DrK
   The Slumbering Tsar Adventure Path  
  
   Perched on the verge of the war-torn wasteland known as the Desolation stands a  settlement of dire reputation. Known only as The Camp, this wretched collection of  criminals and scoundrels, the desperate and the hopeless, all eking out an existence on the  far fringes of civilization make this truly a place of new beginnings and horrific endings.  Now things stir within the Desolation and call to heroes seeking secrets and treasures  lost to the knowledge of men. The promises of reward dare the brave and the foolish  both to seek their fortune in The Camp—out on the very edge of oblivion.
   

The caravans that Isabella ha brought with her rumbled along the gravel of the road. You had all set off from Bard's some 9 days hence. The autumn weather had been harsh and unpleasant, grey skies, scurrying clouds and cold drizzle and rainy squalls. Each night you had paused, rounding the wagons into a rough circle to ward off either the local denizens of the wastes or whatever vile creature had crawled from the desolation.

The weather and the terrain had changed that morning as you approached the edges of the desolation. The trees and plants grew sparse and twisted. Blackened branches and sharp thorns abounded and the grass faded into fields of grey ash and dead gravel scattered around everywhere. You know that from the maps and the strange savage barbarian Timoshko who had appeared as a guide to "The Camp".

Conversation is desultory and mixed amongst the disparate group....



  OOC Thread  
(Un)Inspired
Skynir might be the only person to enter The Desolation with a sense of profound relief. Returning to Bard’s Gate for the first time in 8 years created an unsettling mix of unease and excitement in the half-elf, and the idea of seeing his family left him both jittery and nostalgic. Ultimately seeing his parents was… just about what he should have expected. His father, Lord Braithwaite, had seemed to have aged more than was reasonable since he was last in town. The now elderly human had moved from one scheme to another to advance the family’s interests, each seemed more pointless than it’s predecessor. While they didn’t seem to do much to advance the Elkhart’s across Bard’s Gate society, Lord Braithwaite seemed to take wholehearted pleasure from explaining them each to his visiting son.

His mother, Vidame Emylir, was, in her noble elven superior way, complete entrenched in the same fixations she had when Skynir had left: endlessly trading properties among the other elven elite of the city, and breeding her prized lineage of horses. She was almost unchanged since he’d seen her last, as if she was locked in stasis. His two parents couldn’t have passed through time more differently, and yet they were united in smiling pleasantly at Skynir, and being utterly uninterested in what their son had been doing on his travels, the connection he felt to the world, and the advancement of his magical powers. Booking with the caravan and heading out into a land of near certain death felt infinitely less perilous than trying to connect with his parents.

And what a motley crew he found himself caravanning with! Warriors and magicians, men and women of action from all across Akados. Skynir spends the 9 days on the road talking to the other members of the caravan, trying to get a handle on each of their character’s without being too invasive. He prefers to walk, rather than ride on the wagons, and pitches in to help with evening chores. While he doesn’t turn his nose up at the trail rations (although he does cast Purify Food and Water over everything he consumes) , he jumps at the opportunity to eat or drink anything of higher quality.

As the group marches closer to the lands surrounding The Slumbering City, he pulls his jacket closer around him. Even as he can feel the disruption to the natural spirits of the land, he can’t help but let a sense of titillation ripple over him. He was going to explore an abandoned city unseen by civilized eyes in 300 years! He was going to have a walkabout in the forbidden! This adventure was gonna make the last 8 years of travel feel like a day at the park.

The stronger the pale dust whips through the air, the closer Skynir knows they are to The Camp.  Anyone have a spare bandana? 
u-b
Roger is in no real position to chat. As usual, he rides some 100 feet ahead of the carts, two large dogs behind and to the sides of the horse. The big bird  flies even further ahead (and up), making detours and circles because of its greater speed. All five look for anything noticeable, but do that in the "business as usual" way, not really expecting some trouble to happen right now.

 
 Spoiler 
Roger will take 10 on Perception (the animals can do the same or have it rolled as they see fit). Some guys have Scent, though it's not particularly long-ranged.
 
RCgothic
 Chevalier Isabella Moreno. 

That's what they'd called her as they'd given her a minor title and a packet of land up North. But the subtext had been clear: Izzy had outstayed her welcome in Bard's gate and if she were to decline then the next attempt to get rid of her would be more direct and, well... To the point. The point of pointiness.

Still, Izzy believes in making her own luck. Though effectively run out of the town she'd called home all her life, it turned out there were plenty of people willing to accept a free trip north once she'd started putting the caravan together, though they all had their own reasons for making the trip.

Azvigo she finds charming, and makes for pleasant company.
Hastur seems bemused to coming along, but determined, and she hopes he'll stick around.
Dr Constantine she's come to think of as weird and a bit morbid, though she does find him amusing when he decides to be funny. That suture vine though... Creepy as heck!
Of Skynir and Roger, she's found it hard to get a good read on either of them. But they both seem like they can handle themselves.
Timoshenko though she still views with suspicion despite his aid, the mysterious guide having suddenly appeared after they'd already left the city and frankly more than a little scary!

Izzy looks out the window of the carriage at the dusty landscape and frowns. Is not exactly pretty it there. How is she going to get an estate going in a place like this? And even if she can, what could she possibly find to make her want to stay?
Farmerbink
Timoshko is a brooding presence near the rear of the caravan; the gleaming blade of his scythe (which he uses as a walking stick) hangs overhead as a constant reminder of the mortality of all.  He manages to rebuff almost all attempts at interaction, though the combination of distance and his companion's persistence eventually wears at the veneer.  " I'm here because I must be, " he grunts, at what feels like the thousandth time that question has been presented.  " My father is a seer, and his visions never fail.  He says if I don't assist this company, you will fail, and with it the fate of the world will crumble.   Yes , it seems implausible and fantastic, but I don't see anyone else to fight off those who might want to prey on you. "  His expression takes on an edge of ferality, and the ensuing grin is more than a little off.

" Might well be my own kin, if not for my father.  We occasionally hunt on this road. "  He eyes the rest of the caravan in such a way that you can't quite be sure if he's joking or completely serious.  At the glances of unease, Timoshko chuckles in genuine mirth.  Somehow, it still doesn't inspire confidence or relief.

He prowls along the road, his feet falling surprisingly quietly for such a large man.  From his vantage near the rear he scans the field, watching over the whole caravan and the road ahead.  If he wasn't so... immensely off-putting, he might easily be mistaken for an alpha wolf protecting his pack.  " But fear not, I'm the strongest and fiercest of my cousins.  If they prove foolish enough to attack, I will slay them and take their meager power for my own.  And we are far too strong for other predators.  They have been driven from this area for some time. "  He returns his gaze to the fields surrounding the road with the lazy confidence of the largest lion on the savannah.
3SecondCultist
 "And they all came riding back…"  hums a gravelly voice from the middle of one of the wagons. The travelling song is not at all what one would call polished; the figure singing it is out of both tune and practice, yet there is something to be said for the earnestness of the performance.

Azvigo lets the last note dissipate into the wan distance, glancing about at his new companions with sunlit eyes. The journey from Bard's Gate has been illuminating for someone unaccustomed to sticking with anyone for longer than a week. There are unspoken codes, amongst hard people like these. For one, it is polite not to ask personal questions, even if there are women aboard in  interesting  outfits or scary types with intimidating arms and armour. He has thus far managed to refrain from being the one asking, which is probably for the best. In a more mundane company, his ensemble of wide-brimmed hat, long coat, and coiled whip at his belt might invite its own scrutiny, but their more outlandish members draw some of the attention away.

From Timoshko in particular, Azvigo has made a point of keeping a wide berth during the trip. There are monsters out in the wilderness, and then there are the other kinds. Though he has not seen the man use it, the dungeoneer suspects that the scythe-wielding warrior will prove a terror when it comes time for bloodshed. His countenance and turns of phrase are more than a little unnerving as well.

The other code of the adventurer is simple: when someone asks for help, you help them. There's no telling when the favour might need to be returned. So when Skynir - who in Azvigo's opinion has been the most open of their group, save perhaps Isabella - asks for a bandana, he is all too happy to help. The half-orc flashes him a bit of fang before reaching into his rucksack and producing a length of cloth. With a pocket knife, he begins to cut off a piece large enough to be comfortably tied around his companion's face.

 "Just a moment, dear!"  Azvigo calls in obvious falsetto. The grin that follows is to show the half-elf that it's all in the name of good fun and no insult is meant by it.  "I can't say I blame you for wanting to cover your nose and mouth. If half the stories I've heard about the Desolation are true - and they usually are - you're likely to get some kind of airborne disease just by breathing in the fumes."  A perceptive type may notice that Azvigo never includes himself when speaking of awful fates or turns of misfortune, and this time is no exception.

 "Well I for one can't wait to see this Camp!"  He declares to the group.  "I have no doubt that it has no equal among civilized societies. And we have such fierce protectors, after all." 
BelGareth
Constantine, as he liked to be called by his peers, only his  patients  called him Dr., but to be fair, his friends often became patients, whether they volunteered, or not, was having some trouble with the uneven terrain on the wagon wheels, his latest experiment was failing dreadfully, and so he gave up, there was no scientific method while his solutions couldn't be measured properly, damnable road!

Why no one had maintained it, was beyond him. Sighing, and listening to the strange man Acevigo, Acvi....Azvigo? He shook his head, the name made him angry just trying to pronounce the twice damned thing, Vigo it was, he watched as the man offered some assistance to the moron who didn't bring something to put over their face. Constantine watched with a frown,  This was going to be interesting  he thought to himself.

The others were interesting, he very much liked the grim man with the scythe, like really? who  actually  brings a scythe of all things to a fight? The guy was clearly mad, or insane, but there was a glimmer of wildness to the man that Constantine couldn't ignore, he would be a great test subject when the time came. He could barely hold in his delight at the thought, the others seemed....normal enough, which kind of bored him to be honest, but time would tell, just pure observation wasn't enough to get to the  meat of the bone. 

At stopping, he saw the bone white dust and his eyes went large,   "Oh my!"   he declared, somehow he had forgotten about the Bone Storms, he quickly jumped down, and walked a little way off into the Desolation, finding a good undisturbed patch, and gathered a small sample, he wasn't very far, and could feel the crazy man's eyes on him, once he had collected enough for a single vial, he walked back humming a tune, and small smile on his face. This would surely be a good trip, he had already found something that would take weeks testing!
SanguinePenguin
With every rest of the caravan, Hastur trained.  He wasn’t sure what others thought of his frequent martial displays, and, frankly, he didn’t care.  He didn’t do it for their benefit; he didn’t even do it to benefit his body, only his mind.  The exercises were some last vestige of sanity to cling to as they encroached on this desolate wasteland.

In more civilized lands, the dwarf was pretty sure some of this lot he was travelling with would have been the very monsters he’d end up hunting.  To say the "doctor" seemed touched by madness was perhaps an overly generous characterization.  Timoshko, like himself, seemed forced to this land by fate.  What dark designs sent him here, he cannot fathom, but if Strym wills it, then he will wage this pyrrhic war with that man by his side.

Then there were the naive.  The three that to him seemed oblivious of what mess they were heading toward.  Azvigo seemed harmless enough.  He may have enough bravado to fill a cistern, and enough panache to fill a latrine, but Hastur was confident the man would at least die on the right side of a battle if nothing more.  Izzy would be a pleasant enough person anywhere else, here she just seemed out of place, like a dandelion in the cracks of a castle parapet.  Garments with her midriff exposed?  Did she think herself lollygagging about a market?  Skynir seemed less foolhardy than these two, but only by the barest amount.  He actually seemed to be getting more excited as they headed to their deaths.  He hoped to be proven wrong in his initial assessments, but he had yet to see any evidence to the contrary.

Lastly, there was Roger.  Roger seemed aloof, but, at least to Hastur’s eyes, he seemed a little more aware of what horrors await than the naive.  Unlike the scythe-wielder and the doctor, the man did not put him on edge, he seemed to want to tend to his animals, and keep a distance.  Hastur was okay with that and quickly settled into a mutually congenial indifference with the man.

Contrary to his initial expectations, Timoshko was the one he ended up feeling most at ease with.  While they certainly didn't get along, they had common ground in being sent here.  Furthermore, the man's overt scoffs and dismissal of his travelling companions often put to voice the thoughts in his own mind.  He was also the only one that Hastur was not positive he could best if it came to blows, that he also seemed the most likely to have things head in that direction was disconcerting.  As the caravan strided bravely toward the edge of reason, Timoshko’s martially-competent presence, perhaps only in contrast with the laissez-faire attitude of the others, was somehow a comfort.

Any who asked why he heads to the Camp receive the response,  "it is my holy charge as a Giantsbane Templar of Strym to make the city of Tsar and lands surrounding safe for civilization to thrive."   He states this practiced line with a matter-of-factness that seems oblivious to the sheer gravity of that task.  With those he feels slightly more comfortable joking around - any of the naive and Timoshko - he would add,  "and then I’m to convert Ades and Grox to the light,  after that I shall cleanse the Abyss, layer-by-layer, and after that… well, my charge starts to get a bit difficult." 
DrK
With Roger riding some 100ft ahead of the caravan and carriage his dogs by his side its the bird aloft that gives the greatest alarm early! A sudden cawing from high above as the bird shrieks twice, the signal for danger, and circles the low rise some 270ft to the right of the caravan, a low barrow it looks lie covered in shifting dust. As he looks to the right a pair of figures emerge from the other side of the barrow, dust from where they had been lying falling from them like snow, only now does he realise the scale is wrong, and those figures must be towering up close.

To the others its a shriek from Roger's pet that alerts you as a pair of massive creatures leap up from the shadows of a long dust covered barrow some 270ft to the east of the road. They resemble hill giants covered in dust and blood. Massive great spiked club swing in their hands. Their faces and bodies are a mass of recent wounds and horrible burns, perhaps caused by acid. One thing is evident, though; the look in their eyes as they focus on you is one of pure insanity!

 
 OOC

Roger and his dogs are 100ft ahead
The rest of you are in a rough grouping around the carriage and the wagons

THere are 2 giants 270 ft to the right of the carriage (so ~290 from Roger)

Know (Local) (with a +4 if you've been in the Camp before) can give you some information

Initiative:
Group 1 Izzy/ Roger/Hastur/Azvigo
Group 2 Giants
Group 3 Constantine/Skynir/Timoshko


 
Farmerbink
" What in the white sands!?  They  dare!?  "

The fury suddenly flooding Timoshko's face suggests that he is  personally  offended by the presence of other threats along this particular stretch of road.
u-b
Roger thinks he would know a giant when he sees it, the qualifications are, indeed, quite simple. What he had not quite bothered to learn were the kinds of those guys. He knows there is "a lot", but for his purposes they are mostly the same. Roger preliminarily judges the two as hostile and gets the bow ready, but does not start shooting until they show some effort, instead casting a spell. The animals, meanwhile, stay defensive awaiting commands from their owner.

 
 Spoiler 
Swift: judgment
Move: draw the longbow
Standard: cast divine favor

Justice in effect for +2/+0 until the end of combat
Divine Favor in effect for +2/+2 for 10/10
 
SanguinePenguin
 "Well... those are big ones,"  despite the extensive monster lore classes at the temple, Hastur missed part of the course "Giants and their Ilk," on account of it coinciding with his father's demise (at the club of a giant no less).  Not exactly sure what was before him, but pretty sure it was a giant, he cracked his neck and said,  "guess we should get to it then." 

Hastur held the small iron gauntlet of his faith that dangled on a chain around his neck up to his helmet,  "Strym protect us from evil."   The blessing washed himself and the other five nearby.   "You drop one, I'll buy you an ale when we get to the Camp."  He then drew his guisarme, and began to walk toward the giants as quickly as his legs could carry him, which proved obnoxiously slow.

 
 Spoiler: Hastur, round 0 
Standard: Protection from Evil, communal for 1 minute each (everyone but Roger who is too far away)
Move: 20 ft toward the giants (only 250' more to go!)
If giants are evil and large (huge+) AC is 24 (25)

 
 Spoiler: Hastur Status 
   Hastur Stonemoor   
Male NG Dwarf Cleric / Disciple of the Pike Cavalier,  Level  6//2,  Init  1,  HP  51/51,  Speed  20
 AC  21,  Touch  11,  Flat-footed  20,  CMD  19,  Fort  7,  Ref  3,  Will  9,  CMB  +8,  Base Attack Bonus  5
   Guisarme +1 (reach, trip)   +10 (2d4+5, x3)
   Flail, heavy (disarm, trip)   +8 (1d10+4, 19-20/x2)
   Full plate +1 , (+10 Armor, +1 Dex, +2 vs evil)
 Abilities  Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 10
 Condition  Prot evil (10/10 rnds remaining) +2 AC/saves vs evil
+1 AC vs large, +2 AC vs huge+

Spells:
 
 Spoiler 
0: Detect Magic, Guidance, Create Water, Stabilize
1: Barbed Chains 1/1
    Bless 1/1
    Murderous Command 1/1
    Shield of Faith 1/1
1D: Shield 1/1
2:  Ironskin 1/1
     Prot Evil, Communal 0/1
     Sound burst 1/1
    Summon Monster II  1/1
2D: Barkskin 1/1
3: Dispel Magic 1/1
    Stone Shape 1/1
    Summon Monster III 1/1
3D: Protection from Energy 1/1
 

Race/Class:
 
 Spoiler 
Dwarf:
Stability: +4 racial to CMD vs bull rush or trip
Deep Tradition: +1 melee attack / +1 AC vs AoO for drow, duergar, aberration, giant, orc
Hardy: +2 saves racial for poison, spells, spell-like abilities
Stonecunning: +2 on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Darkvision: 60 feet
Cavalier:
Bigger They Are :+1(2) dodge to AC against large (huge+)
Order of the Hero (+1 know to ID monster)
Challenge 1/day : +2 damage (+3 if larger) -2 AC
Cleric:
Deflection Aura (1/day, lvl rnds, 20-ft, +2 defl AC + CMD)
Ferocious strike +lvl/2 damage 7/day
 

 

 
RCgothic
Izzy nearly starts as the giants emerge from the barrow she'd been idly observing! "Bandits to the right!" she cries, jumping from the carriage and slamming back an infusion that causes her to double in stature to nearly the size of the hill-giants themselves!

She draws her spear and forms up with Hastur as he advances, smart enough not to rush out ahead by herself. "I'd settle for us all getting through this in one piece," she replies to the dwarfs bounty. "But I'll take that offer all the same!"
3SecondCultist
 "Well then,"  murmurs Azvigo with a more than slightly affected drawl as he watches the scene unfold,  "I guess it's high time for a scrap." 

Feeling the holy power emanating from the dwarf, the archaeologist-adventurer lets himself be carried by the current of faith. Though not a leal man, he knows better than to pass up free blessings from those more pious. Seeing the distant giants, he thinks it's probably a good thing to have as many people above looking out for you as possible. The girl Isabella appears to have doubled in size - with a weapon to match - and Azvigo knows he'll definitely never hear the end of it if he doesn't join the others on the front line.

Standing to his full height, the half-orc flicks his left wrist. A faint whirring sound can be heard from the inside of his bracer, and suddenly a length of pale wood is in his hand. With a few gestures, a shimmering golden tower shield of force appears at his side, hovering over his side as though he were truly holding it. In the other palm his whip comes uncoiled, snapping hungrily at the air. Azvigo then strides towards the giants, giving himself some space from the others while whistling a jaunty tune.

 
 Spoiler: Round 1 Actions 
Azvigo will pop out his Wand of Shield and activate it. UMD:  (1d20+12)[ 27 ]  vs. DC 20.

He'll also move out towards the giants, giving himself a bit of room from the others and drawing his whip.
 

 
 Spoiler: Azvigo, Round 1 
   Azvigo Douglass   
Male Lawful Good Half-Orc Bard (Archeologist) // Paladin (Virtuous Bravo),  Level  6,  Init  6,  HP  54/54,  Speed  30 ft
 AC  25,  Touch  16,  Flat-footed  21,  CMD  20,  Fort  11,  Ref  14,  Will  10,  CMB  +5,  Base Attack Bonus  5
 +1 Whip  +11 (1d4+5, x2)
 Rapier  +9 (1d6, 18-20x2)
 +1 Mithral Chain Shirt  (+5 Armor, +4 Dex, +1 Natural)
 Abilities  Str 11, Dex 18, Con 14, Int 10, Wis 10, Cha 16
 Condition  None
 Active Effects  Shield (+4 shield AC), Protection from Evil (+2 deflection AC)
 Bard Spells Known  0th level (∞) --  dancing lights ,  detect magic ,  ghost sound ,  mage hand ,  message ,  prestidigitation 
1st level (5/5) --  heightened awareness ,  saving finale ,  tamer's lash ,  silent image 
2nd level (4/4) --  gallant inspiration ,  invisibility ,  mirror image ,  trapfinder's focus 
 
DrK
As the roc circles the massive maddened creatures heroes spill from the carriages and the wagons. Hastur and the now giant Izzy striding towards them kicking up bone white dust. The bard moves out to the right, whip and a magical shield in hand. Roger out in front draws his bow, feeling the weight of his God's power settling on his shoulders.

For their part the pair of hill giants howl insanely stride forwards, bounding over the dusty bone white earth, clouds of dust leaving a trail behind them swirling in the sky as their insane berserker howls get louder and louder and the thunder of the boots causes pebbles to shudder and shake nearby and the horses to stir and whicker.

 OOC

Giants run forward, both hill giants running 200ft forwards!

Giants --50ft -- Hastur/Izzy --- 20ft -- Rest of the party
      \
       \
      130ft
         \
          \
        Roger


Constantine/Skynir/Timoshko to go next to complete round 1. After 24 hours then Roger/Hastur/Izzy and Azvigo can start posting their round 2 as well as it gets easier with "heroes" "baddies" taking turns


 
u-b
Now that we could be totally sure we are not murdering some random walkers-by, Roger starts shooting at the nearest giant. He aims at the heart, because that's how it's done, and uses Goddess' powers in full against these affronts to nature. Meanwhile, he shouts at Jumbo:  "Careful, bird! You get them from the back!" 
 
 Spoiler 
Swift action bane humanoid (giant)
Free action to handle the companion
Full attack with longbow
The horse is not guided to move and the dogs left to fend for themselves, Jumbo will spend a round repositioning

Longbow (durable cold iron arrow)  (1d20+12)[ 20 ]  for  (1d8+4)[ 5 ]  and  (2d6+2)[ 10 ]  extra (incl. -2/-0 rapid shot, +2/+0 justice, +2/+2 divine favor, +2/+2d6+2 bane, -2/-0 range)
Longbow (durable cold iron arrow)  (1d20+12)[ 31 ]  for  (1d8+4)[ 12 ]  and  (2d6+2)[ 10 ]  extra (incl. -2/-0 rapid shot, +2/+0 justice, +2/+2 divine favor, +2/+2d6+2 bane, -2/-0 range)

Justice in effect for +2/+0 until the end of combat
Divine Favor in effect for +2/+2 for 9/10
Bane in effect for +2/+2d6+2 for 6/6
 
Farmerbink
Timoshko's indignation rapidly proves to be but the tip of the metaphorical iceberg.  With a roar, he springs forward- rapidly overtaking the ranks of his companions and apparently intent upon meeting the giant's charge head-on with one of his own.  With each step, he grows in size, sending faint but increasing tremors through the earth as he storms forward.   " YOUR DEATH COMES THIS DAY! "  he bellows, almost more a feral roar than speech.

As he closes the distance, now fully on par with the hill giant's height, his scythe arcs through the nearer portion of the heavens.  With madness that rivals his foes, the First Fang of the Duskprowlers tears into his enemies.  As the blade plunges into the Giant, the hulking man actually begins to froth slightly at the mouth, a manic grin of glee and contentment on his face.

 
 Spoiler: Timoshko, round 1 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  2,  HP  51/51  63/63  ((25 temporary HP)),  Speed  40
 AC  15,   BR:  -2, -1 size, -1 dex  (+2 protection from evil?)  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10  12 ,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)   BR: +13/+8 (2d6+10, x4) 
 Claws ( during BR only )   +12/+12 (1d8+6, x2)
 Calamitous Mail  (+5 Armor, +1 luck bonus to saves )
 Abilities  Str 19   25  , Dex 10  8 , Con 14   18  , Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating

Bloodrage (claws, demonic bulk): 15/16
Judgement: 1/1
Touch of Darkness: 5/5
Hunger: 1/2

Free action, BLOOODRAAAAAGE:
Charge the nearer giant:
POWER ATTACK
 (1d20+13)[ 28 ]  Scythe (+2 charge, -2 power attack)
 (1d20+14)[ 16 ]  CC (33) (anatomist for +1 to confirm threats)
 (2d6+16)[ 25 ]  damage
 (6d6+48)[ 68 ]  crit bonus (OMG this will be so good if it ever hits 😁😁😁)
edit: I'm fairly confident a 28 will hit, so I'll go ahead and use my first shot of the Hunger to gain 25 temporary HP 😁

If, for some reason, they close to true melee, he'll get an attack of opportunity as his size imparts reach:
 (1d20+11)[ 24 ]  Scythe (-2 power attack)
 (1d20+12)[ 31 ]  CC (31) (anatomist for +1 to confirm threats)
 (2d6+16)[ 24 ]  damage
 (6d6+48)[ 63 ]  crit bonus
 
BelGareth
Constantine raised an eyebrow as the call to bandits was raised, he had been looking at a bugs guts he had found, and just got to the good part! Damn bandits!

He sighed, knowing full well they would need his administrations, jumping down off the cart, he raises an eyebrow as he see's two very large bandits running towards them!

  "Fine"   he says to himself, resigning to what will obviously become a brawl,   "but oh, this will be a great opportunity to observe his fellows efficiency"   he says with a smile, he starts to move forward, pulling out a vial and drinking it.

 
 Spoiler 

Move action: Move 30 ft closer
Standard action: drink Shield Extract

 Constantine 
 HP's:  48/48
 AC:  19 (21 vs evil)
 T:  13  FF:  16
 CMD:  17  FCMD:  14
 Init:  +3
 Fort:  +5 (+7 v E)   Ref:  +8 (+10 v E)  Will:  +3 (+5 v E)
 Effects:  Shield (6 minutes), Protection from Evil (9/10)
 
(Un)Inspired
Skynir ties the banana across his face and begins to thank Azvigo for the gift, just as the two behemoths burst from the dunes and tear off towards the caravan.  Hill Giants, I think these two are actually camp locals.


 Oi, are either of you Gorg or Gurg? Is there something dangerous with acid out here?  

As he calls out to the gargantuan pair, he looks the closer of the two up and down, evaluating not only its physical appearance but also the ripples their presence makes within the flow of magic through the world. He raises right his hand in a choking gesture toward the giant and commands it to  Stop !


 
 Spoiler: Actions 
Move action use Studied Target on the nearer giant
Standard Action to cast Hold Person on said giant DC 18 Will or Paralyzed for 6 rounds
 
SanguinePenguin
One moment there were two lumbering giants on the horizon, the next moment there were  four  in his midst.  Now with multiple thighs at eye level, the dwarf steeled himself and advanced.  One thing Hastur knew for sure about giants is that they hit hard - best not to be hit.   “Strym, my flesh as iron,”  he entreated his god as he approached the giants preparing to strike if an opportunity arose.

 
 Spoiler: Hastur, round 2 
Standard: cast iron skin
Move: advance, ideally threaten both giants with reach weapon, but definitely the one not engaged with Timoshko
If giants are evil and large (huge+) AC is 28 (29)

if AoO (vs giant):  (1d20+11)[ 16 ]  Damage:  (2d4+14)[ 19 ]  (PA, FF, and furious strike)
CC:  (1d20+11)[ 13 ]  Crit Damage:  (4d4+28)[ 36 ] 
 
 Spoiler: Hastur Status 
   Hastur Stonemoor   
Male NG Dwarf Cleric / Disciple of the Pike Cavalier,  Level  6//2,  Init  1,  HP  51/51,  Speed  20
 AC  25,  Touch  11,  Flat-footed  24,  CMD  19,  Fort  7,  Ref  3,  Will  9,  CMB  +8,  Base Attack Bonus  5
   Guisarme +1 (reach, trip)   +10 (2d4+5, x3)
   Flail, heavy (disarm, trip)   +8 (1d10+4, 19-20/x2)
   Full plate +1 , (+10 Armor, +1 Dex, +2 vs evil)
 Abilities  Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 10
 Condition  Prot evil (9/10 rnds remaining) +2 AC/saves vs evil
Ironskin (60/60) +4 enhancement to natural armor
+1 AC vs large, +2 AC vs huge+

Spells:
 
 Spoiler 
0: Detect Magic, Guidance, Create Water, Stabilize
1: Barbed Chains 1/1
    Bless 1/1
    Murderous Command 1/1
    Shield of Faith 1/1
1D: Shield 1/1
2:  Ironskin 0/1
     Prot Evil, Communal 0/1
     Sound burst 1/1
    Summon Monster II  1/1
2D: Barkskin 1/1
3: Dispel Magic 1/1
    Stone Shape 1/1
    Summon Monster III 1/1
3D: Protection from Energy 1/1
 

Race/Class:
 
 Spoiler 
Dwarf:
Stability: +4 racial to CMD vs bull rush or trip
Deep Tradition: +1 melee attack / +1 AC vs AoO for drow, duergar, aberration, giant, orc
Hardy: +2 saves racial for poison, spells, spell-like abilities
Stonecunning: +2 on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Darkvision: 60 feet
Cavalier:
Bigger They Are :+1(2) dodge to AC against large (huge+)
Order of the Hero (+1 know to ID monster)
Challenge 1/day : +2 damage (+3 if larger) -2 AC
Cleric:
Deflection Aura (1/day, lvl rnds, 20-ft, +2 defl AC + CMD)
Ferocious strike +lvl/2 damage 7/day
 

 

 
RCgothic
With the giants now within reach, Izzy commences with the stabbing against the giant not targeted by the hold spell, using her enormous reach to her advantage.

 
 Spoiler 

Power Attack  (1d20+7)[ 23 ]  +9 normally, -2PA
Damage:  (2d8+12)[ 27 ]  (STR+4*1.5 +6PA)


And AoOs if they move forward:
 Power Attack  (1d20+7)[ 9 ]  +9 normally, -2PA
Damage:  (2d8+12)[ 17 ]  (STR+4*1.5 +6PA)

Power Attack  (1d20+7)[ 27 ]  +9 normally, -2PA
Damage:  (2d8+12)[ 23 ]  (STR+4*1.5 +6PA) 
 
3SecondCultist
Azvigo watches with admiration as the other members of his new team transform for battle. Skynir's call and obvious use of magic elicit a smile from the half-orc, but it's the paired charge of Timoshko and Izzy that have him whooping gleefully. There are such fine warriors in this group! He would call it providence to have found himself in such formidable company, but he knows it's no such thing. There is another power looking out for him, after all.

