragments and the rubbings, Ambrus is almost beside himself with joy. He is impressed by your ingenuity in
the face of unexpected peril.
FIN
Thanks for playing all!

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Game has been reported to Gameday HQ. It'll take some time before they show up. I'll issue Chronicles in 24h or if everyone has included their downtimes (or told me not to included their downtimes :) ).

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Tempest does actually go back in to get a rubbing of the mural on this side so the differences can be compared.
Upon their return ...
Is this a miracle? Ambrus is actually smiling? Tempest is sure this is the first time he has seen that. He then goes to find Seshuun to tell the tale.
azarketi lore: 1d20 + 7 ⇒ (6) + 7 = 13 dayjob

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Achurius will definitely join in the scholarly pursuit. He felt a little rushed by the others, though under the circumstances he could hardly blame them..

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Chronicles have been emailed out. Thanks for playing all!

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Chronicle looks good. Thank you for running the game!

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I did not received a chronicle due to an error in my email address (I had a comma and a dot). I have corrected it so could you please resend?

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I did not received a chronicle due to an error in my email address (I had a comma and a dot). I have corrected it so could you please resend?
done.