As his gaze settles on his target, Azvigo's stride lengthens. His long coat billows out behind him as he begins to close on the same giant as Izzy. Magical shield raised to protect his flank, he comes in with his whip low to the ground. He is not, after all, looking to really do any damage with this strike. Instead, he lashes out at the giant's calves, hoping to tangle his foe and send him crashing down to earth.

 
 Spoiler: Round 2 Actions 
Let's go for a trip! Azvigo will spend a swift action to activate his Archeologist's Luck for a +3 to attack, damage, skills, and saves. He'll then move in 30 ft towards the non-targeted giant by Skynir and attempt a trip with his whip.

 Trip Whip:   (1d20+14)[ 24 ]  vs. Giant CMD.
 

 
 Spoiler: Azvigo, Round 2 
   Azvigo Douglass   
Male Lawful Good Half-Orc Bard (Archeologist) // Paladin (Virtuous Bravo),  Level  6,  Init  6,  HP  54/54,  Speed  30 ft
 AC   25 ,  Touch  16,  Flat-footed  21,  CMD  20,  Fort   12 ,  Ref   15 ,  Will   11 ,  CMB  +5,  Base Attack Bonus  5
 +1 Whip   +14  ( 1d4+8 , x2)
 Rapier   +12  ( 1d6+3 , 18-20x2)
 +1 Mithral Chain Shirt  (+5 Armor, +4 Dex, +1 Natural)
 Abilities  Str 11, Dex 18, Con 14, Int 10, Wis 10, Cha 16
 Condition  None
 Active Effects  Shield (+4 shield AC), Protection from Evil (+2 deflection AC), Archeologist's Luck (+3 luck attack, damage, skills, saves)
 Bard Spells Known  0th level (∞) --  dancing lights ,  detect magic ,  ghost sound ,  mage hand ,  message ,  prestidigitation 
1st level (5/5) --  heightened awareness ,  saving finale ,  tamer's lash ,  silent image 
2nd level (4/4) --  gallant inspiration ,  invisibility ,  mirror image ,  trapfinder's focus 
 
DrK
The pair of hulking hill giants thunders in towards the carriages, eyes red with acid burns and rage. They are met by Izzy and Timishko, who both grow to similar proportions and meet the giants with spear and scythe both of which bite and taste giant flesh, the young bard, whip in hand leaps in lashing at Timishko’s giant but it’s like pulling on a tree trunk.

Behind the two giant adventurers Hastur stomps forward to threaten both giants with his spear as well. Behind the swirling melee Roger sinks a pair of shafts into the lead giant who tears them free in splashes of blood. Skynir gestures at the giant by the savage bloodrager who shrugs off the magics, his mind too addled
At the back Constantine shields himself and watches for an opportunity

The giants are simple, lacking any subtlety as they in their maddened rage just swing and chop at Hastur and Izzy, Izzy stabbing at it again as it pushes through her spear.

 Hill giants

Giant 1 (Gurg)
Vs Timoshko  (1d20+19)[ 23 ]  dam  (2d8+17)[ 28 ] 
Vs Hastur  (1d20+14)[ 23 ]  dam  (2d8+17)[ 26 ] 

Giant 2 (Gorg)
Move 10ft soaking an AoO from Izzy
Vital strike  (1d20+19)[ 38 ]  dam  (4d8+17)[ 40 ] 
 
(Un)Inspired
Skynir frowns when the giant avoids his magic. Watching the two rampage through his caravan’s frontline, he steps forward and stares intently at the less battered of the two giants, his supernatural glare attempting to rip the consciousness from the maniac’s mind.

 
 Spoiler: Actions 
Move Action into range for Slumber
Standard Action Slumber on the giant that Roger, Timoshko, and Izzy haven’t been wailing on. DC 18 Will save or Unconscious
 
RCgothic
Gorg brutally bats away Izzy's guard and smashes her into the dust. She doesn't rise.

 
 Spoiler 

Constitution check (dying) DC10:  (1d20-4)[ 7 ] +1CON, -5 neg hp
 
BelGareth
Constantine's eyes widen as the giants barrel into his new companions, he watches as Izzy drops like a sack of potatoes, he instinctively moves closer and asks Warrick to go tend her while he begins to prepare a bomb, a snake like tendril appears from beneath his clothes handing him the regents and vials to create the bomb, it then slithers back into his clothing as Warrick slithers off to Izzy. He then places the bomb in his thrower, and lines up a shot on the other more wounded giant.

 
 Spoiler 

Command Warrick to move to Izzy (15ft) and then try to perform first aid   Heal  - (1d20+7)[ 16 ]  DC 15
Move action: Move 30 ft closer (or however far to get within 15ft of izzy)
Standard: Throw Void bomb at the awake giant (range increment is 30ft)
forgot PBS, so +1/+1
  Ranged Touch  - (1d20+9)[ 20 ] 
  Bludgeoning Damage  - (3d4+6)[ 15 ]  + Ref save vs DC 18 or be knocked prone and can't get up for 1 round, success means movement is reduced to 5ft.

 Constantine 
 HP's:  48/48
 AC:  19 (21 vs evil)
 T:  13  FF:  16
 CMD:  17  FCMD:  14
 Init:  +3
 Fort:  +5 (+7 v E)   Ref:  +8 (+10 v E)  Will:  +3 (+5 v E)
 Effects:  Shield (6 minutes), Protection from Evil (8/10)
 Bombs : 10/11/day
 
u-b
One of the giants falls down - asleep, unconscious or some such, Roger did not care about the details. He directed the horse to move closer a little, and shoots two more arrows at the other giant. The bird, meanwhile, dives in to pick up the club of the sleeping giant...

 
 Spoiler 
Jumbo does a flyby attack with grab or something. Not sure if I have to roll. Descending from behind the giants and then leveling out above the allied types. Some care is taken not to get AoO from the other giant.
Roger guides with knees something under 30 feet. No penalty listed to full attack with a bow when the mount only does single move.
The dogs are left for themselves.

Longbow (durable cold iron arrow)  (1d20+14)[ 30 ]  for  (1d8+4)[ 12 ]  and  (2d6+2)[ 6 ]  extra (incl. -2/-0 rapid shot, +2/+0 justice, +2/+2 divine favor, +2/+2d6+2 bane)
Longbow (durable cold iron arrow)  (1d20+14)[ 20 ]  for  (1d8+4)[ 10 ]  and  (2d6+2)[ 8 ]  extra (incl. -2/-0 rapid shot, +2/+0 justice, +2/+2 divine favor, +2/+2d6+2 bane)

Justice in effect for +2/+0 until the end of combat
Divine Favor in effect for +2/+2 for 8/10
Bane in effect for +2/+2d6+2 for 5/6
 
Farmerbink
Timoshko's grin only widens when the giant returns his blow in kind.  " Your blows are weak!  This is Prowler land,  begone!  "  As the giant pushes back to attack Izzy, he lashes out with his scythe again, drawing a new line of read across his enemy's flank.

Perhaps most surprisingly, Timoshko gets  angrier  at the slight.  "  FACE ME,  you  coward!  " he shrieks, pouncing on the giant's exposed back.

 
 Spoiler: Timoshko, round 2 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  2,  HP  48/51  60/63 ,  Speed  40
 AC  15,   BR:  -2, -1 size, -1 dex  (+2 protection from evil?)  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10  12 ,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)   BR: +13/+8 (2d6+10, x4) 
 Claws ( during BR only )   +12/+12 (1d8+6, x2)
 Calamitous Mail  (+5 Armor, +1 luck bonus to saves )
 Abilities  Str 19   25  , Dex 10  8 , Con 14   18  , Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating

Bloodrage (claws, demonic bulk): 14/16
Judgement: 1/1
Touch of Darkness: 5/5
Hunger: 1/2

If they moved past me, there's got to be an avenue for flanking, right?
full attack action!
 (1d20+13)[ 23 ]  Scythe (+2 flank, -2 power attack)
 (1d20+14)[ 27 ] CC (33 threat) (anatomist for +1 to confirm threats)
 (2d6+16)[ 19 ]  damage
 (6d6+48)[ 67 ]  crit bonus

Iterative:
 (1d20+8)[ 19 ]  Scythe (+2 flank, -2 power attack)
 (1d20+9)[ 28 ] CC (28 threat) (anatomist for +1 to confirm threats)
 (2d6+16)[ 24 ]  damage
 (6d6+48)[ 73 ]  crit bonus

If it survives and provokes another  aoo: 
 (1d20+13)[ 27 ]  Scythe (+2 flank, -2 power attack)
 (1d20+14)[ 30 ] CC (33 threat) (anatomist for +1 to confirm threats)
 (2d6+16)[ 25 ]  damage
 (6d6+48)[ 65 ]  crit bonus
 
SanguinePenguin
Hastur’s various protections allowed him to deflect the giant’s blow, but he could feel the force behind the swing.  Instantly, he understood his father’s death at a different very corporeal level.  Grateful for his own defenses, he watched with horror when Isabelle dropped under a single blow.  “&lt;By Grox’s balls!&gt;”  he cursed in dwarven.  Before he had witnessed her spear strike, he wouldn’t have been surprised, but seeing her prowess with the spear, he could tell there was more to the woman than his first impressions - no one with that level of training is delicate.  This only confirmed his suspicion - giants hit  hard .

He moved about to battlefield to flank with Timoshko, and thrust his guisarme at the inside of the giant’s left leg.

 
 Spoiler: Hastur, round 3 
 5-ft step for position (threaten and flanking)
Standard attack (vs giant, FF, flank):  (1d20+13)[ 24 ]  Damage:  (2d4+14)[ 21 ]  (PA and furious strike)
CC:  (1d20+13)[ 32 ]  Damage:  (4d4+28)[ 38 ] 

If giants are evil and large (huge+) AC is 28 (29)

if AoO (vs giant):  (1d20+9)[ 16 ] (+2 if flanking) Damage:  (2d4+11)[ 16 ]  (PA)
CC:  (1d20+9)[ 17 ]  Damage:  (4d4+28)[ 36 ] 
 
 Spoiler: Hastur Status 
   Hastur Stonemoor   
Male NG Dwarf Cleric / Disciple of the Pike Cavalier,  Level  6//2,  Init  1,  HP  51/51,  Speed  20
 AC  25,  Touch  11,  Flat-footed  24,  CMD  19,  Fort  7,  Ref  3,  Will  9,  CMB  +8,  Base Attack Bonus  5
   Guisarme +1 (reach, trip)   +10 (2d4+5, x3)
   Flail, heavy (disarm, trip)   +8 (1d10+4, 19-20/x2)
   Full plate +1 , (+10 Armor, +1 Dex, +2 vs evil)
 Abilities  Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 10
 Condition  Prot evil (8/10 rnds remaining) +2 AC/saves vs evil
Ironskin (59/60) +4 enhancement to natural armor
+1 AC vs large, +2 AC vs huge+

Spells:
 
 Spoiler 
0: Detect Magic, Guidance, Create Water, Stabilize
1: Barbed Chains 1/1
    Bless 1/1
    Murderous Command 1/1
    Shield of Faith 1/1
1D: Shield 1/1
2:  Ironskin 0/1
     Prot Evil, Communal 0/1
     Sound burst 1/1
    Summon Monster II  1/1
2D: Barkskin 1/1
3: Dispel Magic 1/1
    Stone Shape 1/1
    Summon Monster III 1/1
3D: Protection from Energy 1/1
 

Race/Class:
 
 Spoiler 
Dwarf:
Stability: +4 racial to CMD vs bull rush or trip
Deep Tradition: +1 melee attack / +1 AC vs AoO for drow, duergar, aberration, giant, orc
Hardy: +2 saves racial for poison, spells, spell-like abilities
Stonecunning: +2 on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Darkvision: 60 feet
Cavalier:
Bigger They Are :+1(2) dodge to AC against large (huge+)
Order of the Hero (+1 know to ID monster)
Challenge 1/day : +2 damage (+3 if larger) -2 AC
Cleric:
Deflection Aura (1/day, lvl rnds, 20-ft, +2 defl AC + CMD)
Ferocious strike +lvl/2 damage 7/day (5/7)
 

 

 
3SecondCultist
 "Grah! Gumption!"  One might think that Azvigo is naming the two giants, but in fact, he is simply swearing to himself as he fails twice to bring down his target. The half-orc's face pales as Izzy is torn open. This is going wrong so quickly, he thinks to himself. There must be something he can do!

Praying that luck will find him this time, the archaeologist cracks his whip for the third time.

 
 Spoiler: Round 3 Actions 
Free action to renew Archeologist's Luck, move in closer to the conscious giant and go in for a trip!

 Trip Whip:   (1d20+14)[ 20 ]  vs. Giant CMD.
 

 
 Spoiler: Azvigo, Round 3 
   Azvigo Douglass   
Male Lawful Good Half-Orc Bard (Archeologist) // Paladin (Virtuous Bravo),  Level  6,  Init  6,  HP  54/54,  Speed  30 ft
 AC   25 ,  Touch  16,  Flat-footed  21,  CMD  20,  Fort   12 ,  Ref   15 ,  Will   11 ,  CMB  +5,  Base Attack Bonus  5
 +1 Whip   +14  ( 1d4+8 , x2)
 Rapier   +12  ( 1d6+3 , 18-20x2)
 +1 Mithral Chain Shirt  (+5 Armor, +4 Dex, +1 Natural)
 Abilities  Str 11, Dex 18, Con 14, Int 10, Wis 10, Cha 16
 Condition  None
 Active Effects  Shield (+4 shield AC), Protection from Evil (+2 deflection AC), Archeologist's Luck (+3 luck attack, damage, skills, saves)
 Bard Spells Known  0th level (∞) --  dancing lights ,  detect magic ,  ghost sound ,  mage hand ,  message ,  prestidigitation 
1st level (5/5) --  heightened awareness ,  saving finale ,  tamer's lash ,  silent image 
2nd level (4/4) --  gallant inspiration ,  invisibility ,  mirror image ,  trapfinder's focus 
 
DrK
The two giants are savagery in action as Izzy finds out, her broken and bloodied body smashed to the ground in a pulled bloody mess by the heavy spiked club. The group of Bard’s Gate travellers are angered and redouble their efforts

Skynir advances and focuses on Gorg, the giant looking down at Izzy’s body suddenly slumps to the ground as its mind is out to sleep by the shamans magics! Izzy is saved from death as Constantine’s familiar nips tye blood vessel shut and Roger’s bird swoops down trapping the dropped club which results in a slow flapping away

This leaves only Gorg standing… Abomb from Constantine sails in exploding with mysterious energy that tears at Gurg,  another pair of arrows slam into from Roger to a bellow of pain and Hastur and Timoshko surround Gurg jabbing and hacking with glaive and scythe.

The giant is a mass of blood and wounds, spraying blood with each heft of its club but with inhuman constitution it’s battles on swinging more at Hastur and Timoshko

 
Vs Hastur  (1d20+19)[ 31 ]  dam  (2d8+17)[ 21 ] 
Vs Timoshko   (1d20+19)[ 23 ]  dam  (2d8+17)[ 26 ] 
 
u-b
Jumbo climbs up at the same time turning back to the remaining giant. When it is almost above the giant, the bird then releases the club. Meanwhile Roger shoots two more arrows. The guys seemed too strong and too tough for everyone's good, but Roger was determined to do his part of the job.

 
 Spoiler 
 Jumbo the Roc 

Dropping the club  (1d20+7)[ 24 ]  touch for  some damage  (bombarding from 35 feet above; not sure if reflex 15 half applies to that)
Longbow (durable cold iron arrow)  (1d20+14)[ 17 ]  for  (1d8+4)[ 12 ]  and  (2d6+2)[ 9 ]  extra (incl. -2/-0 rapid shot, +2/+0 justice, +2/+2 divine favor, +2/+2d6+2 bane)
Longbow (durable cold iron arrow)  (1d20+14)[ 29 ]  for  (1d8+4)[ 5 ]  and  (2d6+2)[ 12 ]  extra (incl. -2/-0 rapid shot, +2/+0 justice, +2/+2 divine favor, +2/+2d6+2 bane)

Justice in effect for +2/+0 until the end of combat
Divine Favor in effect for +2/+2 for 7/10
Bane in effect for +2/+2d6+2 for 4/6
 
SanguinePenguin
Hit hard?  Yes.  Had worse?  Also, yes.  Hastur adjusted his grip to compensate for his injured shoulder, then thrust his guisarme in a brief feint, before drawing the blade back, trying to catch the femoral artery on the return.

 
 Spoiler: Hastur, round 4 
Standard attack (vs giant, FF, flank):  (1d20+13)[ 19 ]  Damage:  (2d4+14)[ 19 ]  (PA and furious strike)
CC:  (1d20+13)[ 19 ]  Damage:  (4d4+28)[ 38 ] 

If giants are evil and large (huge+) AC is 28 (29)

 
 Spoiler: Hastur Status 
   Hastur Stonemoor   
Male NG Dwarf Cleric / Disciple of the Pike Cavalier,  Level  6//2,  Init  1,  HP  30/51,  Speed  20
 AC  25,  Touch  11,  Flat-footed  24,  CMD  19,  Fort  7,  Ref  3,  Will  9,  CMB  +8,  Base Attack Bonus  5
   Guisarme +1 (reach, trip)   +10 (2d4+5, x3)
   Flail, heavy (disarm, trip)   +8 (1d10+4, 19-20/x2)
   Full plate +1 , (+10 Armor, +1 Dex, +2 vs evil)
 Abilities  Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 10
 Condition  Prot evil (7/10 rnds remaining) +2 AC/saves vs evil
Ironskin (58/60) +4 enhancement to natural armor
+1 AC vs large, +2 AC vs huge+

Spells:
 
 Spoiler 
0: Detect Magic, Guidance, Create Water, Stabilize
1: Barbed Chains 1/1
    Bless 1/1
    Murderous Command 1/1
    Shield of Faith 1/1
1D: Shield 1/1
2:  Ironskin 0/1
     Prot Evil, Communal 0/1
     Sound burst 1/1
    Summon Monster II  1/1
2D: Barkskin 1/1
3: Dispel Magic 1/1
    Stone Shape 1/1
    Summon Monster III 1/1
3D: Protection from Energy 1/1
 

Race/Class:
 
 Spoiler 
Dwarf:
Stability: +4 racial to CMD vs bull rush or trip
Deep Tradition: +1 melee attack / +1 AC vs AoO for drow, duergar, aberration, giant, orc
Hardy: +2 saves racial for poison, spells, spell-like abilities
Stonecunning: +2 on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Darkvision: 60 feet
Cavalier:
Bigger They Are :+1(2) dodge to AC against large (huge+)
Order of the Hero (+1 know to ID monster)
Challenge 1/day : +2 damage (+3 if larger) -2 AC
Cleric:
Deflection Aura (1/day, lvl rnds, 20-ft, +2 defl AC + CMD)
Ferocious strike +lvl/2 damage 7/day (4/7)
 

 

 
BelGareth
  "Well that worked....kind of?"   he says to himself, slightly annoyed, these giants were  tough , turning back to Warrick he nods in satisfaction at the little plants success, he hurries over to Izzy, now the sleeping giant is no longer a threat, he pulls out a potion and moves towards izzy, hoping the damn thing doesn't wake up.

 
 Spoiler 

Move: draws 3rd level potion of cure light wounds
move: move to within 10ft of Izzy

 Constantine 
 HP's:  48/48
 AC:  19 (21 vs evil)
 T:  13  FF:  16
 CMD:  17  FCMD:  14
 Init:  +3
 Fort:  +5 (+7 v E)   Ref:  +8 (+10 v E)  Will:  +3 (+5 v E)
 Effects:  Shield (6 minutes), Protection from Evil (8/10)
 Bombs : 10/11/day
 
Farmerbink
Timoshko grunts on impact, chuckling like the maniac he most certainly is.  "  Finally,  a real fight! "  Continuing to roar, more sounds than words, his scythe flashes in the sun as the blade plunges forward again and again.

 
 Spoiler: Timoshko, round 3 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  2,  HP  22/51  34/63 ,  Speed  40
 AC  15,   BR:  -2, -1 size, -1 dex  (+2 protection from evil?)  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10  12 ,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)   BR: +13/+8 (2d6+10, x4) 
 Claws ( during BR only )   +12/+12 (1d8+6, x2)
 Calamitous Mail  (+5 Armor, +1 luck bonus to saves )
 Abilities  Str 19   25  , Dex 10  8 , Con 14   18  , Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating

Bloodrage (claws, demonic bulk): 13/16
Judgement: 1/1
Touch of Darkness: 5/5
Hunger: 1/2

full attack action!
 (1d20+13)[ 31 ]  Scythe (+2 flank, -2 power attack)
[roll]1d20+14[roll] CC (33 threat) (anatomist for +1 to confirm threats)
 (2d6+16)[ 24 ]  damage
 (6d6+48)[ 66 ]  crit bonus

Iterative:
 (1d20+8)[ 24 ]  Scythe (+2 flank, -2 power attack)
[roll]1d20+9[roll] CC (28 threat) (anatomist for +1 to confirm threats)
 (2d6+16)[ 25 ]  damage
 (6d6+48)[ 70 ]  crit bonus

If it survives and provokes another  aoo: 
 (1d20+13)[ 24 ]  Scythe (+2 flank, -2 power attack)
[roll]1d20+14[roll] CC (33 threat) (anatomist for +1 to confirm threats)
 (2d6+16)[ 25 ]  damage
 (6d6+48)[ 67 ]  crit bonus
 
(Un)Inspired
A look of relief passes across Skynir’s face when the first gargantuan brute collapses face first into an unconscious pile.   Way too dangerous to remain conscious.   He think to himself. He turns to regard the remaining giant, and observes that despite leaking blood from a dozen wounds like a colander filled with gore, it was still on its feet, swinging away.

He set his gaze on the giant, trying to forcibly send its nervous system on a vacation.

 
 Spoiler: Actions 
Standard Action to Slumber the standing giant DC 18 Will save or unconscious
 
DrK
As the slumbering giant snores and rasps, an arm draped over the woman it had near crushed it’s friend battles on, blood streaming from it as a club bounces off it leaving a gashed shoulder, Roger launches more arrows leaving the beast with a porcupine like appearance and Hastur drives his spear into its belly. But as it hefts it’s club it’s the giant Timoshko wielding his 10ft long scythe that strikes the killing blow as the razor edge drives into the giants chest tearing into its heart in a great welter of blood and gore killing the mighty Gurg….


In the momentary quiet there is just heavy breathing and the sound of the bone white dust blowing along the ground hissing and whispering….

 
Gurg died
Gorg sleeps on….

 
3SecondCultist
Azvigo looks askance down at his own hands as the second giant tumbles to the ground and the conflict comes to a close.   That normally works,   the half-orc muses. His family's 'curse' is usually quite consistent in the boons that it offers, yet he was unable to bring down either of the giants despite repeated efforts. His hands still raw from tugging, he re-gathers the whip back in his hands and lets the golden shield dissipate into nothingness.

Then again, he thinks as he stares down at the supine form of Izzy on the ground, he's not the one who was just pounded into the dirt. The good doctor Constantine seems willing to do his part to bring her back to this waking realm, so he does not step in right away. Instead, he traipses back over to Skynir, clapping the half-elf soundly on the back.

 "Well done then, eh? You certainly showed them what-for! The body may be powerful, but true strength lies up in the mind, is that it?"  Wide-eyed, Azvigo taps one green finger to his temple in what can only be a gesture of true sagacious understanding. With his other hand, he directs a thumb over at Timoshko and Hastur.  "Let's leave it to the butchers to conduct the bloody work, and see if we can't help Dr. Constantine get his patient back to the cart." 
  "After that,"   he continues, raising his voice just loud enough for the rest of the party to hear,   "I've got a bottle of Oldlaw whiskey in my pack I could be persuaded to share."  
 
 Spoiler: OOC 
I'm adding a few discretionary purchases to Azvigo's sheet (non-combat, non-magical things like cloth, whiskey, knives, etc). I hope that's okay for the narrative.
 
Farmerbink
Without warning, Timoshko lets out a bellow,  " DUSKPROWLERS HUNT! DUSKPROWLERS EAT! AROO! "   He plunges his muscled, claw-tipped hand into the cavity carved by his scythe and rips out a glob of flesh that most don't recognize.  In a gruesome display of primitive superstition, he takes a bite from the raw heart, and casts the rest aside in the dirt.  After chewing just enough to swallow, he finally realizes that the giant's brother isn't slain, but sleeping.

Just a moment after Azvigo and Constantine extract Izzy from the collapsed mountain of a main, Timoshko lets out another howl of animalistic fury.  Point first, he drives the blade of his scythe through the giant's torso and a few feet into the dirt beyond.  With a savage tug, he tears through flesh and soil alike, ravaging the vitals of the sleeping giant, before summarily performing the same grisly ritual.

 
 Spoiler: OOC 
The CdG will deal:  (8d6+64)[ 87 ]  damage, which +10 forms the fortitude DC else dead.  I'm fairly confident that DC is unattainable by non-godly foes. 😁
 


Only then does he look around and appear to force himself to realize there are no foes remaining.  In a curious few moments, the hulking brute seems to deflate.  It takes only a few moments for rippling, demonic muscle to reduce to only merely prodigious strength.  Still almost freakishly tall and strong, Timoshko takes several ragged, drawn-out breaths.  " Their power is mine now, " he growls.  " They should never have been so foolish to hunt in Duskprowler lands. "  He scowls thoughtfully for a moment.

" On second thought, it's strange that they would.  Something is wrong here.  Two humanoids would know better- a raiding party of a half dozen would have torn them apart.  Why risk death for... coin? "  Perhaps the most disconcerting sight yet, Timoshko seem genuinely contemplative as he considers the last several minutes.

" I will inspect this barrow.  Perhaps answers lie within. "  He stalks towards the hill behind which the giants were hiding, and begins searching for anything out of place that would explain the giant's unlikely behavior- apparently unaware of the blood trickling down his own flank.

 
 Spoiler: Searching 
 (1d20+11)[ 12 ]  perception
He's not going to bother with stealth XD
 
BelGareth
Constantine continues his treatment, opening her mouth and pouring a potion into it, while Warrick continues to suture open wounds, and stall the bleeding that is happening. Annoyingly, it was mostly blunt force trauma, which was much harder to treat, but with a little magic, it would be fine. Once she was awake, he smiled at her   "Ms Moreno, I do believe, you are supposed to  not  be hit by your opponents?"   he says glibly, and then pulls out a wand, invoking the command word taps her gently and she instantly feels her wounds knitting and healing.

He turns to watch Timoshko in his ritual, eyes alight with surprise and jubilation, he had never seen an  actual  cannibal before, this was amazing! he started to commit the scene to memory, and then he did it again! He would have to follow up with some questions, perhaps later. He helped Izzy up to her feet, and walked with her back to the wagons.

 
 Spoiler 

3rd level potion of cure light wounds  (1d8+3)[ 5 ] 
Give how ever many charges of Wand of Infernal healing ( most likely 3 or  4), grants fast healing for 1 minute.

 Constantine 
 HP's:  48/48
 AC:  19 (21 vs evil)
 T:  13  FF:  16
 CMD:  17  FCMD:  14
 Init:  +3
 Fort:  +5 (+7 v E)   Ref:  +8 (+10 v E)  Will:  +3 (+5 v E)
 Effects:  Shield (6 minutes), Protection from Evil (8/10)
 Bombs : 10/11/day
 
SanguinePenguin
After Timoshko executes Gurg (Gorg?), Hastur breathes a sigh of relief.   "Strym, your mercy upon us,"  the dwarf invokes his god to heal the wounded - including himself.

 
 Spoiler 
Channel:  (3d6)[ 12 ] 
 

 "In the Camp, I think I owe you an ale, Timoshko... and Skynir the other one, but some whiskey would be welcome, once back on the road,"  he nods to Azvigo.  His allies displayed more prowess than he had anticipated.  It was one of the first lesson he learned at the temple, and one of the easiest to forget:   Outside of dwarven lands, capable allies take all forms.  Leave your preconceptions behind and let them prove their mettle before you judge their merit.  The ones you dismiss can prove the greatest heroes or greatest villians.  Watch, listen, and learn.   Father Ironjaw's words rang in his head, and he felt some shame, that he quickly bottled up and pushed aside.   "an ale on me for you too, Izzy.  Surviving that blow was no small feat.  It could have been my skull under that club." 

Hastur eyes the corpse, pockmarked with acid burns.  Allegedly, the giants would guard caravans, although he knew giants were be intelligent, he couldn't imagine hiring one for any reason.  These ones seemed animalistic brutes.   "Doctor - or anyone - any thoughts on the origins of this acid?  It would be good to know what we are getting into.  Timoshko, unless you want us to fish your corpse from that barrow in a few minutes... wait - at least until we heal you."   At the wild man's flesh consumption, he frowns and adds,  "I do hope their madness was not an ailment rooted in the heart." 
 
 Spoiler 
acid?
  know(nature)  - (1d20+4)[ 17 ]  (huh - putting roll=know(nature) caused this to get wonky, hopefully it is correct)
why they went nuts?
  heal  - (1d20+13)[ 14 ] 
danger?
  perception  - (1d20+19)[ 33 ] 
 
Farmerbink
Timoshko pauses briefly when he feels the healing energy flow through him.  When Hastur comments on the Giant's apparent malady, however, he snorts in derision.  " You know nothing, small one. "  Tapping his own temple, he adds, " Madness comes from the  brain,  " as if explaining a color to an infant.

He places a hand over his heart and turns back towards the barrow.  "  Power  comes from the  heart.  "

 
 Spoiler: Timoshko, post combat 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  2,  HP  34/51,  Speed  40
 AC  15, (+2 protection from evil?)  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
  Claws (during BR only)     +12/+12 (1d8+6, x2) 
 Calamitous Mail  (+5 Armor, +1 luck bonus to saves )
 Abilities  Str 19 , Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating

Bloodrage (claws, demonic bulk): 13/16
Judgement: 1/1
Touch of Darkness: 5/5
Hunger: 1/2
 
(Un)Inspired
The infectiousness of Azvigo's jollity crashes upon Skynir and he is rapidly caught in the half-orc's emotional eddies.  Hehe well, maybe it was just that the true strength didn't lay in HIS mind.  He hooks a thumb at the unconscious giant. Walking with Azvigo to check on Izzy the half-elf continues his line of thought,  although, if you think about the sage Spinoza's work on arcane metaphysics, Mind is generated by substance, of which the giant's body would be an extension. Rather than there being an individual giant's mind, there would be the subsection of mind that contemplates the aspect of substance that would be the individual's body. In which case the magic to affect the giant's mind would actually be a spiritual redirect of...  

Abruptly, Skynir's burgeoning lecture on the spiritual interplay of magic is shattered by Timoshko's bellow and carnivorous ritual.  Ah, uh, waste not want not, right? Maybe whiskey for the rest of us though,  he says with a wink to Azvigo.

The shaman from Bard's Gate marveled at the Doctor's ability to heal as the color returned to Izzy's face and her various contusions returned to their natural color. Looks of pride and humility clash fiercely across Skynir's face at the Templar's offer of a beer.  We all contributed to shutting them down, how about beers for everyone. Maybe Gurg will pick up the tab...  He runs a surreptitious eye over the two corpses, trying to evaluate possible causes for the acid burns, but not neglecting to check out any wealth the two are carrying.

 
 Spoiler: OOC 
Trained Knowledge Nature:  (1d20+6)[ 24 ] 
Perception:  (1d20+14)[ 34 ] 
 
SanguinePenguin
Timoshko’s retort leaves Hastur speechless for a moment, he glances to the doctor momentarily hoping futility for some support, then back at Timoshko.  Part of him wants to reply, but he instead breathes deeply,  use the tools you have on the jobs they perform best; do not use a chisel to be a saw unless that is the best option. 

Then he draws a wand, first pressing it to himself and closing the broken skin on his shoulder,  “let me patch you up at least.” 
 
 Spoiler 
Hastur will *slowly* heal Timoshko, dragging it out as much as reasonable for the others to finish examining the dead.  He will heal both of them to within 3HP of full

CLW:  (1d8+1)[ 9 ]  Hastur is full
CLW:  (1d8+1)[ 3 ] 
CLW:  (1d8+1)[ 3 ] 
CLW:  (1d8+1)[ 9 ]  Timoshko at 49
  CLW:  (1d8+1)[ 5 ] 
CLW:  (1d8+1)[ 2 ] 
CLW:  (1d8+1)[ 4 ] 
CLW:  (1d8+1)[ 6 ] 
CLW:  (1d8+1)[ 2 ] 
CLW:  (1d8+1)[ 5 ]  
 
u-b
Roger rides to the site of the melee to provide some healing, but as it seems to be taken care of, instead calls Jumbo and dogs to his side and follows Timoshko, also checking the area in general. He tries to spot anything odd and make sense of the giants' hiding place, how long have they stayed there, whence they came, any camp they might have had nearby, any signs or results aof any previous encounters and similar sort of thing.

 
 Spoiler 
Casting Deadeye’s Lore and Bloodhound
Perception 10 + 15 = 25 base, + bird's assist, + dogs' assists, +8 for anything smell-related =&gt;  27..35 
Survival 10 + 15 = 25 base, +4 sacred, +4 smell-related, + dogs' assists =&gt;  33..37 

Barry assisting:  (1d20+7)[ 8 ]  perception,  (1d20+9)[ 29 ]  survival (including +4 smell-related)
Cherry assisting:  (1d20+7)[ 27 ]  perception,  (1d20+9)[ 20 ]  survival (including +4 smell-related)
Jumbo assisting:  (1d20+1)[ 3 ]  perception and a general view from above
 
Farmerbink
Timoshko frowns thoughtfully at Hastur's offer, but after a moment accepts.  He waits impatiently as the Dwarf heals himself and then Timoshko.  A few moments later, he nods gratefully.  " Ale sounds good, " he growls, accepting the previous offer in his own brusque way.  Having delayed the task at hand more than he feels is right already, he returns his attention to the barrow - now prowling alongside Roger and his small menagerie of critters.

He glances at the hound appreciatively, perhaps reverently.  " For the strength of his scent, I would offer half my inheritance, " he comments, surprisingly thoughtfully.
DrK
Roger and Timoshko advance whilst the others heal Izzy and search the dead (and now partially eaten) giants. The two advance towards the barrow through the dusty bone white dust and circle the barrow, on the far side of the barrow they can see a hole in the side of the barrow where the giants have pulled open the stones and dragged what appears to be half a dozen ancient bodies out and partially eaten them. The age of the bodies and the state of the ancient uniforms is hard to discern but you'd guess they were on the side of the Army of light.

More tracks head further north east across the dusty bone plains....

By the bodies Azvigo studies the two dead bodies. He would guess the acid has been done by a beast of sorts the acidic burns overlaid with the deep claw marks and gouges consist with an animal of sorts. As he casts a magical eye over the bodies a few different things light up on the corpses. The massive spiked club held by Gurg glows with magical power  (+1 Spiked keen greatclub) , the filthy hide armour worn by Gorg, who's chest and upper body seem more or less unmarred is also magical  (+1 bitter hide armour) .
RCgothic
After a few moments Izzy shrinks back down to her usual size, allowing her to be pulled out from under the fallen giant and ministered to. With a potion poured down her throat, her body wracks unnaturally as shattered bones knit themselves back into their proper positions.

"Ah!" She gasps as she comes to.

Blinking, she tries to focus on Dr Constantine, Skynir and Hastur as they help her to her feet, mostly futilely trying to wipe the bone-grey dust from her eyes with the back of her hand.

"Is that what happened?" she replies to the doctor and Hastur's comments. "I don't remember... It feels like I feel off the coach and then got run over by it!"

She lets herself be guided back to the carriage, where she continues to brush herself off, wordlessly accepting any fluids offered in her direction.
u-b
 "I think we should bury them..."  - starts Roger, but then considers whom he is talking to -  "...or something. Not sure we should follows the giants' tracks right away, they might lead far enough offroad. But we have been the first "victims" so far, which is good." 

If no objections, Roger rides back to the group to report.
(Un)Inspired
 I'd have rather been hit by the coach than the club they battered you with Izzy. It's got fewer spikes. 

When the Investigator is successful back on her feet and able to move of her own volition, Skynir turns to consider Roger's words while regarding the giant's bodies.  Normally I'd agree with you Roger, but that's quite a bit of corpse to bury. Unless we want to let those who came before us do the work for us. We could tuck their bodies into the barrow you two found... 
u-b
Until Skynir's words, it did not occur to Roger that it might be reasonable to bury the giants too.  "I mean... well, I mean I'm not sure about the  giants , but there are half-eaten remains of the army of light near the hole in the side of the barrow, I'd say they surely deserve more respect..." 
Farmerbink
Timoshko grunts, unconcerned for issues like burial and instead still deeply interested in the giant's madness.  " We should follow the tracks, at least for a distance.  They should not have been here, and should not have attacked the caravan.  I dislike leaving such questions unanswered. "  He glowers grimly into the distance, listening to his companion's responses though he doesn't offer them his full attention.

To his companion's surprise, after a moment of brooding, he gently lays his pack on the dusty ground, and retrieves from it a carefully protected map and fine, polished compass.  He lays his scythe over an arm, making a makeshift 3-point surface and unrolls the map with his other hand with uncanny gentleness.  The brute takes only another few moments to find his bearings before he carefully traces his finger in the direction the tracks lead...

 
 Spoiler: OOC 
Survival to try and figure out where the giants may have come from in the direction the tracks lead?  (1d20+9)[ 16 ]  (plus surely 1 or 2 more, depending on whether this counts as "navigation" (+1), "tracking" (+1), or "not getting lost" (+2).)
 
BelGareth
Constantine nods to Ms Moreno,   "I think falling off the wagon would have been a little nicer to you."   he says grimly   "But no use thinking about it, lets move on!"   he declares, and strides off to the barrow to inspect the Giants, and then off to the barrow.

Upon seeing the giants, he remarks on how efficient the scythe wielding lad had been, somewhat surprised he moved onto inspecting the giants fully, he pulls out a small leather tube, unrolls it right onto giants chest, metal instruments glint in the sun as he cuts, nips, and pokes the corpses to try and figure out what happened. Once throughly done, he nods to himself, arms covered in blood and viscera, he rolls up his utensils, and strides off to see what everyone is talking about at the barrow.

When he arrives, he see's the madman looking at a  map ? He honestly didn't think the man could read, let alone plot a course.

Turning his mouth drops.   "These....are....oh my"   he is obviously excited,  "This is a momentous opportunity for me"  he mumbles as he kneels down to one and begins to pull out vials and take several samples.

 
 Spoiler 

To determine acid wounds and brain malady
  Heal  - (1d20+16)[ 28 ] 
 Constantine 
 HP's:  48/48
 AC:  19 (21 vs evil)
 T:  13  FF:  16
 CMD:  17  FCMD:  14
 Init:  +3
 Fort:  +5 (+7 v E)   Ref:  +8 (+10 v E)  Will:  +3 (+5 v E)
 Effects:  Shield (6 minutes), Protection from Evil (8/10)
 Bombs : 10/11/day
 
(Un)Inspired
Skynir closes his eyes and has a slight chuckle at his own expense.  Yes, right the bodies of the people. Not the giant bodies. That makes sense, that makes sense. Perhaps cremation would be better for their bodies rather than burial though; last time they were buried around here it was only a matter of time before giants showed up and started chewing on them. 


He watches as the good doctor sets about exploring the interior of the corpses with an approving nod.   Nothing nobler than the quest for understanding. Good for you, Doctor,   he thinks to himself.

When Timoshko suggests following the tracks a look of pensive consternation zigzags across Skynirs face. He casts creat water, wets his new bandana, wipes as much dust off of himself as he can, rings out the bandana, and reaffixes it across his face.  I want to know what was going on with these two,  he ***** his head towards the gargantuan corpses,  as well. But we should head to camp and establish ourselves first. We could prepare a counter for whatever tried to pickle the giants, and we could unload the wagons and gear. If we try to take the wagons off the trail and they get acid washed it'll be a huge problem.  
SanguinePenguin
Hastur stares at the tracks with concern, looking off into the dusty blur where they eventually fade from sight.  He speaks his thoughts aloud,  "on the one hand, we are not so far from the Camp, and someone there may have some information about what this beast is; on the other hand, we will likely lose these tracks in the dust if we leave and have to start from scratch to find them again."   The dwarf leans onto his guisarme for a long moment, before declaring,  "I think Skynir is right.  We are in the desolation now, and  we  are the best escort the caravan has at the moment.  We should head to camp and  maybe  try to pick up this trail later."   He then looks to Timoshko,  "unless you have cause to think the beast is  very  close." 
3SecondCultist
Watching the others converge around the tracks and giant barrow would on any other day arouse Azvigo's curiosity. As it stands now, however, the blood of their group members is not even dry amid the dusty expanse. And the hour grows ever later. He is no expert on the Desolation, but he can imagine that being caught out in these wilds at night is not exactly a great way to keep one's inside on the... well, inside.

 "Agreed with this lot,"  Azvigo chirps into the discussion.  "Best we head into some kind of settled area first, get our bearings and the like. If these corpses are still here when we get back, well then we'll sort them out. The barrow isn't going anywhere though, aye?" 

There's pressing one's luck, and then there's just being a thrice-damned idiot. Gods know he's been accused of the latter before - and not without cause - but after a fight like that one, he's not too keen to prove Ol' Zerig right.
DrK
As Izz is healed to a semblance of mobility the Dr examines the wounds and and can see that the acid was likely and burst or explosion that happened separate to the  claws and slashes. Although he can tell the acid was of natural origin he cannot begin to guess the manner of the beast save that it may have been born in the warping magics of the chaos rift (the NE quadrant of the desolation).

After some discussion Gurg and Gorg are left rotting in the white bone dust and the party once more board the carriages and wagons and begin to trundle nothwards up the road once more, the  relative  safety of the camp only ~3 more hours hence...

The three hours pass peacefully as soon enough you roll over small rise and can see the ramshackle Camp spread out at the base of the slope ahead of you. The road arrives into the wide open "market" square. Really an open expanse of cleared dust with a central gallows, a body dancing in the breeze slightly. The closest buildings flanking the road are a large series of tents that comprise the hopeful name "the Celestial Emporium" on the east side and a ramshackle looking tavern with the ominous name of "The Sip of Blood". On the west side of the road is Izzy's goal, the stout building of well made timber that is recent and is where the Bard's Gate Emissary is housed. Behind that in a large mound of mud and twigs some who have been here know there is the savage hag that is the closest the town has to a wise woman

 
 Spoiler: Ignore me 
 (3d100)[ 75 ][ 75 ][ 78 ](228) 
 
BelGareth
The Doctor was in a good mood, the samples he had collected would hopefully provide months, if not years of research and tests. As they got back to the cart, he gave Ms Moreno a look over, and not seeing any lingering effects, he nodded, and continued to regale anyone who was within earshot, or who would listen, about a the long history of the  Ancient Medicine of Drakmor treatise , and how they thought your soul was literally in your  heart , and that it contained your very essence, it shaped the whole society, having a bad heart was considered a terrible curse, ones soul was 'bad' and there was nothing you could do. The truly terrible parts, were the offenders of the law being subjected to amazing and incredible procedures, all centered around the heart. They ended up believing that they could ingest ones power by consuming their hearts....the Dr trails off.   "Hey, I wonder if your clan are descendants of these people?"   he says to Tom.

As the wagons come to a stop, he finally stops talking long enough to pat down his trousers, and wipe the dust from his face.   "Ms Moreno, would you like an escort? I would hate for you to fall down again."  
 
 Spoiler 

 Constantine 
 HP's:  48/48
 AC:  19
 T:  13  FF:  16
 CMD:  17  FCMD:  14
 Init:  +3
 Fort:  +5   Ref:  +8  Will:  +3
 Effects:  None
 Bombs : 10/11/day
 
Farmerbink
Timoshko frowns deeply as he ultimately fails to put together anything immediately actionable.  When the rest of his companions express universal agreement that they should continue to the Camp rather than pursue the tracks, he scoffs openly.  " No wonder my father foresaw your failure, " he grunts.  " No sense for what  truly  matters. "  All-but literally throwing his hands up in exasperation, Timoshko delicately rolls his map and replaces it in the intricately-decorated case that protects it.

He returns to the caravan, this time striding purposefully beside Isabella's sturdy carriage.  Tall enough that his head is in the window, he waits until the caravan starts moving again before peering at the investigator within with unusually-focused intensity.  " We have the same blood, " he declares, as if the statement is the most obvious (if surprising) thing in the world.  As he speaks, he grows in intensity and focus, though he keeps his voice low enough that the rest of the caravan are unlikely to hear." These fools are fortunate to have two of our ilk among them.  I will show you how to stand firm against the blows of the enemy, and we will ravage those who stand against us! "

He turns his attention to Doctor Constantine with a flat expression as the Half-Elf (who would seem tall next to most others) begins to expound on a primitive people with similar beliefs.  " If you truly care to hear it, I will recite my lineage for you up to our Chieftain Sendrick Saverin of the Urgathoan priesthood in Tsar, before this land was the Desolation.  We prowled these lands before the armies buried their dead in mass barrows.  We prowled these lands before the so-called Army of Light scorched the verdant expanse that was fed so many. "  He raises an eyebrow in obvious irritation- daring the doctor to argue.
BelGareth
The doctors eyes light up,   “you have such knowledge?? Yes please, I would greatly like to know your heritage, that would be an excellent study of your lineage, oh yes, what a great opportunity!!”   

He pulls out a notepad and ink quil, ready to transcribe the mighty warriors words.
(Un)Inspired
Skynir listens to Dr, Constantine’s lecture with rapt attention.  Now Doctor, were the people of the region convinced that their soul’s resided in their hearts, or that all souls resided within hearts? 

The Shaman’s eyes twinkle with curiosity at the Bloodrager’s grim certainty.  Your people seem to have such an interesting relationship with this land. You make it sound like you’re resentful for what the Army of Light did. Isn’t your tribe thankful that the Army of Light created the Desolation? Surely it’s a crucible for forging strong warriors, warriors stronger than those from more comfortable lands. Do your people wish they too could live comfortable lives in a verdant expanse? Would you rather give up your strength for an easier life? 
u-b
Roger first goes to help getting the wagons and the animals into Finn's Livery, make sure they are provided good care and, finding a payment in chips is required up front, starts to arrange that one...
Farmerbink
Timoshko eyes the doctor with suspicion.  After a moment (and slightly more encouragement), he judges the man's intentions legitimate and nods once.  " I am Timoshko Saverin: First Fang, son of Oshkarl: our Prime Seer.  My grandfather was Grimten, likewise the First Fang in his time.  His father was Sern: Chief of Duskprowlers.  His father was... "  It quickly becomes apparent that oral tradition is a key component of Timoshko's upbringing, and that his clan (if perhaps slightly inbred) takes their heritage  extremely  seriously.  He trivially recalls some 30 generations of warriors, seers, chieftains, and other men, each with a title of  some  import.

One of the other caravan members passes by the conversation a few times, and on the third pass grunts " Aye, you still goin' lad?  Ain't been  that  long since the war!  What are you on, the 40th generation now? "  Timoshko silences him with a glare, before grunting at the interruption.  " I have seen the passage of 26 seasons, and have begotten 8 heirs.  If my eldest proves worthy, he may sire his own as soon as next spring. "  Clearly, the Duskprowlers don't wait overly long to produce offspring, and raise them to produce their own quickly.  " Now, I was speaking of Kordrick: Seer-sorcerer of my 32nd ancestors generation.   His  father was... "  It's a good thing the distance is significant, as it takes about half of the trip for Timoshko to perform the recitation.  " As I began, in the age of War, Sendrick Saverin was our High Priest.  He oversaw our coven when Tsar fell, and led us into both isolation and rebirth in the caverns south of the Desolation.  He personally repelled four parties seeking to impose their way of life on our people... "

For the final three generations, he includes a short litany of their accomplishments in life, justification for their position as near-mythological figures.  If they are to be believed (and Timoshko  certainly  believes them to be true), his people have, if anything,  mellowed  dramatically in the last few hundred years.  Having established a large colony and a wide "hunting" area, they have been less driven to expel existing occupants from farmsteads and their own homelands, preferring instead to raid the villages and leave the occupants living for future raids.  Perhaps "tribute" might be a more accurate term.

Finally, as the caravan rolls into view of the Camp, Timoshko is faced with Skynir's questions.  He frowns thoughtfully.  " Your questions, and the thoughts they beckon are a trap.  A game of words intended to confuse.  Perhaps I would  prefer  a life of ease and luxury, who would not? -but such things are folly themselves.  The surest way to destroy a people is to remove their struggle.  A people without trials is a people with no control over their own lives- much less the land they inhabit.  I would surely not relinquish my strength and so doing damn my kin to their own extinction. "
3SecondCultist
Azvigo, after dutifully sharing a nip of his whiskey with anyone who fought the giants, sits back and watches the Desolation pass their group by. The meandering hills of ash could be considered beautiful, despite the stark and yawning shadows they cast. The half-orc puts on a smile with the others, listening once more to the stories they tell.

Of course, it's the cannibal - honestly, he should probably be more shocked that they have a cannibal in their midst - who is the most open to sharing. It doesn't help much that Doctor Constantine and Skynir seem to hang on Timoshko's every word. Azvigo lets out an audible sigh. There are more tales of blood and emptiness than there are stars in the night sky, but the base recitation of names and deeds of the Duskprowlers seems enough to engage the current audience for a long while.

It is only when the Camp is nearly in sight and Skynir challenges Timoshko that the explorer perks up once more.  "I wish I could agree with you, my friend,"  the half-orc says with expansive jollity.  "But control's an illusion no matter what you do. You can struggle and grow strong all you like, but one day fate or the gods or whatever you believe in will throw a trial at you that there's just no walking away from. Whether by blade or time's passing, we've all got an end coming for us. And there's no real way of telling anything that happens 'tween now and then. So why not live the way  you  want to, on your own terms?"  Azvigo shrugs.  "Think about it." 

The caravan's arrival at the Camp itself does give the half-orc some pause as he surveys their new surroundings. The fellow swinging from the gibbet admittedly isn't a  great  sign, but then again this is a blasted wasteland so it's not far off from his expectations. Having most everything he needs save some hot food and a comfortable bed, Azvigo cheerfully defers to the rest of the group to see what, if anything, they would like to do.
BelGareth
The Doctor is rapt with attention as Tim regales him with his long lineage, he was fascinated by the verbal tradition, and that he was able to memorize such a long and distinguished lineage, truly, it was impressive, and he was scribbling down everything as fast as he could! This would provide a much needed established time line for these parts, not to mention the opportunity to cross reference genetic markers and the like, now....to get the man to provide him some blood....maybe he could just wait for another encounter.

As Tim finished, he nodded with appreciation   "Thank you, that was very impressive, do you mind if keep this information for my notes"   he asks in earnest.

Turning to Skynir, he frowns   "I believe they thought everyone did, as it was the root cause of the fall of their civilization."   he said matter of factually, ignoring that Tim was within earshot.

And with that, he follows Roger into the  Sip of Blood  looking for something strong.
SanguinePenguin
Once back with the caravan, Hastur grew increasingly taciturn.  As it often does, combat reformulated his opinions of his companions a bit.  Overall, they were more adept than his initial impressions.  The doctor's proclivities seem to tend toward amoral more than immoral.  A scientific mind that just wants to know and damns the consequences may be worse in the long run, but Hastur had grown a little less wary of the man.  Timoshko is formidable, as he had gauged, but he is an attack dog - perhaps a rabid attack dog, and would need careful dealings.  He could certainly prattle on about his ancestors.  Roger provided the quiet competence he expected.  The other three fared well, Izzy survivng that blow was no small feat, Azvigo was practically a kyton with that whip (though a giant might not have been the ideal target), and Skynir basically turned the battle with his magic.  Azvigo also shared his whiskey, which made for a long stride into the dwarf's heart.  All and all, he knew he was better off than he thought himself this morning, but he could not shake that perpetually looming expectation that he was going to die in this wasteland.

Hastur stands in the Camp, a mad cluster of tents and a decrepit tavern to his right, a mud hut to left, and a gallows - occupied - ahead.   "How is it possibly worse than I imagined?"  he mutters and shakes his head.  He burrows deep and tries to place a positive spin on it - maybe the corpse has been there for a long time?  Wait... would that be better?  Is it better if the corpse is fresh and hangings are routine occurance, or if they simply leave it up until it needs to be replaced and has been swinging for months?  In the Camp, maybe frequent hangings  are  a good thing.  Maybe that is the only way to keep the vestiges of civilization ensconced in this place.   He stared at the hanged man in silent contemplation for about a minute.

 "I need a drink,"  Hastur scowled as he went to see the trove of decadent luxuries assuredly waiting for him beyond the doors of "The Sip of Blood."
Farmerbink
A single nod confirms his consent to the doctor's request.  " Of course.  I am proud of my heritage, " he vastly understates.


 
 Originally Posted by 3SecondCultist 
  "... one day fate or the gods or whatever you believe in will throw a trial at you that there's just no walking away from."  
 

Timoshko snorts in amusement, but manages to keep his peace as the archeologist finishes the thought.  His gaze takes in the outskirts of the Camp with detached calculation as he continues.  " Of course the trials come.  I face one right now. "  He raises an eyebrow.  " How better to face such trials; having grown fat and soft with opulence, or with hard-forged strength to overcome? "  Perhaps even more surprising than concerning, it increasingly becomes apparent that despite substantial vestiges of primitive tradition, Timoshko's people are not blind ideologues.

He follows most of his companions through the doorway of the Sip of Blood, inclining his head only slightly to ensure no unnecessary bruises.
(Un)Inspired
A smile tugs relentlessly at the corners of Skynir's mouth but he manages to be the master of his own face as he responds to Timoshko.  No trap, friend. You just seem to be a fellow with great certainty towards his world and I'm just an outlander on a desperate quest for an interesting conversation and perhaps a chance to increase my knowledge. Perhaps a life of luxury  is  folly, but perhaps avoiding extinction is folly, perhaps we're all neatly planted turnips dreaming we're warriors. Without considering things what chance do we have to avoid folly, or better yet, live well? 

The Speaker for the Past nods along with Azvigo's statement, intrigued by the Archeologist's perspective, even if he's not fully in agreement with it.  You speak well, my charismatic friend, but have you considered that rather than being an illusion, control lies else to where you think it? Rather than control being something one has over one's fate, have you considered that control is one's capacity to choose what one wants to think? Even magic that affects one's thoughts can only affect a person if their will submits to it. Our nature as being of mind, of spirit, supervenes on physical reality.  

Listening to the Doctor's response to his inquiry a look of equal parts fascination and satisfaction simmers across his face.  Thank you, Doctor Constantine, I hope if there's more you know about the history of this region, please don't keep it a secret. 

As the caravan arrives at Camp, Skynir casts his eyes across the motley assortment of structures and allows himself an earnest chuckle at Hastur's comment.  Perhaps you're just an eternal optimist, my friend, but I'm with you on the hunt for a drink. Azvigo's Whiskey went down smooth but surviving this dust requires lubrication. Let's look for something distilled though, we should trust just fermentation when human hygiene practices are standard. Besides, Seeing some of the ruins here in camp has given me an idea, and I've got a proposal for you.  With that, he walks with the Templar into "The Sip of Blood", everready to blast anything served to him with Purify Food and Drink
DrK
As you wheel into the "Camp" you certainly garner attention as the misbegotten scum, villainy and adventurers who call the Camp home pauses to look at you. Some peering from their rough looking shanty houses. Others tilling dusty and dry looking straggling vegetables or tending to a few scrawny goats behind some thick wire fencing. The main square is a hard-packed dirt yard and serves as the central focus of the hamlet. Its main feature is a bent, old gallows, crudely constructed and leaning with age. Dangling from this by a frayed rope is a desiccated corpse, its broken neck askew and its leathery face frozen into a rictus grin beneath empty eye sockets. Occasionally crows alight to peck at it. Nailed to its breast is a sign bearing the word “Cheater.”

Nearby a haggard looking man dressed in near rags with a cart laden with debris and sieves and pans looks at you,  “Don’t cheat at cards while you’re in the Camp. Leastwise not unless you can whip everyone else whose playing. The last feller who done it is still swinging in the breeze.”  He pauses to laugh a hoarse laugh as he see's the caravan of goods.   “You can’t use gold or silver in the Camp. You’ve got to go to the moneychanger and trade it in for ‘bits’, coins made out of iron. That’s all that will spend here.” 

The words tally with what many of you have heard of the camp. That the blacksmith who's smithy lies just ahead of you on the main square (#7) is the de facto ruler of the city. He takes iron ore from the wastes and makes them into iron bits which are the only currency used in the Camp. None really know much of the urser's past or history and all who are aware seem to think he has always been here... But you can hear him working away, the  ting  of metal upon metal ringing out from the squat stone-house.

The first order of business though is tending to the wagon and the horses, Finn's Livery being the only place to leave them. An adobe house in very poor repair fronts a fenced paddock. A few
broken down nags munch on the sparse grass within. A large barn of faded planks stands next to the crumbling adobe with a sign painted on its side in large pink letters stating that this is Finn’s Livery. The large paddock is heavily reinforced with stout wood and large nails and three heavy set if haggard looking horses clip the dusty grass looking tired and wary. as you approach the aforementioned Finn (or Finnaeous) staggers out, the scrawny elf clad in heavy working leathers and reeking of cheap rotgut brandy. He looks at Izzy blurrily,  "what are ye wanting lass. I only got the 2 nags. The rest went with them fancy looking Bad Gater's and Gurg's crew up north to cut through."   He giggles slightly, eyes unfocused,  Yep, all them ogres and Bard’s Gaters is surely dead. But the critters out in the Desolation don’t eat horses so much. They prefer to eat what the horses is carryin’. I expect my stock’ll start tricklin’ back in a day or two.”   As Izzy waits for some sense one of the half dozen or so tough looking handlers, his one a chubby and weather beaten human woman of middle years with a thick cudgel intervenes.  "No point you speaking with him now miss. He's been in the cups since dawn. You be getting yourself to the Urser   (she points to the smithy which is only 30ft away)  And you get some iron bits and its 1 bit a day per beast, and another 2 scrapes   (1/10th of a bit)  "Fer the feed." 
   
As Izzy is dealing with the horses most of the others walk towards the Sip of Blood tavern trying to ignore the skeleton dangling in the square nearby. This old structure appears to have been rebuilt several times. The bottom third of the outside walls are of stacked fieldstones and apparently remain from the original building. Above that the walls and roof are a mud-splattered wattle and daub construction with numerous chinks through which tiny plumes of smoke escape. The placard above the door depicts a pointy-fanged fellow about to take a drink of some dark, red liquid in a mug...

Hastur, the Dr and a few of the others head inside the doors to be greeted by a tavern that consists of a large, L-shaped common room with a small kitchen and living quarters in the northern
wing. A menu on the wall sells assorted drinks and meals of roast pigeon, horsemeat, turtle soup, and coyote, along with whatever stale breads and overripe vegetables remain from the last caravan to pass through. The Campies gather here to eat, drink, and smoke their foul local pipeweeds prodigiously. A constant stuffy haze fills the room from dawn until nightfall when the establishment closes.

As you enter the half dozen locals turn to stare at you all. In the corner a tough looking trio of flat eared and orange skinned hobgoblins half rise, hands briefly reaching for swords and axes at their hips before they catch the eye of one of the barely dressed wenches who shakes her head. A large orc hobbles towards you, leaning on a crutch. Never a looker to begin with, his head is now hairless on the left side with a missing eye and ear and massive scarring there also. His right arm ends in a stump above the elbow, and his left hand has only a thumb and two fingers. His left leg ends in a ragged stump just below the knee, long healed, but with exposed bone at the end. His tone is rough and scratchy from the scars.   "It’s best to stay inside after dark and not test the spirits. This whole place was a battleground once, and the dead rise at night and take anyone they find wandering around. But... eh, you want drinks you are welcome, you want a smoke I've plenty of good pipeweed. But only the Bender brothers got rooms in the Coach House, for a price mind. You look new in town, you got Iron to trade? If not you better go see the Urser. he always open."  
Farmerbink
Timoshko grunts at the first man to speak, saving his words for someone more deserving.  In the haze of the "town's" tavern, he snorts derisively.  After summarily dismissing most everyone in the room, he turns to Constantine.  " To this 'urser,' then, I suppose, " he grumbles, nodding his head toward the door through which they entered.

Other than making sure no one gets close enough to reach his coin purse, he ignores the rest of the room's occupants, and returns to the street, following the  tink  of labor.
u-b
Roger nods and goes to see the Usurer to get some 20 local bits, considering how he has 4 beasts and will need some to care for himself. The protectionism was not a good sign for the market conditions here, but he was inclined to start by abiding the rules.

 
 Spoiler 
Just noting here in case it's relevant: Roger still has scent active throughout the evening, complete with bonuses, so will notice how anyone and anything smells here at the camp.
 
SanguinePenguin
Hastur frowned at... well,  everything .  The man was hanged for cheating at cards.  Real money is no good here.  The meats - well, turtle is  okay , but the rest - pigeon, horse, coyote - all basically prison food.  The common is basically lousy with  monsters  - hobgoblins and an orc - in another place...

But this isn't another place.  Hastur breathed deeply as he worked again to accept that fact.  Having to move to this local unregulated currency stunk, but he knew that there wouldn't be other options.  This Urser was probably going to abandon the Camp someday with a cartload of currency that actually mattered and upend this fictitious market he created.  Still, what choice did Hastur have?  At least the orc, or most of one anyway, was kind enough to lend some useful advice.   "Thank you for the tips.  Right.  To the Urser then."   And the  dead  roam about at night... yes,  everything  is awful.
DrK
Armed with information from the dreary looking Sip of Blood or the Stables most of the weary caravan looks across the square to the north side where the stout looking smithy stands. Approaching some of the locals lingering in the gallows square smirk happily, glancing at their stalls with collections of junk or small and stunted vegetables or dry and stringy meat. One calling out to Hastur  “The Sip of Blood Tavern is run by a vampire. His name’s Lucky Bjorc and drinking other people’s blood is how he stays so lucky. I’d stay away from the sangria if I were you.” ...

Another nods to the smithy  “The Usurer’s in charge of the Camp because he was here first. No one alive was around when he came here. He’s a lot older than he looks. Don't cause trouble or you'll be joining the last one who did...”  The last comment is punctuated by a gobbet of brown spittle hawked in the direction of the body rattling in the dusty wind. Beyond the smithy as you approach it is the remains of campfires. Midden pits and tent stakes show that this is a regular campsite that was recently abandoned. An inordinate amount of garbage and stinking wastes show that the inhabitants were giantkind (#5). To the other side is a strange looking building, and one obviously older than much of the camp. This building is unlike any other in town. Of tightly fitted mortared stone, it is obviously ancient but has weathered the years well. It consists of an octagonal building with a conical roof, also of stone. A stout wooden door—not the original—opens towards the Common.

The smithy itself is the only other decently constructed building in town. This simple plank building is nonetheless of the finest construction in town (other than the well house—Area 8). A well-crafted stone chimney rises at the southern end, which boasts a well-fitting door facing the Common. The opposite end sports a pair of sliding double doors that likewise face the Common. During the day, these doors are open revealing a well-equipped blacksmith’s workshop within. The other half of the building consists of the smith’s dwelling. A sign above the double door depicts a gray coin and an anvil.

The smith himself is working the bellows and the anvil as you approach, his back towards you as he bends over the small anvil hammering a glowing bar of black iron into you realise horsehoes. Although for those in the craft (anyone with 3+ rank in Craft) its obvious the smith is well practiced and skilled. Despite the forge the smithy is rather chilly and to Roger smells dessicated and dry.
 This man is tall and lean with a great hooked nose and a wide mouth full of seemingly too many teeth fitted tightly together. A shock of pale hair covers his head and watery blue eyes look like two mirrors revealing nothing of what goes on inside the head behind. His face is heavily lined and he looks ancient from his time here in the camp He stops hammering as you approach and nods

 
 "Greetings to the camp. You all come to me in the end. You'll be wanting some iron chips..."  he gestures to  large stout chest near the door and a pair of scales.  "The Camp only accepts Iron Chips, I make the chips. 5 crowns gives you a chip and spends well in the camp."  (that is to say 5 gp = 1 ic and in camp 1 ic = 1 gp of Pathfinder prices).  "No-one trades anything else here, I make the rules."  Nodding he seems happy for you to change the money yourselves, the chest i open and if you have a look you can see Iron chips and shards (1/10th of a chip, i.e a sp) in one half and a smattering of gold and silver from various local nations in the other half. Above the scale on a rafter there is a old and withered looking crow that caws as you approach and seems to watch you intently with its beady eye.
u-b
Roger nods and changes 100 gp for 20 ic, some of the later in shards.  "Understood. Speaking about the rules, will you introduce us to the rest of the relevant ones and the authority under which you make them?" 
BelGareth
Having been rerouted already to the 'Urser' a person whom the Doctor was very intrigued to meet, he took everything in stride as they moved towards the money changer. The campsite, and refuse from giants raised an eyebrow, but not much else.

The old Well was interesting, and he hoped to inspect that at a later time, just the fact that it was still standing from before, meant a world of possibilities.

Nodding as the strange old man spoke to them,   "And do you perchance have a doctor in this locale?"   he says, as he exchanges some money with a raised eyebrow, there was extortion, and then there was extortion.

 
 Spoiler 

Will change 5pp for 10ic
 
SanguinePenguin
 "And is it one chip for five crowns?"  Hastur asks as he begins his exchange all his coins into 41 iron chips.  It was smart - he had to admit that - collecting the universally valuable coins so the (mis)fortune seekers would all wind up dead in gods-knows-where with these worthless iron chips.  Somehow, this felt like the end of the line - exchanging his mortal coins into those of the land of the dead.
(Un)Inspired
  Good Gods  , Skynir thinks to himself as he hears some of the rumors floating about camp,   they serve sangria at the Sip of Blood!? Where the hell do they get the fruit from?  

He takes note, and some small comfort, at the quality and construction of the well house, and keeps his eyes peeled around the camp for any stone, not currently in use, that might be shaped by magic. As he walks through the township he keeps his eyes open and doesn't let any potential pickpockets get excessively close. Arriving at the Urser, Skynir listens to the smith's spiel and considers the man's words.   Brutal exchange rate, at least he seems pretty laid back for an autocrat.  

He trades some coins for iron and, when the party is ready to leave the smithy, presents his stone-shaping plan to Hastur.

 
 Spoiler: Moneychanging 
100gp for 20ic including 50 shards.
 
RCgothic
Izzy takes a sharp intake of breath when she finds out the exchange rate and the cost for housing horses.

"I'm going to have to find a way to make being here profitable, quickly," she comments to the others after exchanging 150gp for 30 bits and promptly handing 6.6 of them over for a day's food and stabling for the horses. "If everything here's that expensive I'll be out of funds inside a week."
3SecondCultist
 "Lovely,"  says Azvigo with a lazy grin while looking around the Camp. The collected spit, blood, and other bodily substances down in the mud do an excellent job rounding out the corpse in the center of these 'civilized' spots. The traveling bard keeps to himself, drawing his long cloak around his shoulders as the group enters the Sip of Blood and stopping only to ask the barman to reserve a few more ales for his party upon their return.

On the other hand, the smithy elicits a low whistle from the adventurer who has been to many a shop like this and knows a bit about trade (if not metalwork in particular). Azvigo makes no attempt to hide his interest in the masonry and the apparent care with which the building was constructed, in such open contrast to the rest of the Camp. The half-orc gives a toothy grin when the Urser explains the hilariously lopsided rate of exchange and he spots some of his new companions' discomfort.

 "Well you've got quite the set up here, my friend,"  he says,  "but I wonder, how many crowns do you have in your shop at any time?"  Azvigo then reaches into the hidden compartment sewed into the bottom of his backpack and empties it onto the nearest countertop. Between wads of thick cotton balls spills out a veritable stream of white-gold coins, platinum pieces numbering precisely one hundred.

 "If we're going to die here, we might as well do it with a bit of comfort. I know I'm not long for this world either way."  He chuckles darkly.

 
 Spoiler: OOC 
Azvigo is going to be a big spender here. I'll spend 1000 gp for 200 iron crowns, assuming there is enough in the smithy.
 
Farmerbink
Timoshko raises an eyebrow, but keeps the rest of his thoughts to himself.  As his companions empty purse-fulls of  actual  coin into the open coffer, he reluctantly follows suit with 10 gp.  He glares unhappily at the crow, and returns to the street without a word to this "Urser."
DrK
The Urser seems calmly disinterested in the exchanges only looking up as Azvigo pours out a huge mound of gold. A dry  "You are confident then... or looking to end your life in the wastes? If so merely head out, Someone will bring the chips back I'm sure.."  At the query from the doctor he nods through the open door to what looks like a mound of mud built around a fallen tree (#13). An old, artificial mound rises 20 feet into the air here. Its sides are badly eroded from weathering, and a gaping hole opens in one flank beneath a heavy stone lintel. It has the look of an old tomb about it other than the garland of wildflowers and herbs hung around the door frame.   "Mama Grim tends to the injured when they arrive. The gravekeeper to those who no longer need help. Although she is..."  he pauses to consider his words  "Unusual but a native to these lands." 

He nods without a smile as you trail out and once more back in the gallows square. Behind you (#9) A collection of crumbling adobe buildings, lean-tos, and tents surround a patch of surprisingly healthy and bountiful garden. The mud-brick adobes are of obviously ancient construction and have many gaps in their walls and roofs covered by stretched animal hides and blankets. A male human and a young femal half elf both dressed in faded leathers roast meat on an low fire as a pair massive heavily muscled dogs roam nearby.
SanguinePenguin
Hastur was about to leave after participating as a dupe in this scam, but then he thought to ask something of the Urser.   “You’ve been here a long time, probably have a sense for what’s out in the wastes.  Any where particularly dangerous to avoid?  Any where on the relatively safer end to explore?” 
u-b
Roger pays 4.8 iron bits for stabling and feeding his animals, then proceeds to get a solid first impression about the state of affairs here at The Camp. He enters The Sip of Blood Tavern, orders a good meal and a good drink and asks if nobody minds if he magics himself up after the road. He says he would be willing to share the news from the south after he's done with the meal.

 
 Spoiler: If Roger may magic a bit 
Ears of the City x4. Counts as 24d4 hours of actively gathering info on the following topics (1d4 hours on each of 24 topics, taking 10 each time for a total of 25):
Places and people at 2, 3, 4, 5, 6, 7 on the local map
Places and people 9, 10, 11, 12, 13, 14 on the local map
Gurg and Gorg, Tsar, The Dead Fields, Ashen Waste, Orcs, Goblins
Six most recent trips into The Desolation, whether successful or not, by anyone
 
(Un)Inspired
  Time to make a good impression  , Skynir thinks to himself. With a shrug and a nod to his compatriots, he strides over to where the human and half-elf are cooking. He looks up and down at the buildings, burgeoning plant life; the dogs, and the people.  Good afternoon-hey, cute-looking pooch, we were hoping to introduce ourselves to Mama Grim, do we need to make arrangements or is it alright if we head on in?  

Provided no resistance is proffered, the half-elf continues confidently toward the entrance to the most auspicious building amongst the collection and holds open whatever door or flap covers the portal to allow his companions to come with him; with a bow of his head as if to say,  after you .

 Hello? Mama Grim? It's a pleasure to meet you, I'm Skynir Elkhart, and these are my traveling companions. We just got into town and thought the polite thing to do was introduce ourselves around camp. You've got such a vibrant garden outside, you must have quite the green thumb to nurture it in this climate. We were hoping to hear more about the services you offer locals and wanted to make sure to let you know that if there's anything we can do for you, please don't keep it a secret. 
 
 Spoiler: OOC 
Knowledge Nature to Identify the plantlife:  (1d20+6)[ 18 ] 
Diplomacy:  (1d20+11)[ 29 ] 
 
Farmerbink
Uninterested in the locals, but keenly interested in the safety of his companions (if for entirely selfish reasons), Timoshko follows silently alongside Skynir.  He doesn't exactly strike the most inviting image, but he knows to assess a situation before acting rashly, despite what some may think.  He simply listens and watches, his face a bland mask of inexpression as his more talkative companions take point on the introductions.

 
 Spoiler: OOC 
If applicable:  (1d20+11)[ 21 ]  perception
and  (1d20+5)[ 14 ]  sense motive for any untoward hunches (includes -2 drawback for this woman surely coming from a different culture than he).
 
BelGareth
The good Doctor huffs at the response, it wasn't what he was hoping for, either way though, perhaps there was something that could be done. He followed Skynir, oddly silent, hopefull this  Mama Grim  wasn't all she was supposed to be....or maybe he could....no, not yet.
3SecondCultist
Azvigo offers no final comment to the Urser's jab, choosing to leave his smithy with his iron crowns and a little smile. He falls into place easily right beside Skynir at the front of their band, tipping his hat to any passers-by but keeping a hand at his belt near his whip. The half-orc's golden gaze flits around with something that might look like gaiety, but any experienced adventurer recognizes is actually patient observation. He catches Timoshko doing very much the same before looking away quickly; probably not best to dwell on how he shares his first instinct with the resident cannibal.

Approaching the low mound and the looming entranceway within, Azvigo ducks his head beneath the stone ceiling and pushes aside an errant vine or two in order to see comfortably. His eyes adjust to the darkness instantaneously, the overcast outdoors blending with the black and white vision he's used to when raiding old tombs.

 "Thank you for your time,"  he says after Skynir has finished, pointing to himself by means of introduction.  "Azvigo Douglass. I was hoping to purchase a few healing potions for our group to use collectively. The ruined city is a dangerous place, and we need all the help we can get." 
RCgothic
Izzy didn't see any particular need to go and see the doctor after her earlier ministrations seemed quite effective, so she decides finding employment is more of a priority.

She goes to The Sip of Blood with Roger, and purchases an extortionately priced bottle of common wine. After pouring herself a glass, she asks about the best ways to earn iron in these parts.
DrK
As you finish the exchange with the Usurer he shakes his head sadly.  "New to the camp eh..."  he starts, pausing to shake his head.  "There is no safe lands. The ash wastes lie in the SE and are filled with the camps of the dead and the winds of dust. The SW is the dead fields where the dead do not lie easy. Above the crossroads lies the most savage of desolation. the chaos rifts are a rent in the earth and the boiling lands suffered the full effects of the dark magics... None are safe. If you want safe I'd suggest turn your carts about and head back to Bards Gate. Do not approach the city, none who have tried that in the past 30 years have come back, well save Skeribar and he lost half his company..."  He smiles and watches them all leave.  "Thanks fer the gold Good luck you survive to change the iron back eh..." 

--

As Roger and Izzy head to the tavern the others head to the small walled garden on their way to the ugly mound of earth and marsh.  Reaching the half elf and human Skynir asks of mama Grim and both shake their heads pointing at the log and mud hump a bit further south.  "If you are ill keep on to the lump of trees there my friend. We work for Skeribar, he's the most savvy of the rangers here. We work for him and can guide you in the desolation."  As she speaks the dogs nearby lift their heads slightly and growl before the young man motions and they drop back down chewing on strange bones that you cannot recognise.

The woman continues,  "The wastes are dangerous for the new. Ask that most recent caravan from Bard's gate. They were foolish hiring Gurg rather than speaking with Skeribar but they liked the look of the big oaf, little did they realise that knowledge is power here."  She leans forward,  "I can offer some advice for free to you and yours. The worst of the Desolation’s horrors are in the Boiling Lands where  Nature has been warped and twisted beyond recognition. We go there  the least because of the great dangers involved. However, we have made  some progress in the Ashen Waste and have cleared out many of the most dangerous encounters. It has the most potential for successful adventuring  and could probably be cleared of dangers with a concerted effort. "  Pausing to offer Skynir, Tamishko, Azvigo and the Doctor a drink of water she draws a rough quadrant map.  "The camp"  she says, gesturing at the south,  "Tsar, the City of Darkness, no one goes there and lives"  she says pointing at the west, " And the Boiling lands, the chaos rifts, the ash wastes and the dead lands"  she adds going clockwise.

 

Continuing she taps the last two she hasn't described.  Most of the fighting occurred in the Dead Fields, so there are  a large number of undead and a minimum of treasures. The great  encampments of soldiers were in what is now the Ashen Waste. That  is where we have discovered many valuable treasures in the past.  The soldiers went off to die and left their valuables behind in their  camps where they still lie unclaimed. We have established safe havens in the Ashen Waste. If you see a grove  of healthy trees growing in the wastelands, it is a sign that our sanctuary  is near and can provide respite"  As she finishes she shakes her head.  "I speak too much, Skeribar would be cross with me. Come back if you have iron to spend and want a guide now. Off you go Mama Grim is there"  she gestures to the mound.

Approaching that you head there between a strange pair of towers painted charcol grey with a red skull painted on them (#10) and a large ramshakle wooden structure where a gnome watches you with a sinister smile as he puffs on a pipe (#11). Reaching the Mama Grim's (#13) an old, artificial mound rises 20 feet into the air here. Its sides are  badly eroded from weathering, and a gaping hole opens in one flank  beneath a heavy stone lintel. It has the look of an old tomb about  it other than the garland of wildflowers and herbs hung around the door frame. As you approach there is a large growling from within the barrow and a hulking creature a giant creature resembling a massive wolverine with toothy  snouts, long, sharp claws, and reddish-brown pelt appears followed by a tall emaciated women that you realise is enormous as she straightens to some 9ft tall.   Mama Grim is a swamp hag with baggy greenish brown skin and sickly, jaundiced-looking eyes.  Her hair is a massive tangle  of greasy black locks into which she has tangled bits of feather, bone, and  assorted detritus. She looks at you as you approach, particularly Skynir and Konstantine as they speak with her.

 
 Oh yes, Dearie, the Desolation is dangerous, but it’s just the doorstep.  Beyond the threshold lies the truly dangerous. The ruined city is far from  abandoned, and those that abandoned it are far from forgetting it. You be  careful out there, Dearies. Such pretty young morsels like you would make a  fine meal for those that guard secrets not meant to ever see the light of day 


---

In the Sip of Blood the one legged, one armed orc greets you again, one of the wenches speaking as he mumbles with his tongueless mouth.  "Ah, you got your Iron. Please be seated, have some wine, have some ale. Finest in the camp. better than the swill them Bender Brothers will be selling you."  He gestures Roger, Izzy and Hastur to a booth offering a poor stew of stringy chicken (or rat) and stunted root vegetables in a salty watery sauce to go with the drinks. Roger settles in and starts chatting casually, making sure to speak with some of the locals in the bar or the barely clad young wenches that ply their trade around the tables as they explain some of the rambling things the tongueless

 “He says, ‘It’s best to stay inside after dark and not test the spirits. This  whole place was a battleground once, and the dead rise at night and take  anyone they fi nd wandering around.’ That…oh, that was just a scratch.”

“He’s saying that for 50 iron bits he’ll let you rub his lucky rock.”

“Um…I think he’s saying ‘Beware the Black Beast in the Pit.’ Either  that or ‘There’s blackened beef on the spit.’"

“There’s something alive at the crossroads. It only appears at the stroke  of midnight. It can grant you your every desire, but the price is steep.  Don’t bargain with the thing that comes in the night at the crossroads  if you value your soul.”

“Don’t camp at the crossroads out in the Desolation. There’s still a lot of  restless spirits who haunt that road leading to the Black Gates, and they  don’t take kindly to visitors.”

“There’s something out there in the Desolation that hunts in the night. It  devours travelers and even comes to the Camp sometimes in its hunts. It  looks like a giant wolf, and seeing it means your death!

I’m not surprised Gurg is dead. I think Clantock was trying to do him  in. Gurg and his bunch were running Clantock and his mercenaries out  of business. I saw Clantock myself consorting with some winged devil  outside of town one day. When they were done talking that devil took off  and flew out into the Desolation. Clantock didn’t see me and it’s none of  my business. I just think it’s strange, that’s all.” 
SanguinePenguin
Hastur found the Urser’s answer completely unhelpful.  He follows most of the others toward Mama Grim, but gets sidetracked by the female half elf working under this Skeribar.  The young woman is the first person to provide useful intel about the desolation.  “This is the exact sort of information I’ve been looking for!  A concerted effort to clear it of danger is exactly in line with my own mission - I would love to hear your thoughts and Skeribar’s on this matter.  What manners of creatures live out in the ashen wastes?  How have you gotten anything to grow here?  And how much to contract your services?” 
u-b
Roger has no problem eating a rat. It certainly could have been cooked better, but we have what we have. He chooses wine over ale.  "How much do I owe you?" 
 
 Spoiler 

 
 Originally Posted by DrK 
 Roger settles in and starts chatting casually... 
 

I don't think that's how  the spell  works.

 
 Originally Posted by Ears of the City 
 The target of this spell sees and hears  a stream of past scenes and pieces of conversations  related to local people and events. The flashes are so brief that it is impossible to identify individual people or places, but when the target concentrates on a particular topic or individual, she can piece together a coherent narrative told in a multitude of changing voices in her mind. 
 

So, Roger just sits, concentrates, and listens to the stuff discussed here and around here some time in the past. I'll spend an extra casting of the spell to hear these rumors (they seem to be helpful). Accounding for the other topics of interest (some could be deemed to reuse the information from some other posts):

Places and people at 2, 3, 4, 5, 6, 7, 9, 10, 11, 12, 13, 14 on the local map
 Gurg and Gorg ,  Tsar ,  The Dead Fields ,  Ashen Waste , Orcs, Goblins
Six most recent trips into The Desolation, whether successful or not, by anyone

I'd target a paragraph each. Hopefully, you can copy-paste them from somewhere. Failing that, Roger is willing to take in the remaining 23 rumors or something.
 
DrK
 
 Originally Posted by SanguinePenguin 
 Hastur found the Urser’s answer completely unhelpful.  He follows most of the others toward Mama Grim, but gets sidetracked by the female half elf working under this Skeribar.  The young woman is the first person to provide useful intel about the desolation.  “This is the exact sort of information I’ve been looking for!  A concerted effort to clear it of danger is exactly in line with my own mission - I would love to hear your thoughts and Skeribar’s on this matter.  What manners of creatures live out in the ashen wastes?  How have you gotten anything to grow here?  And how much to contract your services?”  
 

The half elf woman utters a low throaty laugh.  "Well you are certainly keen aren't you. The Ash wastes are the tamest of the four areas of the desolation, certainly the northern stretches (chaos rifts and boiling lands) have been afflicted far worse. Though they are were the most valuables are. As for us, Skreibar does the pricing but we are at least 20 iron per day, and thats for one of us rangers and the dogs. The trees, well thats out in the ash wastes, some 40 miles to the NE of the camp in the northern reaches of the ash wastes. The Garden of Teliboar is where Skeribar learned his tricks. THeres some other ruins in the ash wastes, Tark Mound lies 50 miles north almost up by the crossroads, that Tark was a savage warlord and we avoid his barrow. The tranquil garden is a haunted walled cemetery 20 miles north and the Tomb of the sleeping night is only 15 miles from the camp though its swallowed more adventurers than we can count."  She shakes her head,  "The hermit"  and she points to a small well made tent supported by wooden slats near the edge of the camp (#3),  "Simon says he he has reached it."   "Now away with you unless you mean to hire us. Skeribar would be unhappy with the free guiding." 

--

In the sip of blood Roger hands over 4 slivers (each 1/10th of an Iron) and listens to the frontiersmen and adventurers and treasure hunters that make up some of the patrons. He listens intently as they chatter and gossip of news and rumours.

 “Don’t trust the mercenaries and guides you can hire in the Camp. I think all of them harbor secrets and agendas that come before those they have been hired to protect. Ironically, I think the giants were the most trustworthy of the lot, though I fear we have probably seen the last of them.”

“Have a care Raef, I’ve seen giant wolf tracks at the outskirts of the Camp. One night there were screams. The next morning I found a shack at the edge of town smashed and splattered with blood. The wolf tracks were there. - No, you say that, I reckon its beasts coming down from the Rifts."

“If you’re looking for a guide to take you out in the wastes, nobody knows it better than Skeribar and his men. They charge steep, but they come home alive so that counts for something.”

“Nobody goes out much at night here in the Camp. People that do tend to disappear. I think it’s the doings of that death church myself, but don’t tell ‘em I said so. I don’t want them coming after me. Funny thing is, anyone who stays inside is usually alright, even if it’s just in a tent or a lean-to.”

“If you travel the roads of the Desolation at night, you’re sure to run into the Lost Caravan…all that’s left of the unluckiest merchants to ever try to cross the wastes. You’ll see and hear strange things that can’t be explained, but that’s okay. Just step aside and let ‘em pass, and more than likely they’ll go on by, though a few people do disappear. Those that bother them, though, are doomed to join their cursed journey forever.”

“Them gnomes that run the boarding house are twins. Most folks can’t tell ‘em apart. Heck I’ve never seen them both at the same time…maybe there’s only one of them just pretending to be two…But whatever, there don't be anywhere else to stay in the camp for guests until they build something of their own."

"A fellow passed through here a few months ago heading out to the Desolation. He looked familiar to me from my days as a bandi…er, I mean merchant. Yeah, that’s it, a merchant. Anyway, this guy was dangerous. He’s wanted in several cities, and I’m sure there’s a nice reward for him.”  
Farmerbink
Timoshko watches silently as his company splits.  Uninterested in the tavern, he finds himself scowling down at a rough-drawn map of the wastes- consistent with his own clan's teachings and his recollections, he nods soberly as the surprisingly helpful Half-Elf describes her party's efforts.  Hastur's response draws an amused smirk to his otherwise bland expression.  After rolling his eyes, he moves on, joining Skynir and the doctor at the witch's hut.

When it turns out to  actually  be a witch- or rather a hag witches only wish they were, Timoshko finds himself chuckling in genuine mirth.  " Of all the things I expected to find here, I must admit  you're  a surprise, " he grumbles.  " Are you the law here, or is everyone else just more subtle about being able to rip unwelcome visitors in half? "
DrK
 
 Originally Posted by Farmerbink 
 When it turns out to  actually  be a witch- or rather a hag witches only wish they were, Timoshko finds himself chuckling in genuine mirth.  " Of all the things I expected to find here, I must admit  you're  a surprise, " he grumbles.  " Are you the law here, or is everyone else just more subtle about being able to rip unwelcome visitors in half? " 
 

The hag cackles at the tribesman's words and shakes her head. Lank hair hanging down her back and shoulders.  "There is no law in the camp. Might makes right here. I patch up those who survive and our stinky undertaker takes care of those who don't survive."  A harsh cackle,  "My sisters in the city would laugh should they see me here. The rule of law as thin as it ishere is the Ursurer. He owns the iron, he makes the rules."   As she looks at Timishko and the others,  "You watch the roads at night. Shadows and worse will take your souls and the guardian of Tsar will do far worse that that. If you are here seeking gold better the barrows in the Dead fields and the ash wastes. "  
u-b
Other than listening for the end of the evening for any stray rumors from the past, and maybe taking an eventual bath, Roger feels no pressing need to do anything much. He was here to support Izzy's business and decided he could as well wait to see what exactly the needs of that business will be...
SanguinePenguin
 "My sincere gratitude for the information.  My name is Hastur.  I'll likely be back to hire one of you on, but that's a steep price - does that include aid against foes, or just guiding?" 

After the discussion with Skeribar's crew, Hastur checks to see if other from his party wants to go see this hermit, Simon, and then heads that way.
DrK
 In the Sip of Blood 

In the tavern as Roger inquires as to a bath he is directed by one of the wenches to the Bender Brother's Boarding house.  "We don't have rooms or baths here. Just bad ale and worse food mister.."  she offers nodding and pointing vaguely to the other side of camp where he has heard the gnomes run their boarding house.

As Izzy has asked about her writ of land she is directed to the grandly named Bard's Gate Embassy. This is the residence of Bard’s Gate’s new diplomatic envoy to the Camp. Sammar arrived a few weeks ago with the Bard’s Gate caravan intent on reaching the exotic northern lands beyond the Desolation in order to set up an established trade route. This old house was refurbished, and Sammar was left behind as liaison and coordinator for the trade route.
(Un)Inspired
Skynir's eyes travel upward as the towering hag steps out of her domicile and straighten up; standing almost 3 feet above him.  Why grandmother, what sharp teeth you have  , he thinks to himself as he appraises the hag.   Well she's a healer, and hags know magic, those two facts added together might equal the closest thing we can have to a friend out here in the badlands  
 Thank you for the warning, and the advice, Mama Grim. I hope we have a more pleasant reason than a need for your healing services, to call upon you again. Our ultimate goal is the city itself, however. No reason to show up to the dance floor if you're scared to waltz, right? You say you've got family still in Tsar? Do you have any message you like us to pass on to them, provided we live long enough to have a chat with them? 

After listening to Mama Grim's response politely, he bids her a courteous farewell and returns to listen to the tail end of Hastur's conversation with the ranger guides.  I'd like to go with you to speak to the Hermit Simon. Anyone who's got the gumption to make forrays into the desolation and return is worth introducing ourselves to. 
RCgothic
After receiving directions to the Bard's Gate Embassy, Izzy immediately finished her wind and stands to leave, offering Roger the opportunity to accompany her if he feels like it.
u-b
Roger comes with Izzy, thinking it would be for the best to have less re-tellings between him and what stands for the "plan", or the "grant", or the "authorization", or whatever that is...
Farmerbink
Timoshko grunts at Skynir's request- or comment, or whatever exactly it was.  With no more urgent needs, he dutifully follows along, glancing at the ramshackle tavern in passing.
DrK
 Off to the Hermit 

Skynir and Hastur wish a cordial good day to the Hag who grins a feral grin showing her long canines when they mention the city.  "Aye, if you did make it to see my sisters then you'd be welcome to gift three feet of good steel in their black hearts. Thats all they deserve after casting me out."  ... As they leave her she offers a small friendly wave before pulling out a piece of unknown meat and tossing it to one of the strange goblin bears.

Seeking Simon the hermit is easy and a question to a man standing behind a small cart selling odds and ends like gets you pointed in the right dierction. A simple wickiup of tree bark stands by itself here showing signs  of greater care and attention than found elsewhere in town. As you approach you see a tired looking man in simple robes sat cross legged by a small fire over which bubbles a steaming kettle. Slightly tilted eyes and pointed ear suggest at half elven heritage and Skynir notices the faint wisps of fire burning at one end of the staff and ice crystals small flecks of snow at the other suggesting the staff is blessed with powerful enchantments.  As you approach the hermit looks up at you and smiles in a guarded if friendly manner.  "Welcome to the Camp. I expect it falls far below what you expect or wanted. Have you met the charming Bender brothers who run the boarding house? taht will be a treat for you." 

As you sit he offers tea from his kettle and pulls out a small load of twice baked flat bread and a jar of very old chutney.  "Would you care for some food? I am curious as to what brings you to the Camp? I saw the carriages, but they do not look like they belong to you? Are you planning on exploring the Desolation? Have a care it is dangerous. I’ve seen giant wolf tracks at the outskirts of the Camp as recent as two days ago. One night there were screams. The next morning I found a shack at the edge of town smashed and splattered with blood. The wolf tracks were there so even here is not safe.". 

As he glances towards a section of the camp where you can distantly see a group of heavily armoured mercenaries (a mix of human, half orc and hobgoblin) he nods.  "Don’t trust the mercenaries and guides you can hire in the Camp. I think all of them harbour secrets and agendas that come before those they  have been hired to protect. Ironically, I think Gurg and his giants were the most  trustworthy of the lot, though I fear we have probably seen the last of  them. 
 Bard's gate Emissary 

Leaving the Sip of blood Izzy and Roger trot towards the sod house complete with thatched roof and fieldstone  chimney. Deeply recessed windows are blocked by heavy wooden  shutters. There are signs of recent repair to this structure and a single flag with the golden horn and lute crossed on a field of red and white flutters from a small pole beside the door. Deep ruts nearby suggest recent carts and carriages but not here now and you would guess that was the caravan that was supposed to head north with Gurg and the giants and has clearly been waylaid.

Knocking on the door you are met by a man you assume is Sammar, the factor from Bard's gate.  The man before you wears the finely tailored, though travel stained garb, of an official diplomat. The lyre crest on his tunic  identifies his allegiance to Bard’s Gate. He is middle-aged with only a touch of gray in his hair. The worry lines on his face seem to  have deepened recently. He bids you enter and nods happily.

“I am Sammar of Bard’s Gate, recently installed diplomatic agent  to the Camp. I had sent south for more men to help me in my troubles but had not realised you would be here so quickly." Without realising his confusion about your identities he ploughs on regardless.
"My masters have elected to reopen the northern trade  route through the Desolation, and I have been instructed to set up  an embassy here to oversee the city’s interests in such a venture. I  arrived here with a caravan some weeks ago and set up facilities  to serve in the interim until a caravan route could be successfully  established and lucrative trade opened up. My caravan departed  north not a week ago to open that route and seek valuable trade  with the exotic lands of the north. They are not expected back for  several months, but I fear ill fortune has befallen them. Though the caravan had its own contingent of guardsmen, for  added security they hired a band of ogre mercenaries led by a hill  giant to safely escort them across the Desolation. As you are aware,  the giant leader of that band returned in none-too-good-a-shape  and without his ogre warriors. It is too soon for the giant to have  escorted the caravan all the way across the Desolation and already  returned to the Camp. Therefore, I fear the worst.

“It is my understanding that you are adventurers who seek to  enter the Desolation anyway. All I ask is that you search for the lost  caravan and return with any survivors or news of its fate if there are  none. For this task I can assure you that you will be richly rewarded  by my government. Bard’s Gate is a rich and powerful city with  vast wealth from its commerce. It knows how to repay those who  give it assistance. Please, will you help me?”
SanguinePenguin
Hastur welcomes Simon's offer of tea and food.  While clearly not luxurious fare, he suspects what he'll have to get at the tavern will be worse.    "Thank you, Simon.  I am planning on exploring.  How big was the wolf print?  Skeribar's rangers seemed skilled and to know their trade.  What has happened that make you claim their not trustworthy?  One of them mentioned that you've been to the... what did she call it... the Tomb of the Sleeping Night?  We are planning to head out and I'd love to benefit from any wisdom you can impart." 
 
 Spoiler 
  Know-nature  - (1d20+5)[ 17 ]  (or appropriate) to ID what the wolf is from Simon's description
 
Farmerbink
Timoshko inclines his head gratefully, accepting a small, simple cup that his hand dwarfs.  He sips gently, content to accept the offer of hospitality, for what it's worth.  Still, he spends more time listening and almost no time talking, his deep brooding eyes taking in the scene with a disconcertingly blank gaze.
BelGareth
Constantine stormed off in a huff,  damn Ursers, and hags.  he was stewing, but he saw Izzy and Roger walking off somewhere, and with nothing else to do, joined them. And he was happy he did, listening to the information, he nodded in understanding.

  "Of course! Of course! We even encountered a few ogres on our way here!"   he declares   "My associates were quick and deadly in their response, can you show us the route this caravan took?"  
 
 Spoiler 

 Constantine 
 HP's:  48/48
 AC:  19 (21 vs evil)
 T:  13  FF:  16
 CMD:  17  FCMD:  14
 Init:  +3
 Fort:  +5 (+7 v E)   Ref:  +8 (+10 v E)  Will:  +3 (+5 v E)
 Effects:  Shield (6 minutes), Protection from Evil (8/10)
 Bombs : 10/11/day
 
RCgothic
"Er, that wasn't exactly why I'm here," Izzy replies, both to Constantine and the diplomatic agent, handing over her writ. "I was hoping you could help me establish my claim to my estate. But it's clear operating around here is going to be expensive! If it pays then she, I'll keep a look out for your missing caravan. I suspect we're going to be making quite a few trips out into the desolation."
3SecondCultist
Seeing the party split up, Azvigo chooses to follow the larger group consisting of Izzy, Roger, and Dr. Constantine. The archeologist has been busily consulting his notes on the region as they walk through the Camp, to the sound of faint rustling and a grumbling assent deep in his belly as he looks over maps of the area. Though he has been somewhat lost in thought since leaving Mama Grim's, the iron currency - his lifeblood here, and shed in volumes - is securely fastened into the bottom portion of his satchel bags, and so Azvigo is constantly on the watch for cutpurses and thieves.

Upon reaching the house of the Bard's Gate emissary, Azvigo starts to put away his accoutrements and take a listen. When it comes time for introductions he of course tips his hat and states his name with aplomb, but doesn't offer initial comments until he's heard this Sammar speak his piece.

 "I don't see why we couldn't at least keep an eye out, yeah,"  the explorer chimes in eventually.  "It's not like we'll be hard up for things to look out for in the Desolation, and a reward is in our shared interests. Our fearless leader here has proven her will, and surely she'll be alright with us taking some detours for funding and favour. Though I would be remiss for not asking on the specifics of the arrangement. How much of a reward are we talking?" 
(Un)Inspired
Hearing the hag's request regarding her sisters, a great peal of laugher spills out from Skynir, perilously dancing across the razor's edge between charmingly melodious and braying.  Ah, uh, well, families are difficult. We'll be sure to pass on your sentiment to your sisters should we see them.  He returns Mama Grim's friendly wave and resists the urge to pspsps at her pet, as he walks with his Dwarf and human companions to see the hermit.

Skynir is pleasantly surprised to find not only a fellow half-elf at camp, but someone who possesses courteous manners. He politely accepts the food and tea Simon offers, although he still surreptitiously casts Purify food and Water on it as he does with all food in the Desolation.  Thank you for your hospitality, Simon. The Bender brothers, no we haven't yet had the pleasure of meeting them yet. Should we expect a good surprise or the other kind? 

He listens to the hermit's description of the wolf attacks and nods along with Hastur's question's about the beast and the guides.   Gurg was the trustworthy guide? Okay, well that's one hell of a negative review for the remaining mercenary bands.  
 We appreciate the warming Simon. Is there anything else you can tell us about the Desolation? If we're better off guideless can you recommend a good jumping-off point for exploration without one? Maybe somewhere on the lower end of deadly, we could explore first to get our bearings? 
DrK
 The Bard's gate Emissary 

As he is questioned he points at the road.  "Well they travelled north. The road goes directly north through the desolation with nothing else bar the crossroads where the road goes to Tsar or the mountains. I know they were going to pass the crossroads at mid day to avoid the rumours of the spectres that haunt it."  He pauses and looks to Azvigo,  "There is a reward. A hefty one for finding the caravan. I have two and a half thousand crowns (gp) for location of the caravan, and if the stock is recovered there is the same again along with some magical trinkets from the Bard' gate Guild Arcanum." 

At Izzy's comments he blinks hard.  "Oh me dear lady, I do apologise. Yes of course. Your land is north of the Camp, some 3 miles to the North West, there was once a town house there but its long destroyed however there is the old cemetery still standing there, Gods be praised, though no-one knows how it has survived"  Looking at the sun slowly dipping towards the horizon he glances back to the square.  "You had best see to getting rooms at the Bender Brothers guesthouse. Little ingrates they are but the only free house within Camp"  
 Simon the Hermit 

Simon looks at Skynr, Timoshko and Hastur and shrugs.  "The desolation is lethal. All the quadrants have their risks. The city is lethal, some sort of monster that is said to be akin to death itself prevents approach to the city. If you are new to the desolation I would suggest you start in the Ash wastes (SW). Its close to the Camp, the more exotic beasts are rarer and all you have to do is watch for the weather for the bones storms where the dust can flense your flesh down to the bone. But plenty of keeps and barrows to look into.  the druids are friendly of sorts but I'd be wary as travellers have gone into the trees and never come back"  

At mention of guides he shrugs,  Well Skeribor and his rangers are experienced, if not well you have the hoboglins of Clintock's 14. Violent and thuggish but effectives.   
u-b
It was not  exactly  Roger's business, but to some extent it was, so he felt he better clarify some details.  "Three miles to the North West should be fine if there's more than the cemetery somewhere in there. Like, any remains of the wood or stone the former buildings were made from? I wonder how one builds something in these barren lands. Maybe the land is good for agriculture? What do you think would be the purpose of holding that land now?" 
 
 Spoiler 

 
 Originally Posted by DrK 
 ...Ash wastes (SW)... 
 

I think that should have been SE. But Izzy's land is still to the west, in the Dead Fields, right?
 
Farmerbink
Timoshko frowns.  As the minutes turn slowly into hours, it seems no one has a plan nor a goal.  For what will surely not be the last time, he finds himself wondering sullenly about his father's warnings.  How can such an aimless rabble carry such importance as the fate of the world?  Is this whole thing some cruel joke played by the fates for some unknown slight?

He grunts aloud.  " If all we seek is death, guides seem a waste of time.  Surely she can find us wherever we dare to wander. "  He offers Simon an appreciative nod.  " I will not forget your hospitality, should I live long enough to make memories of this place. "

Turning to his allies, he adds " Shall we rejoin the others?  'Strength in numbers' seems a prudent foundation in such a place as this. "
DrK
At the factor the man looks at Roger and points at the sun, before slapping his forehaead.  "Ah my friend you are right, the north east, that way"  and he points to the NE into the ash wastes (away from tsar) for Izzy's land. Shaking his head he mutters about the problems in the savage wastes and how he should have never left Bard's Gate.

With the others floating back to rejoin everyone you all notice that the sun is getting lower in the horizon. The factor looks at Izzyu and nods,  "You had best get under cover. Strange things roam the amp at night, the bones run wild and the spirits don't rest easy. Where are you staying?" 
DrK
 
 Originally Posted by u-b 
 It was not  exactly  Roger's business, but to some extent it was, so he felt he better clarify some details.  "Three miles to the North West should be fine if there's more than the cemetery somewhere in there. Like, any remains of the wood or stone the former buildings were made from? I wonder how one builds something in these barren lands. Maybe the land is good for agriculture? What do you think would be the purpose of holding that land now?"  
 

Before you leave the man looked at him,  "When they built many of the structures this was before the devastation the war ran long with magics beyond the likes of anything we have seen since released. For now...."   he gestures at the Stables,  "I would guess you could have materials shipped from Bard's gate. If structures better than these ramshackle hovels are built it might be that the camp expands." 

At the second question he shakes his head.  "I'm not sure on how to grow things. Skreibor'#s rangers manage and there ae druids in the ash wasete with a large orchard or so I've heard. Maybe they would know more of how to grow things in the desolation?"  
SanguinePenguin
Hastur found the interaction with Simon to be the most pleasant in the Camp so far.  He dreaded when he would inevitably learn whatever dark secret the man held.   “I suppose the Ash Wastes are the place to start then.  I thank you for the tea, and the conversation.”   He glances to Timmy and Skynir, and says with the downtrodden tone of a man whose sure he’ll be lucky if he only gets bedbugs from the ordeal,  “I suppose we should see these Bender Brothers about lodging…” 
(Un)Inspired
Skynir smiles and nods in agreement with Hastur's thanks to the hermit.  If there's anything we can do for you, as thanks for the tea and advice, let us know. Hastur, What do you think of conducting a bit of Stone Magic with me, and then the three of us can meet the others at The Bedner Brother's "hotel". 

Moving with Hastur is he agrees to join, or alone if he declines; The half-elf magician walks to the stone ruins directly to the Southwest of the Well House. He places both his hands on what's left of the stone building and, casting Stone Shape, reshapes as much of it as possible into a secure, reformed building. (If he and possibly Hastur, don't have enough Square feet of stone manipulation today to get it into ship shape, he'll prepare more castings of it tomorrow and settle the job).

Surveying his handiwork with a shrug as if to say  good enough for five seconds of work , he turns with his traveling partners and heads to The Bender Brothers to meet the rest of the group and swallows his dread at the thought of what lodging prices are going to look like in Iron Pieces.
Farmerbink
Timoshko reluctantly tags along with Skynir as he Elf-blood sets off on yet another detour.  Sighing inwardly at the nonsensical waste of time, he crosses his arms to await... whatever it is the shaman is up to in the old ruins.  A near-silent snort escapes his nostrils as the spell caster places his hands on fallen stone walls and closes his eyes.

When the stones seems to reform on their own, into something at least strongly resembling the bones of a house, he only blinks in surprise.  Once more forced to interact with an unexpected strength, the hulking beast of a man strides forward to inspect the results- now standing alongside Skynir.  Without warning, he slams a closed fist into what looks much like a support column, prompting another gasp of air- this one marked by pain and surprise as two of his knuckles split into bleeding welts.  He turns to the shaman with appreciation and surprise, rubbing his now-bleeding hand.  " That's quite the talent you've got.  I can't say I'm eager to live in tunnels again, but it's impossible to deny the quality of the shelter.  If you're able to shape out a cellar, it might even be that living in here could be pleasant! "

Smiling at the new development, it's a very different gait marking Timoshko's steps as the trio approaches the Bender Brothers' no-doubt exorbitant lodging.
DrK
There a few other looks from the people scurrying about as the stone ruins slowly form into the outline of a structure, one that Hastur certainly thinks he could complete the next day into a usable structure (before some basic carpentry adds doors and windows frames etc…)

Meeting the others they approach the dilapidated looking hostel that is a low spread out ramshackle building of mildewed tarpaulins, wooden planks and sheets of loose metal making the house that stands on some low stilts look less than appealing

By the door you can see a pair of gnomes, not the happy gnomes Bards Gate but hunched little creatures with straggly beards, lumpen noses and ragged clothes. From within the smell of a stew can be sniffed though and that smells good! The gnome looks at you all,  ”You are a funny bunch, took you long enough to come our way. Almost closed up for the night. Be 6 iron, 1 fer each of you per night. Another 2 bits (0.2 iron) if you want the stew, real meat aye”  he adds

The gnomes look grubby and unkempt and in the boarding house you can all see a central dining area and then rooms off it

 People can make s.motive checks  
u-b
Roger pays 1 iron chip for the night and asks if it is too late to wash himself and/or his clothes. If the service is available, he will pay for that too. He ate at the tavern, so is not hungry. This night he intends to just sleep for a change, not expecting any problems with that.

 
 Spoiler 
Sense Motive:  (1d20+15)[ 18 ] 
 
SanguinePenguin
Hastur joined his own stored stone shape to Skynir’s to form their dome-icile.  After some discussion on what create, Skynir created a half-dome first, then Hastur joined one to it.  While the theatrics of a joint casting would have almost been worth it, they had no way to ensure everything would line up perfectly.  After it was done - Hastur making sure to fuse, leave an entry and vent at the top -the dwarf was satisfied with his handiwork.

The structure would probably be better served with a bit more work, so, painful as it was, he decided to pay for lodging this night only.  However, these Bender brothers do make him nervous.

 
 Spoiler 
  Sense Motive  - (1d20+13)[ 25 ] 
 
Farmerbink
Timoshko's awe at Skynir's handiwork leaves just enough room to appreciate Hastur's contribution.  Despite his preconceived notions, he's rapidly forming opinions about his companions that don't involve exclusively words like "liability."  He spends several moments surveying the formwork, genuinely considering sleeping here tonight.

" This is surely more substantial than any tent- and that seems to be what the locals consider 'indoors', " he offers, not especially eager to meet anyone in the Camp that seems so disliked as these Gnomes.

Still, when the would-be architects dismiss the idea, he is forced to choose between trusting their expertise and not.  In the end, he somewhat sullenly follows them to the town's only lodging.

" I've eaten my fill today, " he rumbles, sourly parting with one of his few iron bits.  " And I know better than to trust any chef that feels the need to advertise 'real meat,' " he adds with an impolite glare.

 
 Spoiler: OOC 
Hell, Timoshko doesn't even really trust his allies yet.   (1d20+6)[ 13 ]  sense motive
 
(Un)Inspired
Skynir surveilled his handiwork.   Not bad for 6 seconds worth of work.   watching his Templar companion draw a great deal of the remaining stone into place, he gives a nodding smile of approval to the dwarf.  Top notch work, Hastur. A couple more spells and we should have something pretty damn livable. Once we get the shell set I can creat some hardwood floors and frames for the vents. A basement’s a great idea, Timoshko. Until we have proper flooring and thresholds, I think it’s just be a vermin paradise unfortunately. Let see what the gnomes’ hospitality looks like.  

Arriving at the Bender Bros “accommodations” the half-elf decides that a neutral face is a fine comprise between positivity and his disappointment at the ramshackle nature of the building.   There’s a wolf-monster going around smashing peoples’ dwellings. Can this thing stand up to a real battering? What about whatever undead is doing the rounds through camp?  

Digging through his jacket’s inner pockets, Skynir produces iron for both the evening and the chow.   Oh f***. What the hell does “real” meat imply? We better not being eating the remains of the last group of idiots who tried staying here.    He eats the real meat stew after applying liberal applications of Purify Food and Water to every item the gnomes serve, with zero regard for offending the diminutive hosts.

When bed time rolls around, Skynir deeply inspects the room he’s shown to, once his host walks alway. He looks for weak points, cracks, or entry-points a monster could use to harass the team in the night. If the room proves less than secure he casts Wood Shape and seals and reinforces the sleeping quarters.

 
 Spoiler: OOC and Rolls 

Casts Purify Food and Water on any/all food
Sense Motive  (1d20+10)[ 29 ] 
Perception  (1d20+14)[ 17 ] 

If the room isn’t architecturally sound he makes it so with a casting of Wood Shape.
 
DrK
Skynir’s suspicions are well founded, try as they might the gnome is clearly a bad one and harbouring I’ll intentions towards his would be guests. He scowls even more as the ranger purifies the food and drink in front of him (which can do nothing to make the taste any worse!). Roger and Timishko are even more abrupt and just drop their bags in the room to sleep

The  sleeping quarters are simple rooms with a plain wooden floor and 4 cots to sleep in as the party are split between two rooms. Skynir spots a large crack in three planks that may allow someone to sneak in and quickly seals them with his wood shape. However as he does so he spots a worrying sight, stacked in neat piles underneath the dank boarding house he can see at least 15 pairs of varied boots and shoes of various sizes and styles, and nearer the shoes piles of bloodied clothes and a decaying trio of legs… something is definitely amiss with the way these two gnomes treat guests!

 Who ate the food? And how do you split yourself between the two rooms? 
u-b
 "So much for a peaceful sleep..."  states Roder observing Skynir's finds  "I will keep watch all the night. Would not be problematic with the magic I know. Can make any or all of you do the same. At least someone in the other room, I guess. Opinions?" 

While people think what to do for the night, Roger sniffs and looks around in both of the rooms, trying to find more secret passages, hidden body parts and what not...

 
 Spoiler 
 Bloodhound  spell should be still active (ending well before midnight), so Roger has  Scent  at an extra +8.
Perception 15 + 10 = 25 (extra +8 because scent)
 
Farmerbink
Timoshko makes no effort to impress his hosts, positively or otherwise.  He grimly sits beside Skynir, considering the Half-Elf one of his most competent companions, at minimum.  He smirks at the man's obvious distrust of their hosts, making no other comment.

When they retire, Timoshko watches silently as Skynir investigates their room.  He frowns deeply at the Half-Elf's discovery, before voicing his concerns.  " You should inspect the other room as well, " he murmurs.  " I will volunteer to rest in the less-secured room, and we should make sure whoever is on watches can communicate with each other.  I know there is simple magic for this purpose, but my abilities lie in other areas. "

He raises his lips in an animalistic snarl.  " These Gnomes will not find us easy prey.  If they make an attempt, I intend to make sure it's their last. "

 
 Spoiler: OOC 
Whoever is on watch at any given time should be connected to the other with a  message  spell, if we can arrange it.  We might be able to get away with one person on watch at a time, between both rooms, but it would be ambitious.
 
SanguinePenguin
When Skynir points out his various horrific finds, Hastur grimaces.  He speaks softly back,   “I sure didn’t trust these gnomes… but this is far worse than I could have imagined.  If they are planning to try to kill us in our sleep, we need to preempt this, not just implement protections and hope for the best.  We either flee back to our domicile or confront them - likely lethally.” 
 
 Spoiler 
Hastur didn’t eat the soup.  Though he could have gone the purify route, he doesn’t think eating purified foulness is better than rations.
 
u-b
Roger is not quite enthusiastic about Hastur's proposal.  "I'd rather not be hanged for murder and not go outside in the dark. I mean, they clearly seem not to have been dealt with by the local moneylender and, if confronted, will probably claim not to know and thank you for finding our missing guests sort of thing, and it will look bad both if we just leave at that point or go ahead and kill them. I'd rather set up an ambush here in the rooms and wait for what's incoming." 
DrK
Roger hunting around finds another secret passage in the ceiling of the other room. As he peeks above into it he can see a ting crawlspace that would allow something the size of a gnome to sneak between the rafters but is able to drop back down onto the simple bed and then block the roof. Its clear to Roger from the other subtle signs (bloodstains on the bed frame, a knife scratch on a headboard etc..) that these gnomes routinely seem to be murdering visitors. A lucrative trade for them and safe in such a place where no-one seems liklely to asks questions

---

Later that evening as Skynir is on watch, he waist, highly alert and listening at the door and linked by a magical communication to all the others. Bo the the likes of Timishko and Roger in his room and Hastur, Azvigo and Izzy in the other. Everyone sleeping in some form of armour and with weapons close, its not a relaxing sleep! In the depths of the night Skynir can hear a faint scratch from the corridor outside and can hear the faintest of metallic clinks as what sounds like a key or lockpicks are slid into the lock....

 If you think the people in the rooms are wrong that is fine  
SanguinePenguin
Hearing the encroaching sounds, Hastur grasped the hilt of his flail.   “Strym, shield my body,”  he whispered to his god in the dwarven tongue as he awaited the appearance of the gnomes.

 
 Spoiler: Hastur, round 0 
Standard: cast shield
Move: draw flail

 
 Spoiler: Hastur Status 
   Hastur Stonemoor   
Male NG Dwarf Cleric / Disciple of the Pike Cavalier,  Level  6//2,  Init  1,  HP  51/51,  Speed  20
 AC  25,  Touch  11,  Flat-footed  24,  CMD  19,  Fort  7,  Ref  3,  Will  9,  CMB  +8,  Base Attack Bonus  5
   Guisarme +1 (reach, trip)   +10 (2d4+5, x3)
   Flail, heavy (disarm, trip)   +8 (1d10+4, 19-20/x2)
   Full plate +1 , (+10 Armor, +1 Dex, +2 vs evil)
 Abilities  Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 10
 Condition 
Shield (60/60) +4 shield bonus
+1 AC vs large, +2 AC vs huge+

Spells:
 
 Spoiler 
0: Detect Magic, Guidance, Create Water, Stabilize
1: Barbed Chains 1/1
    Bless 1/1
    Murderous Command 1/1
    Shield of Faith 1/1
1D: Shield 0/1
2:  Ironskin 0/1
     Prot Evil, Communal 0/1
     Sound burst 1/1
    Summon Monster II  1/1
2D: Barkskin 1/1
3: Dispel Magic 1/1
    Stone Shape 0/1
    Summon Monster III 1/1
3D: Protection from Energy 1/1
 

Race/Class:
 
 Spoiler 
Dwarf:
Stability: +4 racial to CMD vs bull rush or trip
Deep Tradition: +1 melee attack / +1 AC vs AoO for drow, duergar, aberration, giant, orc
Hardy: +2 saves racial for poison, spells, spell-like abilities
Stonecunning: +2 on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Darkvision: 60 feet
Cavalier:
Bigger They Are :+1(2) dodge to AC against large (huge+)
Order of the Hero (+1 know to ID monster)
Challenge 1/day : +2 damage (+3 if larger) -2 AC
Cleric:
Deflection Aura (1/day, lvl rnds, 20-ft, +2 defl AC + CMD)
Ferocious strike +lvl/2 damage 7/day
 

 

 
u-b
Since everyone in the room is already awake one way or another, Roger just points at the door to make sure they are aware as well, then takes the bow and steps away from the door to have some range against whatever comes.
RCgothic
Disgusted by the murderous quality of the hospitality in the inn, Izzy quickly agrees to turning the tables on the Gnomes, waiting in the dark with her spear close to hand. When she gets the signal she uses an alchemical allocation to infuse the qualities of a potion of darkvision without consuming it. She'll wait until the gnomes are properly inside the rooms or battle is joined before striking.
Farmerbink
Timoshko grabs his scythe and grins wickedly in the dark.  His breathing (perhaps surprisingly) remains calm as the faint sound of metal continues from the lock.

 
 Spoiler: OOC 
Timoshko will attack hard when he gets the chance.  None of this "what are they  actually  up to" stuff.  If they try to surrender quickly, he may give them a chance.
 
DrK
There is a faint  click  from the door and it swings open on smoothly oiled hinges revealing not one but two! identical brothers crouched in the hallway with a pair of long daggers out each and a  savage look of evil glee on their little bearded faces. As they spy the various members of the party upright, alert and armed there is a moments pause before the lead one snarls a  "Just checking you were comfrotable..." , the lie obvious to everyone as they stand there with weapons pitted with a dark liquid and clearly meaning to harm you!

 
 Initiative

Timoshko, Izzy, Roger
 Gnomes 
Skynir and Hastur


 
RCgothic
The lie has only a moment to hang in the air, just looking enough for Issy's expression to convey how utterly unconvinced she is. Then she lunges with her spear.

 
 Spoiler 

Power Attack  (1d20+7)[ 8 ]  Damage  (2d6+9)[ 16 ] 
 
u-b
Roger contemplates discerning the lies proper way, but only for a moment. It's just too obvious to waste any time on "proper methods" suitable to places with extensive legal system and competent opposition. He starts shooting instead. The gnomes being presumably gnomes, that was supposed to be deadly.

 
 Spoiler 
Durable cold iron arrow:  (1d20+11)[ 21 ]  for  (1d8+5)[ 8 ]  and  (2d6)[ 6 ]  (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +2/+2+2d6 bane)
Durable cold iron arrow:  (1d20+11)[ 23 ]  for  (1d8+5)[ 12 ]  and  (2d6)[ 11 ]  (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +2/+2+2d6 bane)
 
Farmerbink
" Like hell you are! " Timoshko barks, dashing into the hallway.  " We are no easy prey for your puny blades! "  His scythe arcs, glinting in the light of flickering candles (for the non-dark-vision-y folks) as he brings the fight to the lead Gnome without hesitation.

 
 Spoiler: Timoshko, round 1 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  51/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating

Bloodrage (claws, demonic bulk): 16/16
Judgement: 0/1
Touch of Darkness: 5/5

Pronounce   Judgement of Justice   on the lead Gnome for a   +1 profane bonus   to-hit.

I assume this building is nowhere near large enough for a large humanoid inside, so we're not bloodraging.  I'm assuming I'm within 5 feet and can full-round-attack?

 (1d20+10)[ 13 ]  scythe power attack (perhaps vs flat-footed?  I think he hasn't acted in combat yet)
 (1d20+10)[ 16 ]  cc (20, x4)
 (2d4+12)[ 17 ]  damage
 (3d4+36)[ 42 ]  crit bonus

Can't use  the Hunger  because it's another swift.  I'll save it for later

 (1d20+5)[ 18 ]  scythe iterative
 (1d20+5)[ 24 ]  CC (20, x4)
 (2d4+12)[ 18 ]  damage
 (6d4+36)[ 51 ]  crit bonus
 
DrK
There is a pair of  twangs  as a pair of arrows thud into the gnome but then he tumbling back spinning and dodging. Just in time as the massive scythe of Timoshko lashes out chipping the wooden door fram twice as he narrowly misses whilst Izzy stumbles forward, her spear jamming in the wall beyond the gnomes. The lead gnome (Jebli) looks at Timoshko and pflicks his weapon trying to distract the bloodrager and drive the dagger into Timishko's side before he 5ft steps away to the left of the door. His little brother (Jashanah) darts to the right of the door out of sight.

The surprise happens when the trapsdoor on the flor rattles, and there is a gnomish curse involving a mole, a goat and a badger as the warped door refuses to budge. A faint "pop" of displaced air then suggests something has "changed" and the trapoddor stops moving.

 
Gnome 1:  Feint and stab Timoshko, 5ft to the left of the door
DC 18 feint  (1d20+17)[ 34 ]  to feint TImishko, then stab him vs FF  (1d20+13)[ 25 ]  dam  (1d4+6)[ 10 ] +  (5d6)[ 17 ]  sneak + Disorientated (-2 to attack for 1 round)

Gnome 2: Move to the right of the door vanishing from view and doing "something"

Gnome 3: Rattle the blocked trapdoor, cast a spell

 
RCgothic
As the gnomes move back out of sight, Izzy mentally follows one of their extrapolated positions, and, picking the location on the wall she thinks might hold a gnome, she crashes into it with all her might!

 
 Spoiler 

Attempting to kool-aid guy through the wall and crush a gnome behind it.

Charge for +2, combat manoeuvre bonus +8, + spending 1pt of inspiration for+ (1d6)[ 6 ]   (1d20+10)[ 29 ]  Total = 36 !
 
Farmerbink
Timoshko grimaces as the sullied dagger strikes deep.  Tapping into his demonic heritage, the roar that all-but shakes the walls is only questionably human.  His blade lashes out again and again, eagerly seeking the Gnome's flesh.

 
 Spoiler: Timoshko, round 2 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP   25/51    49/75     (+17 temporary HP)  ,  Speed  40
 AC   15    13  ,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str  19   23 , Dex 10, Con  14   18 , Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating

Bloodrage (claws, demonic bulk): 15/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 1/2

Pronounce   Judgement of Justice   on the lead Gnome for a   +1 profane bonus   to-hit.

Free action to blood rage: my abyssal bloodline lets me choose if I will grow or not- and obviously I won't in a small building.

 (1d20+12)[ 20 ]  scythe power attack    neglected -2 attack from disorient, probably a miss?  
 (1d20+12)[ 32 ]  cc (32, x4)
 (2d4+15)[ 19 ]  damage
 (6d4+45)[ 61 ]  crit bonus

If it's a crit,  or  greater than 19 damage, use the hunger for temporary HP.

 (1d20+7)[ 26 ]  scythe power attack    neglected -2 from disorient, still hopefully a hit?  
 (1d20+7)[ 19 ]  cc (27, x4)
 (2d4+15)[ 17 ]  damage
 (6d4+45)[ 65 ]  crit bonus

If I didn't use hunger on the previous hit, and hit here, use hunger for temporary HP   going to include this, as I suspect a 24 hits  
Fast Healing for +1 HP 😁
 
SanguinePenguin
Hastur is a little shocked when the wall gives out.  With more room to roam, he entreaties in his native tongue,  “&lt;Strym, my skin as the densest bark,&gt;”  drops his flail and draws his guisarme as he moves into range of the visible gnome.

 
 Spoiler: Hastur, round 1 
Standard: Cast bark skin
Free: drop flail
Move: move to 10’ range of gnome and draw guisarme

AoO attack if arises:  (1d20+10)[ 11 ]  Damage:  (2d4+5)[ 10 ] 
CC:  (1d20+10)[ 20 ]  Damage:  (4d4+10)[ 18 ] 
 
 Spoiler: Hastur Status 
   Hastur Stonemoor   
Male NG Dwarf Cleric / Disciple of the Pike Cavalier,  Level  6//2,  Init  1,  HP  30/51,  Speed  20
 AC  28,  Touch  11,  Flat-footed  27,  CMD  19,  Fort  7,  Ref  3,  Will  9,  CMB  +8,  Base Attack Bonus  5
   Guisarme +1 (reach, trip)   +10 (2d4+5, x3)
   Flail, heavy (disarm, trip)   +8 (1d10+4, 19-20/x2)
   Full plate +1 , (+10 Armor, +1 Dex, +2 vs evil)
 Abilities  Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 10
 Condition  Shield (59/60) +4 shield to AC
Bark skin (lots) +3 enhancement to natural armor
+1 AC vs large, +2 AC vs huge+

Spells:
 
 Spoiler 
0: Detect Magic, Guidance, Create Water, Stabilize
1: Barbed Chains 1/1
    Bless 1/1
    Murderous Command 1/1
    Shield of Faith 1/1
1D: Shield 0/1
2:  Ironskin 0/1
     Prot Evil, Communal 0/1
     Sound burst 1/1
    Summon Monster II  1/1
2D: Barkskin 0/1
3: Dispel Magic 1/1
    Stone Shape 0/1
    Summon Monster III 1/1
3D: Protection from Energy 1/1
 

Race/Class:
 
 Spoiler 
Dwarf:
Stability: +4 racial to CMD vs bull rush or trip
Deep Tradition: +1 melee attack / +1 AC vs AoO for drow, duergar, aberration, giant, orc
Hardy: +2 saves racial for poison, spells, spell-like abilities
Stonecunning: +2 on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Darkvision: 60 feet
Cavalier:
Bigger They Are :+1(2) dodge to AC against large (huge+)
Order of the Hero (+1 know to ID monster)
Challenge 1/day : +2 damage (+3 if larger) -2 AC
Cleric:
Deflection Aura (1/day, lvl rnds, 20-ft, +2 defl AC + CMD)
Ferocious strike +lvl/2 damage 7/day (4/7)
 

 

 
(Un)Inspired
Skynir watches as his front line quite literally smashes into the gnomes and listen to the rattling beneath the floorboards as another intruder attempts to join the fray. He tries to keep his cool and his head on a swivel.   First these two little a**holes, then we find out where their magician went.   

He nods to himself to steel his resolve, then leans far enough out the door frame to see the gnome Timoshko’s attempting to bifurcate. He concentrates on it for a second, attempting to shut down its nervous system long enough for it to drop unconscious, then steps back behind the doorframe out of the danger zone (while keeping his eyes and ears pealed for signs of the third murderer).

 
 Spoiler: Actions 
Slumber on Timoshko’s gnome DC 18 Will Save or Unconscious

Move action to move/take cover behind the door frame out of the zone of knives and arrows and blades.

Perception Check for the Spellcaster:  (1d20+14)[ 19 ] 
 
DrK
Chaos breaks out in the tiny bunkhouse. The gnomes jump out of sight as Timishko follows, his cry of rage echoing in the small thin walled flop house. The scythe lashes out, first blow missing but the second lands a clean hut as the gnome screams in pain, a scream that is cut short as he drops to the floor asleep from Skynir’s slumbering curse. Beside Skynir Hastur gestures and a thick bark coat covers his body in heavy wooden plating

Behind Timishko the other gnome readies to stab him in the back before with a great crash of splintering wood a massive section of the wall collapses on the gnome smashing him to the ground and Izzy, despite her small stature, crashes through the entire wall trampling the gnome prone under the wooden planks!

There is a curse from a veil of shadows further up the corridor from Timishko as the moving shadows reveal a tall dark skinned elf wth white hair, violet eyes and flowing purple robes. The dark elf mutters a curse under her breath (curiously to Skynir in gnomish) before leaping forward and touching the sleeping gnome and with a ripple in the air both vanish with a “pop” of displaced air

The one under Izzy crawls out of the wreckage and flips to its feet before running 20ft down the corridor to the door to the reception

 
Timishko hits the right hand gnome
It’s then put to sleep but the drow runs forward and dimension doors

The left gnome rises (Izzy gets an AoO) and flees down the corridor to the door
20ft from Izzy, 30ft from Timishko
25ft from Hastur



 
u-b
Not willing to get into the meelee with the gnomes, Roger is a bit slow to leave the room. But when the last one seems to run, Roger makes the final step getting him a line of fire and shoots two arrows at the gnome's back.

 
 Spoiler 
Durable cold iron arrow:  (1d20+11)[ 26 ]  for  (1d8+5)[ 13 ]  and (2d6)[ 4 ] (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +2/+2+2d6 bane)
Durable cold iron arrow:  (1d20+11)[ 29 ]  for  (1d8+5)[ 6 ]  and (2d6)[ 7 ] (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +2/+2+2d6 bane)
 
(Un)Inspired
  Ahh f*** the mage is a drow, and whatever she said in gnomish didn’t exactly sound like a compliment. Feels like a great time for a bargaining chip…  

With these thoughts in his head, Skynir concentrates on the last gnome fleeing the “hotel” and attempts to drop him.

 Alive, if possible, guys. I’d like to have a chat with their magician and a hostage exchange is a great way to start a conversation.  
 
 Spoiler: Actions 
Slumber on our host. DC 18 Will save or Unconscious.
 
Farmerbink
Heedless of the danger, Timoshko barrels down the hallway with his scythe bared.

 
 Spoiler: Timoshko, round 3 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP   25/51    49/75     (+17 temporary HP)  ,  Speed  40
 AC   15    13  ,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str  19   23 , Dex 10, Con  14   18 , Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating

Bloodrage (claws, demonic bulk): 15/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 1/2

 If the Gnome falls to slumber:  Move and attack any  other  apparent combatant, preferring those he's seen before.
 If the Gnome does  not  fall to slumber:  Move and attack him, charging if applicable

 (1d20+11)[ 29 ]  scythe power attack (+2 more if charging)
 (1d20+11)[ 14 ]  crit bonus (31, x4)
 (2d4+15)[ 19 ]  damage
 (6d4+45)[ 59 ]  crit bonus
 
RCgothic
As the gnome attempts to run away Izzy makes a sweep at his legs with the haft of her spear, but she chooses not to pursue for now if he gets away.

 
 Spoiler 


AoO:

Trip. No possibility of gnome AoO because of reach. Trip Vs CMD  (1d20+8)[ 23 ] 
 
SanguinePenguin
  Ugh, a drow...    For what is definitely not the first time and only the last if he meets his end in this battle, Hastur reflects on how he hates EVERYTHING about the Camp.  He then moves toward the gnome, ready to strike!

 
 Spoiler: Hastur, round 2 

If gnome falls unconscious, move closer to downed gnome and ready attack for drow or other gnome.
If gnome does not fall unconscious, charge gnome.

Readied attack or charge:  (1d20+10)[ 17 ]  (+2 if charge) Damage:  (2d4+5)[ 7 ] 
CC:  (1d20+10)[ 27 ]  (+2 if charge) Damage:  (4d4+10)[ 20 ] 

AoO attack if arises:  (1d20+10)[ 27 ]  Damage:  (2d4+5)[ 12 ] 
CC:  (1d20+10)[ 15 ]  Damage:  (4d4+10)[ 21 ] 

Add +1 to attacks if vs the drow due to Deep Tradition

 
 Spoiler: Hastur Status 
   Hastur Stonemoor   
Male NG Dwarf Cleric / Disciple of the Pike Cavalier,  Level  6//2,  Init  1,  HP  30/51,  Speed  20
 AC  28,  Touch  11,  Flat-footed  27,  CMD  19,  Fort  7,  Ref  3,  Will  9,  CMB  +8,  Base Attack Bonus  5
   Guisarme +1 (reach, trip)   +10 (2d4+5, x3)
   Flail, heavy (disarm, trip)   +8 (1d10+4, 19-20/x2)
   Full plate +1 , (+10 Armor, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 10
 Condition  Shield (59/60) +4 shield to AC
Bark skin (lots) +3 enhancement to natural armor
+1 AC vs large, +2 AC vs huge+

Spells:
 
 Spoiler 
0: Detect Magic, Guidance, Create Water, Stabilize
1: Barbed Chains 1/1
    Bless 1/1
    Murderous Command 1/1
    Shield of Faith 1/1
1D: Shield 0/1
2:  Ironskin 0/1
     Prot Evil, Communal 0/1
     Sound burst 1/1
    Summon Monster II  1/1
2D: Barkskin 0/1
3: Dispel Magic 1/1
    Stone Shape 0/1
    Summon Monster III 1/1
3D: Protection from Energy 1/1
 

Race/Class:
 
 Spoiler 
Dwarf:
Stability: +4 racial to CMD vs bull rush or trip
Deep Tradition: +1 melee attack / +1 AC vs AoO for drow, duergar, aberration, giant, orc
Hardy: +2 saves racial for poison, spells, spell-like abilities
Stonecunning: +2 on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Darkvision: 60 feet
Cavalier:
Bigger They Are :+1(2) dodge to AC against large (huge+)
Order of the Hero (+1 know to ID monster)
Challenge 1/day : +2 damage (+3 if larger) -2 AC
Cleric:
Deflection Aura (1/day, lvl rnds, 20-ft, +2 defl AC + CMD)
Ferocious strike +lvl/2 damage 7/day (4/7)
 

 

 
DrK
As the other two gnomes flee magically Izzy sweeps the legs from the fleeing one she crushed with her spear knocking him to the ground. There he screams as a pair of arrows thud into him, the pain sharpening his mind to resist the slumber

But they don’t help him avoid the pike and scythe of Hastur and Timoshko. Bleeding heavily the gnome looks worried before flipping to his feet  (using the stand up truck I had missed last round) , he then squints at Timishko, back against the door and little face snarling twirls the dagger to distract the barbarian and stabs at him, seeking to use Timishko’s bulk against Hastur and Izzy with their longer reach weapons

 
Free: stand up truck, no AoO
Move: feint Timoshko (DC18)  (1d20+17)[ 24 ] 
Std: stab Timoshko  (1d20+13)[ 33 ]  dam  (1d4+6)[ 7 ]  +  (5d6)[ 16 ]  sneak and -2 to his attacks for 1 round


 
(Un)Inspired
 Look, man , Skynir calls out to the remaining Bender Brother,  you’re extremely outnumbered, and we’ve got no interest in your brother and your drow trying to revenge kill us for turning you into a red smear.

Surrender, and there’s a good chance we’ll trade you alive to your crew, keep fighting and you’re 100% gonna end up as cube steak. And, honestly? If you make us kill you I’ll probably use my magic to raise your corpse as a zombie and make it lick the streets of camp clean to teach you a lesson for being such a pain in the ass.  

The half-elf magician raises his hands wide and tilts his head imploringly as if to say  make the obviously right choice here.  
 
 Spoiler: Actions 

Standard Action to light this dude up with Diplomacy. If the roll fails, he uses his Inspired trait for a free Reroll.

Diplomacy:  (1d20+11)[ 19 ] 
Potential Reroll: (1d20+11)[ 18 ] 
 
RCgothic
"What he said!" Izzy echoes Skynir, except she backs it up by attempting to knock him off his feet again for Timo.

 
 Spoiler 

Trip Vs CMD  (1d20+9)[ 12 ] 
 
u-b
Roger holds his bow ready, not does not loose an arrow until the gnome somehow reacts to the offer...

 
 Spoiler 
Ready an action to shoot one arrow. No Bane, but the gnome wouldn't know that.

Readied durable cold iron arrow:  (1d20+11)[ 21 ]  for  (1d8+3)[ 6 ]  (incl. +1/+1 point-blank shot)
 
SanguinePenguin
Hastur was pretty sure where this was going.  Still, allowing the opportunity for sentient creatures that weren't raw manifestations of evil or direct enemies of his god to surrender was a noble act.  He readies his guisarme to strike if the gnome does anything other than submit (or takes too long about it).   "Drop your weapon!  On the ground, now!" 
 
 Spoiler: Hastur, round 3 
Readied attack (trigger, basically anything other dropping the weapon and laying down):  (1d20+10)[ 15 ]  Damage:  (2d4+5)[ 9 ] 
CC:  (1d20+10)[ 21 ]  Damage:  (4d4+10)[ 17 ] 

AoO attack if arises:  (1d20+10)[ 12 ]  Damage:  (2d4+5)[ 10 ] 
CC:  (1d20+10)[ 21 ]  Damage:  (4d4+10)[ 18 ] 

Add +1 to attacks if vs the drow due to Deep Tradition

 
 Spoiler: Hastur Status 
   Hastur Stonemoor   
Male NG Dwarf Cleric / Disciple of the Pike Cavalier,  Level  6//2,  Init  1,  HP  30/51,  Speed  20
 AC  28,  Touch  11,  Flat-footed  27,  CMD  19,  Fort  7,  Ref  3,  Will  9,  CMB  +8,  Base Attack Bonus  5
   Guisarme +1 (reach, trip)   +10 (2d4+5, x3)
   Flail, heavy (disarm, trip)   +8 (1d10+4, 19-20/x2)
   Full plate +1 , (+10 Armor, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 10
 Condition  Shield (59/60) +4 shield to AC
Bark skin (lots) +3 enhancement to natural armor
+1 AC vs large, +2 AC vs huge+

Spells:
 
 Spoiler 
0: Detect Magic, Guidance, Create Water, Stabilize
1: Barbed Chains 1/1
    Bless 1/1
    Murderous Command 1/1
    Shield of Faith 1/1
1D: Shield 0/1
2:  Ironskin 0/1
     Prot Evil, Communal 0/1
     Sound burst 1/1
    Summon Monster II  1/1
2D: Barkskin 0/1
3: Dispel Magic 1/1
    Stone Shape 0/1
    Summon Monster III 1/1
3D: Protection from Energy 1/1
 

Race/Class:
 
 Spoiler 
Dwarf:
Stability: +4 racial to CMD vs bull rush or trip
Deep Tradition: +1 melee attack / +1 AC vs AoO for drow, duergar, aberration, giant, orc
Hardy: +2 saves racial for poison, spells, spell-like abilities
Stonecunning: +2 on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Darkvision: 60 feet
Cavalier:
Bigger They Are :+1(2) dodge to AC against large (huge+)
Order of the Hero (+1 know to ID monster)
Challenge 1/day : +2 damage (+3 if larger) -2 AC
Cleric:
Deflection Aura (1/day, lvl rnds, 20-ft, +2 defl AC + CMD)
Ferocious strike +lvl/2 damage 7/day (4/7)
 

 

 
DrK
The gnome stares up the crowded passageway where Timoshko barges beside him and Izzy and Hastur form a long line of spiky pole arms behind the savage and Skynir and Roger are further up the corridor behind them. The gnome spits  blood onto Timishko's boots   "They'll come fer you... you be dead men walking"   he snarls as he slips between them, blade lashing out at Izzy as he jumps her spear and avoids hastur's thrust and Roger's arrows


 Free: 5ft to close with Izzy
Move: feint Izzy (DC ?)  (1d20+17)[ 29 ] 
Std: stab Izzy  (1d20+13)[ 19 ]  vs flat footed dam  (1d4+6)[ 9 ]  +  (5d6)[ 22 ]  sneak and -2 to his attacks for 1 round 


At the far end of the corridor Skynir and Roger both hear a pop of air in the room and appearing in a puff of dark smoke at the back the queue 10ft away from Roger (who is at the back) appears the drow warrior and the other gnome, who is now awake! The drow poises for battle as the gnome scuttles up to Roger and tries to shiv him

 Drow dimension door to the other end of the corridor
Gnome move and stab Roger  (1d20+13)[ 19 ]  dam [roll1d4+6[/roll]
 
u-b
Berely avoiding a hit, Roger pretends to be pragmatic, hoping the melee people would be back to save him if only "their" gnome is dead.  "Pardon my priorities, but I will get  that  one first!"  He says to the reappearing guys making a step away from them and trying to finish the wounded gnome.

 
 Spoiler 
Durable cold iron arrow:  (1d20+11)[ 14 ]  for  (1d8+5)[ 6 ]  and  (2d6)[ 5 ]  (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +2/+2+2d6 bane)
Durable cold iron arrow:  (1d20+11)[ 18 ]  for  (1d8+5)[ 8 ]  and  (2d6)[ 4 ]  (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +2/+2+2d6 bane)
 
RCgothic
Izzy narrows her eyes appraisingly at the gnome who misdirected and then stabbed her.

"We paid you for safe lodgings and you were going to murder us in our sleep! You're not going to get away with this!" She hisses, stepping back into space and then stabbing him right back.

 
 Spoiler 
5ft step back.

Move: Study Target +3 attack/damage
Power Attack -2  (1d20+10)[ 19 ]  Damage  (2d6+12)[ 24 ] 
 
(Un)Inspired
 Oh f***!  Skynir yelps, startled by the sudden reappearance of the magician and the other gnome.  How about a break from the teleporting?  he calls out to the drow as he attempts to force her mind unconscious.

 
 Spoiler: Actions 
Slumber on the drow DC 18 Will save or unconscious
 
SanguinePenguin
 "Kill. The. Drow."  Hastur bellows to the gnome with a voice laced with the power of his god.  He moves in range of the new enemies, to make sure to capitalize on his reach weapon.

 
 Spoiler: Hastur, round 3 
Standard: Cast murderous command on the gnome.  Will DC 15 or attack nearest ally (the drow).

Move: into reach range of the drow (and to flank with the gnome if the spell works)

AoO attack if arises:  (1d20+10)[ 16 ]  Damage:  (2d4+5)[ 9 ] 
CC:  (1d20+10)[ 26 ]  Damage:  (4d4+10)[ 17 ] 

Add +1 to attacks if vs the drow due to Deep Tradition

 
 Spoiler: Hastur Status 
   Hastur Stonemoor   
Male NG Dwarf Cleric / Disciple of the Pike Cavalier,  Level  6//2,  Init  1,  HP  30/51,  Speed  20
 AC  28,  Touch  11,  Flat-footed  27,  CMD  19,  Fort  7,  Ref  3,  Will  9,  CMB  +8,  Base Attack Bonus  5
   Guisarme +1 (reach, trip)   +10 (2d4+5, x3)
   Flail, heavy (disarm, trip)   +8 (1d10+4, 19-20/x2)
   Full plate +1 , (+10 Armor, +1 Dex)
 Abilities  Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 10
 Condition  Shield (59/60) +4 shield to AC
Bark skin (lots) +3 enhancement to natural armor
+1 AC vs large, +2 AC vs huge+

Spells:
 
 Spoiler 
0: Detect Magic, Guidance, Create Water, Stabilize
1: Barbed Chains 1/1
    Bless 1/1
    Murderous Command 0/1
    Shield of Faith 1/1
1D: Shield 0/1
2:  Ironskin 0/1
     Prot Evil, Communal 0/1
     Sound burst 1/1
    Summon Monster II  1/1
2D: Barkskin 0/1
3: Dispel Magic 1/1
    Stone Shape 0/1
    Summon Monster III 1/1
3D: Protection from Energy 1/1
 

Race/Class:
 
 Spoiler 
Dwarf:
Stability: +4 racial to CMD vs bull rush or trip
Deep Tradition: +1 melee attack / +1 AC vs AoO for drow, duergar, aberration, giant, orc
Hardy: +2 saves racial for poison, spells, spell-like abilities
Stonecunning: +2 on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Darkvision: 60 feet
Cavalier:
Bigger They Are :+1(2) dodge to AC against large (huge+)
Order of the Hero (+1 know to ID monster)
Challenge 1/day : +2 damage (+3 if larger) -2 AC
Cleric:
Deflection Aura (1/day, lvl rnds, 20-ft, +2 defl AC + CMD)
Ferocious strike +lvl/2 damage 7/day (4/7)
 

 

 
Farmerbink
Timoshko continues to lash about with savage violence.  He wastes no effort on speech, apparently content to solve the immediate problem presented by their murderous hosts with his scythe, and work out the legalities later.  He brutally shoulders his way back towards the Gnome with death in his eyes.

 
 Spoiler: Timoshko, round 4 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP   12/51    36/75  ,  Speed  40
 AC   15    13  ,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str  19   23 , Dex 10, Con  14   18 , Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating

Bloodrage (claws, demonic bulk): 14/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 1/2

 (1d20+11)[ 31 ]  scythe power attack
 (1d20+11)[ 15 ]  crit confirm (31, x4)
 (2d4+12)[ 14 ]  damage
 (6d4+36)[ 53 ]  crit bonus

 (1d20+6)[ 19 ]  scythe power attack
 (1d20+6)[ 7 ]  crit confirm (26, x4)
 (2d4+12)[ 15 ]  damage
 (6d4+36)[ 49 ]  crit bonus

 Not sure  how to address missing last round.  If I'm allowed to just take two rounds, I'll largely do the same thing.

Move if I have to to close distance (charge if possible)
 (1d20+11)[ 31 ]  scythe power attack (+2 if charging)
 (1d20+11)[ 22 ]  crit confirm (31, x4)
 (2d4+12)[ 15 ]  damage
 (6d4+36)[ 53 ]  crit bonus

We will *definitely* use the hunger for temporary 68 HPs.

Obviously, ignore this attack if Tim has to move
 (1d20+6)[ 20 ]  scythe power attack
 (1d20+6)[ 12 ]  crit confirm (26, x4)
 (2d4+12)[ 19 ]  damage
 (6d4+36)[ 52 ]  crit bonus
 
DrK
At the far end of the corridor where the wounded gnome snarls and spits at Timisko and Izzy it manages to dodge around Izzy's spear before the savage barbarian leaps in, one scythe blow lands cutting a deep gash before the second lands with amazing force. The gnome barely has time to scream as the tip of the hooked blade shears through its skull and picks it off the ground, dangling by its impaled skull like a macabre decoration from the "First Fang's" weapon

At the other end of the corridor the drow and second gnome are assailed by Skynir, Roger and Hastur. She throws off Skynir's slumber whilst the arrows appear to go wide as Roger fires them down the gloomy corridor. Hastur though offers a different route, tapping into the gnome's naturally murderous talent he bewitches it and flanks the drow as the gome goes to stab its dagger into the drow.

 stab its friend with sneak due to flanking  (1d20+13)[ 29 ]  dam  (1d4+6)[ 9 ]  +  (5d6)[ 14 ]  sneak 

The drow screams in a strange voice, its screams in high pitched gnomish (odd for a dark elf) as its ally stabs it in the back. Eyes ablaze she steps back away from Hastur and points at him, a thing of nightmare leaps out and flow towards him, a writing mass of shadows and terror that seeks to tear free his soul!

 
5ft step back, combat casting (which passes)  Phantsmal killer at hastur
Will DC 18 to disbelieve, if fail then Fort DC 18 for DEATH or 3d6 damage

 
Farmerbink
Profanely bolstered by the dark hunger of the goddess of his people, Timoshko lets out a feral roar of challenge to anything that dare go bump in the night.  His ferocious glare falls upon the dark priestess, and he barrels down the hallway, out for blood.

 
 Spoiler: Timoshko, round 5 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP    68 temp HP!    12/51    36/75  ,  Speed  40
 AC   15    13  ,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str  19   23 , Dex 10, Con  14   18 , Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating

Bloodrage (claws, demonic bulk): 13/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 0/2

Presumably 40' movement speed will cut it indoors?  Move to melee with either of the enemies- preference for the Drow.

 (1d20+11)[ 20 ]  scythe power attack
 (1d20+11)[ 27 ]  crit confirm (31, x4)
  (2d4+16)[ 23 ]  damage   19  dunno where I got +16
 (6d4+48)[ 58 ]  crit bonus
 
SanguinePenguin
Hastur smiles as the gnome stabs the drow in the back.  The drow then begins to cast a spell and the world… slows… down.  Everything grinds to a halt, and the room darkens.  A loud thrum at the edge of his hearing grows in intensity into a deafening pounding.  The floor cracks into tessellations emitting a putrid violet light from the fissures.   POUND  the ground shakes with each thud,  POUND  kicking shards of stone up,  BOOM  until the whole ground gives way.  A demonic maw bursts out with a half-dozen violet eyes gazing about.  Hundreds of teeth the height of Hastur spread, and then the neck of the monstrosity contorts and snaps down.  He can feel the serrated teeth rip through his body, unbearable pain courses through him.  He can tell this is the end.

Hastur grunts, and collapses to the ground, motionless.  Zero breaths, zero beats of his heart, one bowel movement.
u-b
As the "drow" definitely sounds strange, Roger makes a mental note of whether she also smells strange. Meanwhile, he steps back to make more space for melee types, shouts  "Oh damned bitch... you'll die here and now!" , and shoots two arrows at the "drow".

 
 Spoiler 
Passive: Perception (sniff the air with  Bloodhound )
Swift: Judgment (Destruction)
Full: Attack the "drow"
Durable cold iron arrow:  (1d20+9)[ 28 ]  for  (1d8+6)[ 10 ]  (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +0/+3 judgment)
Durable cold iron arrow:  (1d20+9)[ 16 ]  for  (1d8+6)[ 13 ]  (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +0/+3 judgment)
 
(Un)Inspired
 Aghh! Hastur?!  Skynir, calls out as he sees the Templar hit the floor.   So, it’s to the death then.   He pulls a black metal and wood cross-hilted sword handle from his jacket pocket, concentrates on it for a second, and three foot long blade of brilliant yellow fire erupts from it. The half-elf advances, with Timoshko, on the magician, maneuvering around to help flank if at all possible.

 
 Spoiler: Actions 
Standard Action: Cast Flame Blade

Move Action: move adjacent to the drow (flanking if possible, the extra movement and acrobatics from Flame Blade Dervish should allow this, let me know if not possible.)

Swift Action: Activate Blood of Heroes for +1 to attack and damage


 
DrK
Hastur falls, to the others a faint shadow reaches out to him, then with a soundless scream the dwarf topples to the ground, the light fading from his eyes as his chest falls still. Timoshko roars leaping over the falling dwarf scythe swinging at the drow who stands firm as the blade dings like a gong from a magical shield hanging in front of it. An arrow meets the same fate before the second one hits home to illicit a distinctly gnomish scream.  Moments later, a blade of pure fire igniting in his hand Skynir arrives beside the savage barabrian.

The drow falls back a step, now that the murderous light has left the gnome's eyes and points at the ground beneath Timoshko and Skynir's feet as a pit suddenly opens like a spiked maw!

 Drow 5ft away and casts spiked pit under Timoshko and Skynir  DC 17 Reflex or fall 40ft ft, plus spikes  (6d6)[ 18 ]  damage and trapped in the 40ft deep pit 

The little gnome shakes his head and stares daggers at Skynir and Roger before snarling and hurling a dagger at Roger as he waits to see if anyone dare jump across the pit

  (1d20+13)[ 28 ]  dam  (1d4+2)[ 3 ]  
u-b
To Roger's surprise, the dagger wound felt trivial, so he ignored it. Instead, he shoots two more arrows at the "drow" and makes a step behind a doorpost to have some cover.

 
 Spoiler 
Full: Attack the "drow"
Durable cold iron arrow:  (1d20+9)[ 25 ]  for  (1d8+6)[ 10 ]  (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +0/+3 judgment)
Durable cold iron arrow:  (1d20+9)[ 18 ]  for  (1d8+6)[ 9 ]  (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +0/+3 judgment)
 
Farmerbink
Timoshko flows like a grand giant made of sand, easily sidestepping the gaping opening.  He steps away from the pit, putting the arcanist between him and it. With a wicked smirk, he drives into the spellcaster, blade first, eager to put an end to her arcane assault.  " Enough of your games! " he roars, as his scythe gleams in the meager torchlight.

 
 Spoiler: Timoshko, round 6 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP    68 temp HP!    12/51    36/75  ,  Speed  40
 AC   15    13  ,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str  19   23 , Dex 10, Con  14   18 , Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Anatomist: +1 to confirm crits
Spell Eating

Bloodrage (claws, demonic bulk): 12/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 0/2


Full-round attack!
 (1d20+11)[ 21 ]  scythe attack
 (1d20+12)[ 29 ]  crit confirm? (31, x2)
 (2d4+15)[ 20 ]  damage (+9 for 23 str x1.5, +6 for power attack)
 (6d4+45)[ 61 ]  crit bonus

 (1d20+6)[ 19 ]  scythe attack
 (1d20+7)[ 23 ]  crit confirm? (26, x2)
 (2d4+15)[ 18 ]  damage (+9 for 23 str x1.5, +6 for power attack)
 (6d4+45)[ 64 ]  crit bonus
 
RCgothic
Seeing a potential route behind her opponents, Izzy ducks back through the hole she made earlier, and then attempts to crash through into the next bedroom along through the lodge's flimsy walls!

 
 Spoiler 
CMB +8, inspiration day  (1d20+8)[ 20 ]   (1d6)[ 6 ] 
 
RCgothic
Appearing back out in the corridor behind her foes, Izzy goes to stab the drow with her spear!
 
 Spoiler 

Power attack -2, +2 flanking:  (1d20+9)[ 18 ]   (2d6+9)[ 16 ] 
 
(Un)Inspired
 No, S***!  Skynir cries out as he tumbled headlong into the pit conjured by the drow woman. Unable to catch the lip of the crevasse, he spills bodily onto the spikes, and gets skewered across his right lateral and thigh.

He clenched his fist and swallows back the pain from his impalement. He pounds his fist against the side of the pit, calling out almost wordlessly and his body begins to change. His eyes become catlike and his half-eleven ears elongate as to long wings, with autumnal leaves for feathers, extend from his back.

With a flap of his great wings be bursts forth from the pit, flying above the drow to triangulate with Izzy and Timoshko, surrounding the magician.

 
 Spoiler: Actions 
Skynir casts Fey Form and transforms into an Erlking, then flies out of the pit and above the drow.
 
DrK
Despite the most powerful attacks of the spell casters with pits and deadly phantasmal slaying its too much for the gnome and drow. THere is a splintering of wood as Izzy darts into the room and smashes through the wall before tumbling out into the corridor. With a warcry she and Timishko both attack the drow and sadly for the drow both strikes hit home, spear and scythe penetrating the drow who screams in gnomish before staggering and collapsing to the floor before lying still in a spreading pool of blood. As she dies her body quivers and shifts and trasnforms back into that of a small gnomish woman in dark silks, one with a passing resemblance to the two brothers.

The other gnome, knife in hand, bleeding from arrows and other injuries gasps and screams in horror as his sister is slain, and even as is mouth opens in a wail of rage he arrow from Roger thuds into his open mouth and slams out of its brain killing it! The gnome collapsing as Skynir soars out of the spiked pit to the roof of the corridor to witness the carnage
RCgothic
As the Gnomes go down, Izzy slumps against a wall as the adrenal energy that powered her through two others leaves her.

"Damn them!" she sighs. "Poor Hastur! What a wretched murderous little hellshole this camp is! I swear there are going to be some changes around here! At least now they won't object to our asking for our bits back. In fact I figure we now own this place. Not sure I want to live here though."
u-b
Roger checks Hastur for signs of life. Finding none, he proceeds to check the other deceased and the whole building, ins, outs, and stuff.  "I'll have a look around. Hm. Did Hastur leave a will? Or maybe some of you know his relatives?" 
 
 Spoiler 
First take 10 on perception for a total of 25. Eventually take 20 on perception for a total of 35.
 
Farmerbink
Timoshko nods stoically.  " Such is the way.  They died as they lived- savagely.  It is only fitting for us to claim the spoils. "

With surprising tenderness, he bends down over the fallen Dwarf.  He removes the helmet gently, before closing his slain companions eyes gently.  " May you wake in the sun in a garden of rest, " he sing-whispers, revealing for the first time a stunningly profound, mellifluous voice.  After a few moments of quiet, gentle humming he rises.  " I suppose you might prefer a cavern, " he grumbles.  Looking around the room he frowns deeply.

" It's unusual to have already brought vengeance upon a companion's killers.  Saves us some time, at least. "  He shrugs, turning back to Hastur's still form.  With gentle motions, he begins releasing the clasps that held the Dwarf's armor together, setting the pieces aside in a neat stack as he removes them.  This done, he retrieves a blanket from a nearby bed and uses it to form a makeshift pallet and lies Hastur atop it.  Finally, he retrieves a curved, gleaming blade and bows respectfully over the Dwarf.  " Your power will live on, " Timoshko utters, a solemn promise, before raising the blade overhead to begin cutting out his heart.

 
 Spoiler: OOC 
I'm going to assume you guys interrupt Timoshko at some point.  If not, He will ceremonially consume (sharing with anyone  foolish enough  that wants to partake) Hastur's heart; a genuine ritual of honor to the fallen.
 
RCgothic
Seeing that Hastur is being cared for, Izzy helps to move the gnomes into another room and cover their bodies, and then goes about searching the rest of the inn, in particular for keys to rooms and valuables.
DrK
Spreading out the party realise they are the only one staying here and can easily bar the doors and close down the inn/ boarding house for the night. Stacking the dead gnomes in a corner to be dealt with in the morning. Its from not knowing the tribes or being accepting but Timoshko honours the fallen hastur, feeling a surge of power and strength flow him as he east the now dead dwarf's raw heart! Before the others can place hastur in a room and cover him up.

The night itself passes, wind whipping past the boarding house leaving it creaking and swaying slightly in the gusts as the dust from the field of bones whispers and scraps against the wooden shutters. Once during the night Roger thinks he hears the creak of chains outside but in the wind its hard to hear. But after a resteless and troubling night you awake refreshed ready to face the day once more....


 @Sanguine Penguin: Your new PC can arrive today in the morning if you so wish 
SanguinePenguin
Kavos the peddler finally saw the Camp on the horizon.  He had been making this dangerous journey for almost a year, bringing goods for the tavern and requested supplies for other groups in the Camp.  The guards were absolutely necessary, but paying folk enough to make this journey took a hefty cut out of his profits.  A few times now, he had been fortunate enough to “escort” some poor sod destined to die up the road to the Camp.  They were generally as competent in combat as the guards - often more so - if a little villainous or perhaps mad.  Still, it reduced what he had to pay out for guards and made the trip more profitable, so he was always eager to take them on.

This journey, there were two escorted - a she-devil named Darsalla and a tall masked man named Tsythus.  Kavos managed to weather the succubus’s charms somehow, and avoid succumbing to the temptations of the flesh.  Granted she never seemed to make any advances at all, though he kept expecting them.  He was pretty sure she was working her magic somehow and he was able to resist.  Or maybe she could sense that he was too good of a man.  Yeah, that must be it!

The other one, Tsythus, always wore a doctor’s mask, but he did not seem to do much healing.  He talked constantly, but not a word of sense ever left his mouth.  He had a different smell every time Kavos saw him, but it always strange.  He never seemed a fighter, but Kavos was sure he saw the lanky man rip a bugbear’s arm off with his bare hands.  Then there were the explosions - everything he touched seemed liable to explode.  The man seemed cursed and the Camp was a perfect grave for one such as he.

Tsythus approaches Kavos as they enter the camp.   “I had plenty more time to reflect of your insightful point about Ferason’s Treatise on the Elementary Mixtures - you are correct about the Maxim of Divisibility.  That utter hogwash will mislead a generation I fear.  Farewell, Kavos.” 
 “Not one word of sense,”   Kavos mutters at the strange Tsythus journeys past the hanged man and into the Camp.
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla sighed as she stepped off the wagon, rubbing her back as she stretched.  Glancing back at the driver staring at her, she rolled her eyes and walked.   ”Hey friend, glad you appreciate the hard work it takes to keep a body in this good of shape.  But I didn’t notice a lot of looks anyone else’s way … so thanks oodles for the ride, but you and your pervey self can head on back.  Take care … safe travels … buh bye!”    Her dismissal was punctuated by three pokes in the man’s chest with her tail.

Blowing the man a kiss, she went to the wagon to grab her gear before pulling her hood down.  Hurrying after the other rider, a big half-orc who was more focused on his vials and books than anything else, she called out,  ”Wait up big guy … these kind of places are cautionary tales about NOT splitting up.  So whaddya say we practice the old add-age of strength in numbers?” 

Darsalla paused long enough for Tsythus to answer, if he so chose.  Otherwise, she’ll head into the camp herself.

 
  OOC -   Heyo hang, looks like I’m back in it … let’s do this!

 Effects:  Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats - WIP 
AC  HP  Move  Initiative
Saves
Skills
Spells
 
SanguinePenguin
Tsythus turns around, looking at Darsalla down the beak of his doctor’s mask.  Despite the journey’s length, he had not spoken much with the woman on the way up.  He hadn’t even realized she was planning to stay in the camp.  His deep voice comes out a hint muffled through the mask,  “why an excellent idea, Darsalla!  Additional eyes will make it more likely to find what I’m seek - especially since I haven’t any idea what I’m even looking for!  I didn’t realize you’d be staying.  The first step is obviously a new laboratory - a room in the boardinghouse, perhaps?  It will be good to have an ally here,”  he extends a leather gloved hand.   “Do you know what it is you seek here?” 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla ahrugged at the question of where to start.    ”I’m good with almost anywhere … as long as the accommodations are better than our friend up there. ”    She nodded in the direction of the swinging body.   ”As for my purpose, let’s just say I had some family in the area … ” 

Her eyes turned distant for a moment, then back to normal as she smiled wanly and motioned for the half orc to lead the way.

 
  OOC -   chit-chat!

 Effects:  Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats - WIP 
AC 15  HP 46  Move 30’  Init +4
Saves: Fort +7  Ref +8  Will +5
Skills:
Spells:
 
SanguinePenguin
Tsythus nods,  “if the Camp’s reputation is to be believed, that gentleman,”  he nods to corpse swinging in the breeze,  “may have the best lodging - at least no one is trying to kill him now.” 

He leads Darsalla towards the Bender Brothers Boardinghouse and enters the establishment, hoping to set up a work space.
DrK
 In the Boarding house 

During the night a thorough search of the boarding house revealed a small trove of loot and stolen items from a small store room hidden under the floor boards. Inside the store room was the gnome's stolen loot from you assume, previous victims that have been accumulated from their years of murder and larceny. This hoard is the party’s for the taking and includes: 880 iron bits, 1,200 gp, a +1 dagger, two silver urns (20 gp  each), 6 assorted gems (2,800 gp total), and tapestry depicting a griffon  rampant on a field of clouds made by Filini of Bard’s Gate (5, 000 gp). In addition upon the body of the dead brothers each has a +1 small shotsword, +1 chain shirt and a selection of potions [ Invisibility, Oil Knock, Shield of Faith, CLW (3), CMW  and a pair of matched rigns with a strange twin cog logo that you guess may be a family crest.  (Each is a Ring of Protection +2)  On the sister she has a small spell book written in clear and concise gnomish, a fine  Cload of resistance +2,  a thin narrow bamboo wand ( Wand of Shocking grasp CL 3rd, 33 charges) 
 
 Spoiler: Spellbook 


0–all; 1st—grease, mage armor, sleep, shocking grasp, ventriloquism*
2nd—acid arrow, bear’s endurance, cat’s grace, darkvision, locate  object, alter self,
3rd—daylight, fly, haste, invisibility sphere*, lightning bolt, blink, displacement, deep slumber
4th—confusion, greater invisibility*, illusory wall*, shout, phantasmal killer
 


As you gather your thoughts in the morning and glance at the room where Hastur's body has been stored you all hear a creak and the door being banged upon by the heavy hand of a half orc
Farmerbink
Timoshko rises quickly at the pounding sound.  Having trusted no one else more, he slept on a pallet in the common room, after fairly well barricading the door with a few tables.  " Patience! " he bellows, as the knocks increase slightly in intensity.  " This will take a moment! "

True to his word, he carefully moves the tables enough that he can open the door- some.  Without quite a bit of force, or additional clean-up, it'll be a tight squeeze to fit through before the door knocks into the piles of furniture behind them.  Timoshko makes no effort to hide this fact, as he opens the door, eliciting a loud bang as the door collides with the makeshift doorstops.

" You're not from the Camp. "  The scowling man doesn't ask.  " What do you want? "  He appears, for the moment, entirely unaware or unconcerned that he's standing in a boarding house, and the two newcomers are not.
SanguinePenguin
Tsythus replies through his doctor’s mask,  “your assessment is correct - we have only just arrived.  You are one of the Bender Brothers, I presume?  I and my fellow traveler seek lodging and a workspace.  I have business in the wastes.  May we enter to discuss terms?” 
 
 Spoiler: OOC 
FYI - Tsythus sounds exactly like Bane in Dark Knight Rises
 
Farmerbink
The laughter that follows is an ugly thing, despite the well-formed features of the wide man who produces it.  " Hey, everyone!  They're looking for the Bender Brothers!  Hahaha! "  With a cruel grin, he turns back to the strangely-masked fellow.

" Those murderers are dead.  We slew them in self defense, and by right of victory in battle have claimed what was their boardinghouse for our own.  If you are a man of honor, you and your... companion are welcome to enter.  As your host, I will guarantee your safety with my life until such time as you prove yourself undeserving. "  He scowls, this time appraisingly.

 
 Spoiler: OOC 
I  would  normally roll sense motive, but that seems like jumping the shark in this context.
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla snorted at the man's description of events.  If they had killed them all, who was to say they were any safer under new ownership?  Of course, he could have lied and just invited them in, too.  Either way, Darsalla wondered if going in was a great idea ...

 ”Well we could go inside, and hope this one's legal claims are the way things work around here.  Of course, if those Brother's were well liked or respected around these parts, we might be signing up for guilt by association.

Either way, make the call ... I hate standing out here, exposed like a raw nerve.”  

 
  OOC -   chit-chat!

 Effects:  Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15  HP 46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/6 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic,
1 (4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages:   Common Abyssal, Infernal, Draconic, Elven,
 
Farmerbink
The man mostly behind the door snorts.  " I don't think  anyone  is well-liked around here, " he grumbles, not  quite  to himself.  He slams the door, and you can hear the shuffling of.... wood on wood? coming through the heavy door.

After a short time, the door opens again, this time wide enough to allow entry.  " Come on in, if you want to. "  A mess of tables and chairs lies a few feet away, and the large man disappears into the relative darkness of the interior.

" All you lot still asleep? " he calls out, gruffly.
RCgothic
Izzy stretches and forces herself awake, having slept badly in the unfamiliar beds. "Coming!" she calls from upstairs as she hurriedly re-equips, before descending the stairs towards the front hall.

"Oh! We have newcomers?" she exclaims as she catches sight of the tiefling and the other masked figure standing in the door. "Er, welcome, I guess? Sorry for the mess, we had a bit of a rough first night. We're new here from Bard's Gate, and The Bender siblings tried to murder us in our sleep, which is something they apparently liked to make a habit of. So this place is ours now, I guess! If you want to stay, no charge, but in return we could use some help getting set up around here. The locals really haven't been too friendly and we may have to bang a few heads together to get this place straightened out."
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla smiled sweetly and motioned to the mask-wearing man to enter.   ”Ladies first ..."  , then she followed.  As they entered, she heard another voice, and saw a spry young warrior come into view.  Seeing another female gave Darsalla a small measure of relief.    She doesn't seem like the kind of person to be a plaything, so perhaps gang rape won't be one of my worries.  Of course, there's always cannibalism ...  

Stepping in, she glanced around, nodding in response to the woman's explanation.   "I can speak for Mr. Creepy Voice here, but I would prefer a place to sleep that didn't require paying a ton, or worried about murderous innkeepers.  Let me know what you need so I can come up with an adequate excuse to avoid helping!" 

 
  OOC -   moar chit-chat!

 Effects:  Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15  HP 46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/6 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic,
1 (4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages:   Common Abyssal, Infernal, Draconic, Elven,
 
(Un)Inspired
Rather unsettled with the murder attempts and the sounds of whatever may be lurking outside in the dark, Skynir decides that sleep is a luxury a bit too pricey for his tastes. Instead he settles in, gets as comfortable as possible, and spends two 4 hour sessions working an enchantment into his own boots.   Damned if I’m gonna let myself get killed and these boots end up in some murderer’s hotel hideaway.   

As dawn arrives an inescapable yawn nearly bowls him over. He concentrates a moment, rubbing his chest, and banishes the creeping sleepiness with a casting of Lesser Restoration. With domestic thought regarding caves and repurposed hotels in his head he paces around the room to stretch his legs, and begins his morning “meditation” to regain his spells. It’s only when the sounds of his friends conversing with visitors hit his ears that he pulls on his coat and steps out to see what morning has brung.

  So… a plague doctor and a dominatrix. I guess it takes all kinds here in the desolation.   
 Ahoy! Im afraid friends are telling the truth. Room service last night involved less food and more murder than we were hoping for, buuuuuut it’s the desolation and beggars can’t be choosers. I’m Skynir; this is Izzy and Timoshko, Roger is around here somewhere too. If you’re not here for a fight then it’s a pleasure to meet you. If you’re looking for lodging then I guess you can stay here with us? But guys I think we should just heave this whole structure over to the house Hastur and I were building and I’ll staple it onto the structure with magic.


Oh… Hastur. We didn’t uhm… we didn’t all make it through the night. I think I saw there was a church or a temple or something in town. It probably wasn’t Hastur’s faith but I think we should bring his body there today to see if we can get it laid down for a gentle repose. He deserved better than to wake back up as one of the undead here.  
u-b
Roger did not sleep for the rest of the night either, burning his last spell to keep watch without ill effects. In the morning, while he was still renewing his spells, there are newcomers. Well. In the morning. Newcomers. Well, maybe they find it safer to hike by night, but Roger decides to keep an eye on them, just in case. After he's done with preparing the magics, that is.

 
 Spoiler 
Sorry, people, not too much of free time lately, but I am with you.
 
SanguinePenguin
 "That is certainly an acceptable arrangement."   The man bows and says,  "I am Tsythus.  If you need demolition for the task,"  he withdraws a fist sized sphere from his bandolier,  "then I can be very helpful.  Construction less so."   

The man pauses,  "... unless I were to join green vitriol with sal petrae in some spirit of box... some verdigris  should  stabilize it.  This would grow... a lot, and it should be sturdy as well... within a month the fumes should subside enough that we could occupy the structure masked for an evening without ill effects.  Where we would you like me to start?" 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla nodded as another friendly person introduced themselves - a young male who's eyes traveled the length of her body with a 'knowing' gaze before suggesting they try another place as a shelter.  At the announcement of someone's death, she raised an eyebrow.   ”I'm Darsalla.  So let me get this straight ... you're offering lodging in a place your dead companion was helping build?  Why would you give up a working shelter in favor of an unfinished one?  Either way, I don't know how to build anything, except perhaps a fire. "  

Noticing Roger for the first time, she stepped back with a start.   "Whoa, where did you come from?  I'm guessing you're Roger ... but can I help you?"   His watchful gaze was a little disconcerting, but if they had almost been murdered last night, it made sense.

Turning back to Skynir and Izzy, she asked,  "So aside from almost getting murdered, what else are you lot up to?  Anything we should know about the town?" 

 
  OOC -   moar chit-chat!

 Effects:  Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15  HP 46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/6 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic,
1 (4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages:   Common Abyssal, Infernal, Draconic, Elven,
 
(Un)Inspired
 Weeeeell fume dissipation times aside, I think you might be being a bit too generous in assuming how much rock we’re actually working with.  He returns Tsythus’ bow with a nod.  I’ve got the magic to put it together, but if either of you have Architectural or engineering skills then you’re welcome to look over the plans our friend wrote yesterday.  

He turns to Darsalla and try’s to parse both her words and the judgmental looks she dishes out in seemingly equal measure.  I guess you could say I’m offering lodging in the building I’m constructing. Really though, I guess I’m checking if the two of you are interested in joining our company to fight through the desolation. I want to wipe that f***ing stain  , he saying gesturing vaguely toward Tsar with his thumb,  off the f***ing map. Roger, Izzy, and Timoshko have equally important reasons to be here. If you’re here you two must either have your own reasons for taking on the desolation, or you’re here to prey on the people that are. If you’re the latter than you picked literally the worst four people to start with and frankly you both look smarter than that. That means you’re probably the former and we all benefit by working together and shredding whoever ends up being the latter.

If you want to know more about the town then we can tell you on the way to the chapel to make sure my friend’s corpse is treated right. The money changer is on the way so you’ll want to come with us at either rate.  
Farmerbink
Timoshko openly laughs as the conversation takes a harsher turn.  " That's the spirit!  More talk like that and you might actually survive out here! "  He chuckles, remembers Hastur, and suddenly frowns.  " For a time, at least.  None of us will live forever. "

He grabs a chair, faces the newcomers, and sits over it backwards.  " Put simply, I don't trust either of you.  I don't trust anyone in this gods-forsaken 'town', except  maybe  the folks I rode in with.  Cross me and you'd best be sure you do it right.  If you're honorable, well.... you're out of place. "  He grins again, as much animal as human.  " Just like the rest of us. "

Without transition, he begins talking to the group as a whole, letting them worry about catching up.

" I want to speak with the Hag again.  She will know as much as anyone how deep o' sh** we're in.  Might even be willing to  tell  us, rather than  show  us... "
u-b
Roger nods, then shakes his head, then continues his prayers. Evantually he is done.  "Roger Makarrow. Sort of a scout for this group, not not local like Timoshko is, so here he leads on."  Roger does not know **** about the hag, but does not object the idea that she's to be consulted. As good plan as any.
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla shrugged at Howell’s response.   ”I'm just thinking why build something if you have something … but mebbe you feel sad because your friend died here, so no worries.

And yeah, I figure nobody comes this way to just pass through.  Not sure I’m up for wiping a city off the map, but who knows what tomorrow’ll bring, yeah?” 

Timoshko’s response brought a grin to Darsalla’s face.   "Good - trust ain’t something you hand out like biscuits around the fire … hell, I don’t trust myself half the time, let alone anyone else.  But maybe we’ll learn to sleep as a group with only one eye open.

As for honor, that’s a weight around the neck I don’t need … and this place feels like the deep end of the lake.  Nah, I prefer to play nice … until it’s time to not play nice. "   leaning against the wall, she raised an eyebrow at one comment.

 "So what’s this about a hag?  " 

 
  OOC -   extra chit-chat, with Moar RO!

 Effects:  Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15  HP 46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/6 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic,
1 (4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages:   Common Abyssal, Infernal, Draconic, Elven,
 
DrK
With Hastur's body in tow you are able to trudge through the morning layer of dust that coats everything with heavy white powder coating. The crunch of the bone dust as unpleasant as the bitter taste in your mouth as you walk across towards the swampy tree where the hag had made her lair with her weird badger/wolf/bear beasts. As you approach the door swings open as the lumbering Mama Grim steps out, a swamp hag with baggy greenish brown skin and sickly, jaundiced-looking eyes. Her hair is a massive tangle  of greasy black locks into which she has tangled bits of feather, bone, and  assorted detritus. She is accompanied by one of her 2  goblin bear pets, giant creature resembling massive wolverines with toothy  snouts, long, sharp claws, and reddish-brown pelts.
She pauses, yellow eyes staring hard at you all and finally the cloth covered body of Hastur. She shakes a head  "Not much I can do for that one. Can't drink potions if you be dead. He'll be one for Griswald."  she adds pointing to a hut away from the rest of the Camp sits a long, low structure  with a rounded roof composed of poorly cured hides lashed to
sticks.
Farmerbink
Timoshko grunts- acknowledgement.  " We came to you first for another reason, " he begins.  " The Bender Brothers killed him.  Err... maybe the sister?  The one looked like a Dark Elf when she cast her death magic, but she looked like a Gnome after I returned the favor. "  He shrugs- the details aren't important.

" Point is this: they tried to kill us in our sleep, but lost.  One of ours paid for their games with 'is life.  How deep o' sh*t are we in, here?  I figure we won- the boarding house is ours now.  I'd like to know if we can expect the urser or someone else to come try and finish what the Brothers began, yeah? "
DrK
The hag looks at Timishko then cackles, a truly unnerving sound.  "Griswald will want their bodies then. The Bender family have met their match. The fates have snipped their threads and the nine hells tackle them and torment their pathetic souls."  Still chuckling with amusement she then looks down at you all.  "You had best get comfortable in the boarding house. Our benevolent leader..."  at that she glances at the smith where you had met the strange smith who seems to make the rules.  "He won't care they are dead. Got what was coming, mightt makes right... and you did it quietly without disrupting the town. But he will expect the boarding house to operate, and a place for visitors to stay. If the murder is low, again not his concern. But you running the boarding house will be. If you have no taste for it, plenty of jaded folk here who will take it from you and turn from prospecting to landlord."  
Farmerbink
Timoshko nods soberly.  " This is good.  We will deliver their corpses as you suggest. "  He eyes the smithy unhappily.  " I am not here to run an inn, " he grumbles.  After a moment, he adds, " -nor a murder house, though that would be more amusing. "

Bowing deeply to the hag, he asks leave.  " We will see to it now.  Thank you for your candor. "

He prowls away, still glancing towards the sound of hammer on anvil with an unhappy glare.  " Don't like that man at  all,  " he mutters, leading the way to the indicated hut.

" Guess we'll have to go back for the bastards' corpses. "  He spits in the dirt.  " Whatever. "
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla watched the situation play out, silent as she listened to the dynamic between the group and the hag.  She saw the trust they put into the hag, and understood it on a certain level.  Monster's tend to be true to themselves, more oft than not ... and there was an honesty in that.  However, she also heard about the smith, or leader as the hag put it.  As the group moved away from the hag's home, she murmured to the others,   ”So which one of you lucky souls is going to take us to the blacksmith?  Or should we just go on our own, while you lot figure out your merchant's license?”  

 
  OOC -  newbs could head to the smith for money exchange ...

 Effects:  Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15  HP 46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/6 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic,
1 (4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages:   Common Abyssal, Infernal, Draconic, Elven,
 
u-b
Roger checks for any fresh (tonight's) tracks around inn and the camp in general, helps transport the corpses, guides people to the blacksmith, opines on the layout of the new building and generally does nothing much. He does not care if people want to head out today, especially since some have just came, but remains ready for that opportunity. In any case, once the plans become clear, he goes to Finn's to check his gang.
RCgothic
"I think we should hire someone to run the boarding house for us and mind it whilst we're not here. Perhaps we could send for staff from Bard's Gate, I'm not sure ai trust anyone here," Izzy says. "But we're going to need more than the cash we have on hand. I'd like to go out into the wastes and see what we can recover."
SanguinePenguin
Tsythus’s mind continues to stew on the formula for these alchemical bricks.  As he works through it, his body operates by a mental subsystem of basic actions while he progresses through the world.  He follows along to see the hag.  If prodded, his responses are terse and mechanical, crudely optimized to put an end to the distraction with minimal consequences.  Finally, after he completes the alchemical construction process in theory, this subsystem is disengaged, he processes the buffer of all he has been hearing and doing, and reengages by speaking,  ”it seems bringing the bodies to this smith is in order.  If maintaining the boarding house is to be thrust into our charge, we should get this from the bulette’s mouth directly.” 
Farmerbink
Timoshko only grunts.  " They deserve less than whatever he plans to give 'em.  Still, at least the bastards don't weight much. "
DrK
Heading to the grave keeper with the bodies Timoshko is surprised as he approaches the hard wooden shack surrounded by bumpy ground at the stench, the stench of rotting and death. Atop the shack a half dozen ravens sit cawing, each clutching a bone in one of their claws. The undertaker as he approaches is robed heavily but as Griswald raises his head Timishko smells the grave stench emanating from the creature. It’s grey skin, yellow eyes and ragged decayed teeth belonging to an undead ghast.
It looks at Timoshko, perhaps feeling a kinship to the barbaric cannibal.  “ah. The gnomes.”  He says in a thin raspy voice.  “They assailed the wrong character I feel. Very well. A small pit is all they’ll require.”  he adds with a satisfied nod as he surveys the bumpy field next to his shack.

——-

Approaching the smithy some of the others can hear the ringing of metal upon metal and see the smith hammering a barrel stave. He looks up, still that prenatural cool in the forge despite the raging furnace. His crisp cultured tones ask  “Ah, a change in management of the boarding house. You seek assurance that there will be no reprisal. I assure you that family will not be missed and you may rest east. But… you must run the house. Whether you run it or pay someone on your behalf the continued good will in the camp requires a boarding house”  

———

For Izzy as she gazes out into the wastes she can look to the east or west onto the barrows or the bone white dusty plains. Both offer options and you’ve learnt of the Druid grove in the bone waste or the manor that you now own in the battle fields to the North east
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla raised an eyebrow at Tsythus’s comment, wondering why he had presumed they would all be running the boarding house.  She had no intentions of spending her days hosting the saltiest of folk seeking their fortunes in the Wastes.  However, she kept quiet, following the group that headed to the smithy.  There she learned about the currency of the Camp, and smirked as the smith levied responsibility of the boarding house upon the gnomes killers.  Walking over, she dropped 60 gold in the one chest and withdrew ten iron chips and 20 iron shards that she pocketed afterwards.

Done with the exchange, she exited, ready to join the others.  To Izzy, she commented,  ”You mentioned heading out to the wastes.  After you settle up how to deal with the boarding house, I'd like to join whoever is heading out.  This camp is lovely, but not so much that I want to spend more time in it than not.” 

 
  OOC -  Swapping coins and ready to move out.

 Effects:  Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15  HP 46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/6 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic,
1 (4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages:   Common Abyssal, Infernal, Draconic, Elven,
 
Farmerbink
Timishko blinks, the only sign of his undeniable surprise.  " Nothing should surprise me here, " he murmurs.  The bodies apparently dealt with, he hurries to the urser, just in time to hear his unexpected reassurances.  " It's for good will, is it? " he rumbles, incredulous- announcing both his presence and displeasure with the declaration.

After Darsalla makes her own exchange, he begins prowling back to their unexpected base of operations.  " Might as well make the place more suitable, " he grumbles.  " It is nice to not worry about where we'll sleep when we're here, " the brute adds, thoughtfully.

 
 Spoiler: OOC 
So he said we have to run the place, but nothing really past that.  I think we should build out the boarding house into more of a keep, given half the chance.  At least fortify the main entrances, and consider digging a private well in the basement.

If anyone wants to take leadership, a cohort expert or rogue that can run the day-to-day would be outrageously ideal.  Until something like that takes place, I think we're stuck making day trips, at best, into the wastes.
 
DrK
Part of the morning is spent in the boarding house cleaning out the last of the gnome's effects and burying some of the parts of past victims found stashed in various locations. With that done Izzy looks out towards the north east across the bone white plains that form the ashen waste. The southeastern quadrant of the Desolation is by far the most desolate.  It is called the Ashen Waste with good reason. A seemingly continuous wind crosses this region carrying with it a perpetual cloud of a fine, powdery dust. Bone storms occur most frequently in this region. The omnipresent dust gets into everything and covers it with a fine coating of chalky powder. It is not uncommon for travelers here to have coughing fits as a choking coat forms inside an open mouth. It is also often difficult to see. Even when the wind is not blowing, a constant haze hangs in the air creating a feeling as if one is within a fog bank. It is to here that the main camp of the Army of Light was moved after the Chaos Rift was formed. The few wells and springs were jealously guarded, and many were overused until their water supply was exhausted and they went dry. The constant movement of tens of thousands of men and horses trampled the already-dry ground into the fi ne dust that exists today. When rains do come they create clumpy mud and quicksand pits, but these quickly dry and return to their powdery state — other than the occasional quicksand pit that remains nearly undetectable on the field as a hazard to visitors.

 

From the information Izzy had received she knows the ruins of the manor that she has been sent to reclaim is not too far into the ashen wastes, only a scant 9-10 miles into the waste by the Tomb of the Sleeping Knight (A4). The Tomb built in the grounds had been built by the archmage Zelkor, one of the generals of the light. This lonely monument is all that is left of a contingency plan left behind  by the mighty Zelkor to ensure that Tsar and the surrounding plains did  not fall back into enemy hands after a passage of time when others might  have grown less wary.


 
 Spoiler: Know History DC 22 

To this end the archmage commissioned a war  captain and his company to serve as a reserve force. The war captain,  a powerful aasimar fighter named Argos, volunteered for the duty and  was placed in a magical state of suspended animation. His company of warriors was likewise placed in a similar state. Zelkor placed them in a reinforced bunker with a magical timing device that in fifty years would release Argos from his sleep. He could then wake his comrades, and a battle-ready force, who had not forgotten the terrible battles and grim events. However, something clearly went wrong and they never awoke!
 

 Travelling in the ashen waste
Its like gravelly untracked desert. So a DC20 survival to navigate anywhere - overland travel is at 2/3 speed so its a 4 hour walk if you can navigate successfully
The temperature is cold, all the time and a thin cloud of dust hangs in the air  limiting visibility to ~200ft

Weather and random encounters are a thing

 
u-b
Roger is fairly confident he can get Izzy there by night without hitting any natural hazards, assuming nothing untoward has happened with his lot that would require to delay the mission, and he declares as much. He is less confident about camping his lot in the dust, but can do something about it in less then one hour total.

 
 Spoiler 
The plan is...
1. To have a lunch, not taking undue time while at it.
2. To make everyone of his (one man, two dogs, one horse, one bird) some breathing protection from some bedsheet(s) we now have.
3. To take 10 on survival for a total of 22.
4. To take 10 on perception for a total of 30 with the animals making their own checks, to assist or otherwise.

The usual arrangement of the dogs sniffing on the sides, Roger looking ahead and the bird circling overhead, but maybe a bit tighter than in normal visibility conditions.
 
Farmerbink
Timoshko retrieves his hooded-and-masked cloak in preparation for travel in the ashen wastes.  " It's not perfect, but no part of this hell hole is likely to be that, " he grumbles, fastening it tightly over his mouth and nose.  With his map and compass, jealously guarded against the harsh and sandy winds, the brute prepares to trudge at the group's rear, using his height and speed to watch over the rest of their company.

" Are we planning to camp in the estate when we arrive?  Travel back to the boarding house will be impossible during day light, starting now. "
SanguinePenguin
Tsythus stares into the wastes through his doctor’s mask, the eager grin on his face unseen by all,  “a bivouac at this manor will likely be needed.  While I wonder how lethal ‘out after dark’ could really be, testing this should be avoided until we have a sure fire exit strategy.  This really is an inhospitable land,”  Tsythus squats to collect a vial of the bone dust,  “ bone and silt definitely… but something more?  It largely exceeds the rumors, surely there are better places to set up a homestead, Miss Isabelle.  You have quite the menagerie, Roger - lead on.” 
 
 Spoiler: OOC 
Survival aid to Roger:  (1d20+9)[ 10 ] 

Edit:  Oh good, Tsythus is as lucky as Hastur…although RAW, he still succeeds at aid another since it only requires a roll of 10 and skills don’t automatically fail on a 1.
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla stood with the others as they peered out into the wastes, apparently all of them seeing something she didn't see.  Or perhaps they were posing for the moment, in hopes that someone would walk by and be struck by inspiration to paint the tableau.  She crossed her arms for a moment, staring determinedly ahead, then dropped them with a snort.  However a glance at Tsythus and Timoshko struck a cord.   ”I see you all have masks, and I'm guessing we're not headed to a masquerade ball ... anyone know if they sell things like that around here?” 

Aside from wanting any items that could help mitigate the natural (or unnatural) hazards and risks of the Wastes, Darsalla is ready to go.

 
  OOC -  Are there masks for sale to help combat the dust?  Or would masks from torn sheets/fabric do the tricK?  Anything else of interest to Waste travelers?

 Effects:  Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15  HP 46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/6 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic,
1 (4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages:   Common Abyssal, Infernal, Draconic, Elven,
 
DrK
After a basic but filling lunch using the boarding house supplies to create an edible sort of bean stew with flat bread you make ready to head into the waste. The flat sullen eyes of the Camp's inhabitants watch you, the ghoulish undertaker pausing from digging the graves for the Bender brothers to offer you a wry wave and point to a clear patch of dirt as if to suggest there is plenty more room for you. Following Roger's tracks you start winding out into the ash wastes, within a half mile of leaving the camp and the road to the north your legs caked with fine white powder up to the thighs and gusts of wind sending zephyrs of bone dust swirling amongst you and setting people coughing despite the scarfs wrapped around their faces.

The constant wind gives everything a shimmering haze and cuts down the visbility. The attack when it comes is without warning! As you are trotting along on you horses or on foot behind Roger there is a sudden hiss of displaced air and a shroud of darkness settles over Roger,  Timoshko and Tsythus as the lead the party and three large lither red skinned shapes are visible in the shadows. The three creatures looking like flayed humaoids each armed with long barbed spears!

 

As they crash around you Tsythus, Izzy and Darsalla are the first to react....

 OOC

Three babau demons have teleported into attack you. With their impressive stealth modifier (+22 before weather and distance) they were able to ambush but sadly had to use their surprise actions to teleport in
They appear 15ft directly in front of Roger, and 15ft to the left and right of the party but nearest to Tysthus and Timoshko

After the surprise round Tysthus, Izzy and Darsalla beat the Babau's initiative

 
RCgothic
"Woah, watch out!" Izzy calls, quickly pulling out an extract. As she drinks it, she doubles in size and reach, moving to threaten several of the babau demons with her spear!

 
 Spoiler 

Standard: drink extract
Move: To threaten at least two with her enlarged reach.
 
SanguinePenguin
When the demons appear, Tsythus reacts quickly by grabbing a vial from his bandolier, seeing Izzy grab her own he adds,  ”prosit!” , raises the vial for an instant in a toast, and downs the contents.  He emits a low, long grunt, as if pained, draws his blade and moves next to the embiggened Izzy.

 
 Spoiler: Actions, round 1 
Standard:  Drink bull’s strength + strength mutagen:  +8 str -2 int
Move: draw falchion, move next to Izzy, and not adjacent to any of the Babaus.

 
 Spoiler: Tsythus, round 1 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  39/39,  Speed  40
 AC  19,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +12 (2d4+10, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 22 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  Bulls strength - +4 strength
Strength mutagen - +4 strength, -2 int

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
- Open
- Open
- Open

Level 2:
X - Bull's Strength + Str Mutagen
- Alchemical Allocation
- Open
- Open

Mutagenic Mixology - 1/2 remaining
Boro Bead (1st) - 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla hissed as the demons appeared from the dust, shaking her head in disgust at missing them.    ”Hullo, cousins ...”   she muttered as she cast a spell and stepped forward with her chain spinning rapidly.

 
  Round 1 -  Casting mage armor and stepping forward to join the line.  Current reach is 10'

 Effects:  mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/6 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic,
1 (4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
DrK
THree of the pary move up forming a wall to support the rest of them, Darsalla summoning an armour of force as she steps beside Izzy and Tsythus feeling his muscles surge and swell from his mutagen. Izzy in the centre suddenly ripples and expands, her small frame now a towering 10ft tall with a 15ft long barbed spear clutched in her hand! The demons skid to a halt, all snarling abysaal, all of you hearing a low growling   Blood for the Lord of skulls, blood for the prince of the abyss and blood, for... me   in the cackling babau's voices in your heads.

Then with teamwork and synchronicity the three demons strike forward, Izzy able to to take strike at them as close rapidly... Lunging spears lashing at Izzy, Timoshko and Darsalla

 OOC
Babau all move to 10ft and attack. If she has enough AoO Izzy can get an AoO on all 3

bab1: vs Izzy  (1d20+12)[ 15 ]  dam  (1d8+7)[ 15 ] 
bab2: vs Darsalla  (1d20+12)[ 25 ]  dam  (1d8+7)[ 15 ] 
bab3: vs Timishko  (1d20+12)[ 27 ]  dam  (1d8+7)[ 14 ] +  (2d6)[ 3 ]  sneak


 
u-b
Since Roger was some distance ahead and the demons teleported at the core of the party, Roger is now somewhere behind their backs. He turns the horse around and guides it a bit closer to have a clearer shot and is presented with his choice of targets. The demons being obviously demons, Roger knows well how to get them hurt. That leaves choosing which one he'll hurt and when he will do it...

 
 Spoiler 
Delay until everyone else.
Full attack the demon that seems to be hurt the most.

Arrow:  (1d20+11)[ 29 ]  for (1d8+5)[ 9 ] +  (2d6)[ 6 ]  (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +2/+2+2d6 bane)
Arrow:  (1d20+11)[ 12 ]  for *scrubbed* +  (2d6)[ 9 ]  (incl. -2/-0 rapid shot, +1/+1 point-blank shot, +2/+2+2d6 bane)

I think durable cold iron arrows won't survive the contact with the babau, but that's the only cold iron option Roger now has, so he instead uses normal arrows utilizing a +3 effective enhancement bonus (bow + bane) to overcome the DR.
 
Farmerbink
Timoshko smiles, recognizing a strange familiarity in the creature's apparent thirst for blood.  " Let it be spilled! " he roars, as he swells alongside Izzy.  As his own blood flow with demeaning taint, he suddenly stands well taller than the demons, and lashes out with his scythe in a mirror to their assault.

 
 Spoiler: Timoshko, round 1 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  35/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)

Bloodrage (claws, demonic bulk): 15/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 2/2

RAGE!
 (1d20+11)[ 18 ]  scythe power attack (now 10' reach)
 (1d20+11)[ 15 ]  CC (31, x4)
 (2d4+15)[ 21 ]  damage
 (6d4+45)[ 58 ]  crit bonus

 (1d20+6)[ 19 ]  scythe power attack
 (1d20+6)[ 23 ]  CC (26,x4)
 (2d4+15)[ 19 ]  damage
 (6d4+45)[ 59 ]  crit bonus
 
RCgothic
With her enlarged size Izzy is able to attack one of the demons as it closes, but her normally quick reflexes have been dulled by additional bulk and she's too slow to attack another.

 
 Spoiler 
Combat reflexes gives extra AoOs equal to myDEX modifier... Which in this case is zero.

AoO with greatspear:  (1d20+6)[ 14 ]  (-2PA) damage  (3d6+12)[ 22 ]  (+6TH PA)
 


Fortunately the attack against her just scrapes off her armour, so she steps back and makes another strike at the demon attacking her.

 
 Spoiler 
5ft step back.
Attack with greatspear:  (1d20+6)[ 15 ]  (-2PA) damage  (3d6+12)[ 26 ]  (+6TH PA)
 
SanguinePenguin
Tsythus grunts, anyone watching closely who ups note his thick coat sitting tightly on him.  He sprints to the nearest Babau and swings his blade with an animalistic howl.

 
 Spoiler: Actions, round 1 
Free:  rage
Move: encroach on Babau
Standard: attack  (1d20+14)[ 15 ]  damage  (2d4+13)[ 19 ]  on crit (32+)  (1d20+14)[ 33 ]  damage  (2d4+13)[ 21 ] 
 
 Spoiler: Tsythus, round 2 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  51/39,  Speed  40
 AC  17,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  Bulls strength - +4 strength
Strength mutagen - +4 strength, -2 int
Rage 5/6

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
- Open
- Open
- Open

Level 2:
X - Bull's Strength + Str Mutagen
- Alchemical Allocation
- Open
- Open

Mutagenic Mixology - 1/2 remaining
Boro Bead (1st) - 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  5/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla grunted at the strike before smiling at the demon before her.   ”Ah, so you like it rough … I can work with that.”   One hand getured and she lashed out with the chain twice, one leaving a strange character in abyssal if it made contact.  After, she stepped back to keep in line with her companions.

 
  Round 2 -  Full attack w/spell strike.  Casting arcane mark
  Attack 1  - (1d20+9)[ 10 ] ,   Damage  - (2d4+5)[ 11 ] 
  Attack 2  - (1d20+9)[ 21 ] ,   Damage  - (2d4+5)[ 11 ] 
 Effects:  mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 31/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 7/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (3/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
DrK
The three demons launch their attacks on the line of adventurers into the desolation. Spears clash and Timishoko and Tsythus both lose themselves to their rage. The pair of ragers swing and hack at the ichor covered blood demons but in their frezy the blades go wide. Izzy jabs forward with controlled thrusts but they are brushed aside by the demons' own spears. Darsalla and Roger are more fortunate, the spiked chain catching one in the knee although some of the damage is ablated, the demon then grunts as the arrow thuds into from Roger fired from where the ranger is standing further up the dust covered plain.

Seeing the lone ranger one of the babaus turns and charges Roger atop his horse seeking an easy target, his back exposed leaving Izzy and Darsalla the chance to thrust at his exposed back as he turns and runs at the ranger, it proves to be his undoing as Izzy jabs forward and with a brutal thrust of her spear impales it through the neck causing it pop out of existence in a wet splatter of dried acidic blood.
The other two continue battling the party infused by hatred for all things living. One jabbing at Timoshko with its spear, the other matching Tsythus's rage dropping its spear and stepping in close to tear apart the alchemist with bite and claw, its body stinking with the acidic ichor that it exudes.

 OOC

 Demon 1 turns and charges Roger. Izzy and Darsalla get AoO
 (1d20+14)[ 23 ]  dam  (1d8+7)[ 15 ]  
EDIT: he does not do this as the AoO critical killed him

Demon 2 vs Timoshko and Izzye
Timishko  (1d20+12)[ 24 ]  dam  (1d8+7)[ 13 ] 
Izzy  (1d20+7)[ 8 ]  dam  (1d8+7)[ 9 ] 

Demon 3: Drop spear, 5ft to Tsythus
bite  (1d20+12)[ 15 ]  dam  (1d6+5)[ 11 ] 
claw  (1d20+12)[ 25 ]  dam  (1d6+5)[ 11 ] 
claw  (1d20+12)[ 32 ]  dam  (1d6+5)[ 11 ] 
 
DrK
 
 Spoiler: Crit threat on Tysthus 

claw  (1d20+12)[ 27 ]  Extra damage   (1d6+5)[ 7 ] 
 
u-b
When the demon starts towards him, Roger gets ready to duck behind the horse. But then the demon does not survive beyond a pair of steps.  Meanwhile, Jumbo starts to dive in.  "Not now, Jumbo! Keep safe, we are winning!"  The bird makes a pass over the scene while the dogs approach it from both sides and from a "safe" distance, barking vigorously. Roger observes how it goes and then condemns the remaining demon(s) to hell, both in word and in action.  "This fate will befall the lot of you!" 
 
 Spoiler 
Swift: Judgment (Justice)
Full: attack the most damaged demon, again on the last initiative of all

Dogs: not willing to attack unnatural creatures; they sort of flank at a distance and all-out bark
Jumbo: makes a dive but is commanded to abort the attack
 The hores: retaliates in full

Hoof:  (1d20+5)[ 23 ]  for  (1d6+5)[ 10 ]  cold iron ref  (1d20+7)[ 27 ]  or   (1d8)[ 7 ]  acid 
Hoof:  (1d20+5)[ 17 ]  for  (1d6+5)[ 8 ]  cold iron ref  (1d20+7)[ 22 ]  or   (1d8)[ 8 ]  acid 
Conditional Bite:  (1d20+5)[ 7 ]  for   (1d4+5)[ 7 ]  ref  (1d20+7)[ 8 ]  or  (1d8)[ 5 ]  acid  (if not hurt in the attacks above) 

Arrow:  (1d20+13)[ 30 ]  for  (1d8+5)[ 6 ]  +  (2d6)[ 3 ]  (+1/+1 point-blank shot, -2/+0 rapid shot, +2/+0 inquisition: justice, +2/+2+2d6 bane)
Arrow: (1d20+13)[ 27 ] for (1d8+5)[ 12 ] + (2d6)[ 6 ] (+1/+1 point-blank shot, -2/+0 rapid shot, +2/+0 inquisition: justice, +2/+2+2d6 bane)

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
 
RCgothic
Izzy stabs the retreating demon clean through its neck, then steps behind Timoshko and thrusts over his head at the demon attacking them both.

 
 Spoiler 
I forgot the +1 enhancement bonus to attack roll last turn. &gt;.&lt;

AoO with -2PA  (1d20+7)[ 27 ]  damage  (3d6+12)[ 18 ]  confirmed  66  total

Attack with -2PA  (1d20+7)[ 14 ]  damage  (3d6+12)[ 24 ] 
 
SanguinePenguin
Tsythus moans in pain.  Even through the frenzy, he can tell that strike was bad.  He swings his blade as controlled as he can, attempting to damage the Babau in kind.

 
 Spoiler: Actions, round 3 

Standard: power attack  (1d20+12)[ 15 ]  damage  (2d4+19)[ 25 ]  on crit (32+)  (1d20+12)[ 23 ]  damage  (2d4+19)[ 27 ] 
 
 Spoiler: Tsythus, round 3 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  23/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  Bulls strength - +4 strength
Strength mutagen - +4 strength, -2 int
Rage 4/6

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
- Open
- Open
- Open

Level 2:
X - Bull's Strength + Str Mutagen
- Alchemical Allocation
- Open
- Open

Mutagenic Mixology - 1/2 remaining
Boro Bead (1st) - 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  4/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla smirked as one of the demons ran off after Roger and was immediately gutted by Izzy.   ”That's what you get for running out on a girl in the middle of a date!”   Slipping around, she noticed one of the demon's going full feral on the good doctor.  She stepped to flank the beast, attacking twice as she cast another mark of the beast ... on the beast!

 
  Round 3 -  Presuming she used an arcane point (for +2 extra to her weapon on round 2) which gives her spiked chain a +3, which should overcome Cold Iron DR.  5' Step and full attack w/spell strike (hopefully flanking).  Casting arcane mark
  Attack 1  - (1d20+11)[ 16 ] ,   Damage  - (2d4+7)[ 9 ] 
  Attack 2  - (1d20+11)[ 16 ] ,   Damage  - (2d4+7)[ 15 ] 
 Effects:  arcane bonus (+2 extra to spiked chain, 9 rounds); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 31/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (3/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
Farmerbink
Timoshko lets out a triumphant howl.  " Well struck, Izzy! " he bellows, unworried for the blood that flows from the demon's most recent spear thrust.  Grinning in his manic way, he lashes out with the gleaming scythe once more.

 
 Spoiler: Timoshko, round 2 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  23/51  temp: 24/24? ,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)

Bloodrage (claws, demonic bulk): 14/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 2/2

RAGE!
 (1d20+11)[ 23 ]  scythe power attack (now 10' reach)
 (1d20+11)[ 20 ]  CC (31, x4)
 (2d6+15)[ 24 ]  damage
 (2d6+15)[ 18 ]  crit bonus
Will use hunger if it hits

 (1d20+6)[ 24 ]  scythe power attack (now 10' reach)
 (1d20+6)[ 15 ]  CC (26, x4)
 (2d6+15)[ 26 ]  damage
 (2d6+15)[ 21 ]  crit bonus
 
DrK
One of the demons whips round to charge at Roger, it manages three steps before the spear punches through its neck reducing to strange demonic ichor as its form loses cohesion. The other two snarl and how with rage, spears striking the explorers.

The  return attacks are not as efficient, Tsythus attacks but wounded his strikes swing wide, Izzy, her spear off balance by the weight of the dying demon is likewise off balance as her thrust is parried. The savage blows from the hulking raging barbaric tribesman are not as easily blocked and the scythe hacks into the demon even as the other demon is assailed by the crackling spiked chain that pulses with magical power from Darsalla as its whipped twice leaving sets of tracks from the chain decorating it chest. The demon grunts further as a pair of arrows punch into into its back.

Despite the damage the demons worship carnage and savagery and lash out, one thrusting at Timoshko and one lashing out at the halfling, both stepping in closer towards their foes seeking to manever round to use their allies for cover against Roger and his demon bane arrows.

 OOC
Vs Timishko  (1d20+12)[ 32 ]  dam  (1d8+7)[ 14 ] 
Vs Timishko  (1d20+7)[ 11 ]  dam  (1d8+7)[ 10 ] 

Vs Darsalla bite  (1d20+12)[ 16 ]  dam  (1d6+5)[ 10 ] 
Vs Tsythus claw  (1d20+12)[ 21 ]  dam  (1d6+5)[ 6 ] 
Vs Darsalla claw  (1d20+12)[ 25 ]  dam  (1d6+5)[ 9 ] 
 
DrK
 OOC

Crit threat on Timoshko  (1d20+12)[ 14 ]  dam  (2d8+14)[ 26 ] 
 
u-b
This suddenly wasn't looking so good. Roger starts to direct Daisy closer to the action, making two shots on the way.

 
 Spoiler 
Full: attack the most wounded demon with the bow (no penalty within single move of the horse)
Horse: move to flank the most wounded surviving demon, then kick it

Arrow:  (1d20+13)[ 15 ]  for  (1d8+5)[ 13 ]  +  (2d6)[ 5 ]  (+1/+1 point-blank shot, -2/+0 rapid shot, +2/+0 inquisition: justice, +2/+2+2d6 bane)
Arrow:  (1d20+13)[ 30 ]  for  (1d8+5)[ 6 ]  +  (2d6)[ 6 ]  (+1/+1 point-blank shot, -2/+0 rapid shot, +2/+0 inquisition: justice, +2/+2+2d6 bane)

Hoof:  (1d20+7)[ 14 ]  for  (1d6+5)[ 6 ]  cold iron ref  (1d20+7)[ 14 ]  or  (1d8)[ 5 ]  acid (+2/+0 flank)

Uhm, people?
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla smiled again, her eyes flashing red as the creature raked one of its claws across her exposed arm.  Twirling her chains, she kept the creature trapped between herself and Tsythus, murmuring aloud,    "Awwww, he thinks he likes it rough.  How sweet ...”  

With dazzling speed, the chains flew out again, another mark upon the demon ... this time, the rune for fool appeared upon it's chest.

 
  Round 4 -  Step to flank with the doctor.  Using the spiked chain w/cold iron DR equivalency; full attack with spell strike while flanking.  Using arcane mark again.

  Attack 1  - (1d20+11)[ 20 ] ,   Damage  - (2d4+7)[ 11 ] 
  Attack 2  - (1d20+11)[ 20 ] ,   Damage  - (2d4+7)[ 15 ] 
 Effects:  arcane bonus (+2 extra to spiked chain, 8 rounds); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 22/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (3/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
SanguinePenguin
Shrugging off the previous attack, Tsythus’s mutated form swings his blade in a powerful overhead chop.

 
 Spoiler: Actions, round 4 

Standard: power attack w/ flank  (1d20+14)[ 23 ]  damage  (2d4+19)[ 26 ]  on crit (32+)  (1d20+14)[ 21 ]  damage  (2d4+19)[ 27 ] 
 
 Spoiler: Tsythus, round 4 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  17/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  Bulls strength - +4 strength
Strength mutagen - +4 strength, -2 int
Rage 3/6

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
- Open
- Open
- Open

Level 2:
X - Bull's Strength + Str Mutagen
- Alchemical Allocation
- Open
- Open

Mutagenic Mixology - 1/2 remaining
Boro Bead (1st) - 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
RCgothic
Izzy makes a powerful thrust over the heads of her companions in front at one of the demons still standing.
 
 Spoiler 
 Power Attack -2  (1d20+7)[ 23 ]  Damage +6PA  (3d6+13)[ 24 ] 
 
Farmerbink
Timoshko grins in manic fury as the demon's thrust runs clean through his abdomen.  " I'll see you in the endless deeps! " he roars, delivering another pair of truly savage slices with his own blade.

 
 Spoiler: Timoshko, round 3 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  8/51 ,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)

Bloodrage (claws, demonic bulk): 13/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 1/2

Judgement of destruction for more damage!

 (1d20+11)[ 19 ]  scythe power attack (now 10' reach)
 (1d20+11)[ 22 ]  CC (31, x4)
 (2d6+16)[ 22 ]  damage
 (6d6+48)[ 64 ]  crit bonus
Will   SOOOOOOO   use hunger if it hits

 (1d20+6)[ 8 ]  scythe power attack (now 10' reach)
 (1d20+6)[ 23 ]  CC (26, x4)
 (2d6+16)[ 21 ]  damage
 (6d6+48)[ 64 ]  crit bonus
 
DrK
Like a well oiled machine the various adventurers into the desolation work as a team, Roger launching an arrow into one of their backs before riding in distracting the demon from the scythe wielding raging madman whilst Tsythus and Darsalla flank the other. All of the heroes strikes land true and as the demon is crushed under the scythe the other falls to the long thrust of Izzy’s (currently very long) spear

As both of the demons melt into the ash white dust, their forms losing cohesion as their “souls” are drawn back into the abyss the sound of the hissing sand is once more all that is left. The desolation’s first encounter a savage one and perhaps a taste of what is to come as you look into the distance where Izzy’s land awaits
RCgothic
"I hope there aren't too many more of those on my land," Izzy says, wrinkling her nose at the dissolving demons.

"It's everyone okay? Those things were nasty!" she asks to ascertain the state of the party.
Farmerbink
In stark contrast to the blood trickling from his puckering wounds, Timoshko laughs in manic glee!  " I've never felt  more  alive! " he bellows.  " This land is full of blood and death!  It will prove a grand, and worthy challenge! "  He peers over the dry, desolate sands, apparently willing to let himself continue bleeding until his body stymies the flow naturally.

 
 Spoiler: OOC 
 I  would greatly appreciate someone healing Timoshko.  He's at 9/51 HP, and I'd rather he didn't die immediately next time we find a threat.   He  is a complete maniac, but I'm only mostly crazy. 😁
 
u-b
Roger provides some heals for the wounded, then examines the demons' spears to see if they are of value.

 
 Spoiler 
Timoshko:  (2d8+6)[ 19 ]   (1d8+5)[ 8 ]   (1d8+5)[ 10 ] 
Tsythus:  (2d8+6)[ 13 ] 
Darsalla:  (2d8+6)[ 18 ] 

Feel free to request more healing, it is available.

Detect magic and a good look at the spears.
 
DrK
Bending down to examine the spears Roger can see that they are very well made, the tips covered in hooked barbs to rend and tear and the shafts made of a light metallic alloy inscribed with a few harsh looking abysaal runes. But sadly for Roger they are also mundane, masterwork in quality but not enchanted. Much of their power coming from the demon's other worldliness. The desolate dust plans continue to stretch out for miles around, small hummocks and other things on the horizon that might be buried ruins or burial cairns or just dunes of bone white dust the only break from the grey ash like plain and smouldering grey skies streaked with red.

Looking about Roger determines the path onwards and points out that direction if you choose to continue
u-b
Roger throws the spears* into the wagon and leads on, the same usual way, if much less confident in his ability to spot an ambush.

 
 Spoiler 
*Please have them recorded with the rest of the loot.
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla stretched nodding her thanks to the healing as she peered around.  To the ragers, she commented,  "It is funny how the closer to death one is, the more aware of mortality they are.
 Trick is avoiding that last step towards the abyss ... it's a doozy!” 

Glancing at the spears, she nodded in appreciation.  Perhaps they would fetch a pretty pile of iron back in the camp.  Barring that, they were at least of a quality that could be enchanted.  Gathering with the others, she was ready to follow once more into the desolation.

 
  OOC -  Back from vacation and catching up.  good for hps right now.

 Effects:  mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 40/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (3/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
Farmerbink
Timoshko starts a bit when Roger offers healing.  " Of course.  Thank you, " he rumbles, satisfied and relieved by the aid.  He smirks at Darsalla's comments.  " Shove your enemies over the edge first, at least, " he adds with a low peal of rumbling laughter.

He turns in the direction Roger indicated.  " Let's find out who's next, shall we? "

 
 Spoiler: Timoshko, after the fight 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  46/51 ,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)

Bloodrage (claws, demonic bulk): 13/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 1/2
 
SanguinePenguin
Tsythus relaxes once the enemies vanished.  With his muscles still swollen, it is hard to think as clearly.  The effects will last a few more minutes, but he can not afford to wait.  His injuries could wait.  More reticent than usual, he removes a vial and proceeds to collect some of the dust that the demons melted into.  Arduously, he collects as much of a sample as he can, with as little ground bone as possible.

 “Fascinating!  Did any essence of demon get in here!  I will have to run some tests...”   He holds up the powder contentedly.  While he investigated, Roger mended many of his wounds.   "Thank you, Roger!  I should concoct some more for myself... mix yarrow and oil of vitriol here, and bit of gypsum there... cassel yellow and arnica... and some mint for taste."   He downs the two potions, then sets about making another potion, following a little more complicated or a recipe this time.

 
 Spoiler: Tsythus, end of combat actions 
End rage
Collect vial of dust probably containing no demon
Brew 2 CLW extracts and drink them
 (1d8+5)[ 9 ] 
 (1d8+5)[ 6 ] 
Make another bull's strength + str mutagen after this one wears off

 
 Spoiler: Tsythus, end of combat 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  33/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  Bulls strength - +4 strength
Strength mutagen - +4 strength, -2 int

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
- Alchemical Allocation
- Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
DrK
The lonely winds blowing their powdery dust are all the company  you have in this ashen plain. Not even a small hill breaks the  monotony around you. This changes as Roger spies something on the  ground ahead. It looks like it may be bodies — recent if the dark  stains visible upon them are any indication. Slowly approaching, the ranger trotting some 60ft ahead of the others atop his horse he can get a closer look as he closes to within 30ft, his nose wrinkling at the carrion smell on the breeze.

Approaching, Roger finds two corpses lying on the ground. Both are  but a few days dead with the blood on their clothing and armor mostly  dry and a light layer of the white ash stuck to the tacky ooze. They are a  chainmail-clad dwarf and a leather-clad human. The human bears many thin stab wounds and still  clutches a bloody rapier. The dwarf has vicious, deep cuts and gouges and  still clutches the broken haft of a battleaxe.
u-b
Roger scans the site for magic and sends the dogs to sniff around the dead. He does not yet dismount or move any closer.

Whatever the outcome, if it is not violent, Roger then casts a  spell .

 
 Spoiler 
Sift: perception 20 - 5 + 10 = 25 to "search" the bodies
 
DrK
Sifting the bodies and the local area Roger hears a low growling and the dog stands by single set of tracks veering off to the North East. Sifting the dwarf reveals reveals the blade of the axe sunk deep into the
calf of his right leg, seemingly self-inflicted. A careful study identifies that these two combatants were not engaged with any foes that left tracks. They just seemed to be fighting themselves. Searching for magic Roger can pick up a faint magical aura from around the humans leather armour and around the dwarf's broken battle axe. A further glow illuminates around the bandolier that contains 3 potions.

 
 Spoiler: Loot 

Broken Battle axe +1
MW silver rapier
Broken Leather armour +1
Potions (Protect from Evil, Cure moderate, Resist energy)
 


Looking further aside from the three tracks leading to the scene of what appears to be a self inflicted battle (from your direction) and a single set heading north east there seems little else there.

 
 Spoiler: Know (local) DC18 


The bodies match a band of adventurers that left camp a few days before you arrived. — Farren (the rogue), Gorbit Stonebiter (the dwarf), and Vilgara (an elven sorceress)

 
 Spoiler: Know (Local) DC 23 



They haled from a village southwest of Bard’s Gate called Crimmor, and  that they came to the Desolation in search of a magical crown said to  be buried with a deceased angel.

 
 Spoiler: Know (History) DC 26 


They mean the crown of Azarkite, said to be with him in Tranquility's Face a small cemetery in the waste that has resisted the desolation. This graveyard holds a few hundred of the first soldiers of the Army
of Light to fall. Among them was a trumpet archon named Azarkites.  The fountain statue serves as a fairly accurate portrayal of him. Several  cemeteries were established throughout the battle plains until the attack  that formed the Chaos Rift occurred and the attackers realized they would  never be able to properly inter the vast numbers of dead
 

 

 
u-b
Roger narrates his findings to everyone and, particulatly, Timoshko. He takes the potions. Unless someone is interested in the remainder, it's getting thrown in the wagon*.  "Do we also pack bodies themselves to bury at Izzy's?"  He also wants everyone's opinions on when and whether we follow the tracks.

 
 Spoiler 
*Someone please take a note of that.
 
RCgothic
"I think burying them would be the respectful thing to do," Izzy replies, storing the potions carefully among her extracts.
Farmerbink
" Perhaps, but where does that single track lead?  Let's not waste time with the dead when there are still others to deal with. "  Timoshko offers the fallen only a cursory glance as he peers in the direction the single trail leads.
DrK
The two bodies are rapidly stripped of valuables, eyes and nose watering slightly at the decaying smell from them. Its the horse that whinnies initially as it catches a whiff of decay on the wind. Seconds later the howling reaches everyone's ears and some 160ft distant 9 low slung shapes can be seen loping towards the cart and cluster of adventurers..

As they get slightly closer (~140ft) you can see the sores and open patches of flesh where bones jut through as the pack of undead ghoul wolves approaching, 7 of them massive hulking beasts the sze of a great dane or wolfhound, the two in the middle even larger. Massive mottled beasts of fur and muscle easily the size of Roger's horse!

 OOC
The pack of ghoul wolves is 140ft away. 7 medium and 2 large
 
 Spoiler: Know Religion DC 17 


GHoul wolves are undead wolves that eat carrion and people. They have undead immunities

 
 Spoiler: DC21 

Their bites can cause paralysis and disease. They can trip people with their bites

 
 Spoiler: DC 25 

The biggest of them are called Shadw wolves and have some essence of the shadow plane tied to them that can confuse enemies at range. 20% miss chance vs ranged attacks.
 

 

 

 
 Players may go in any order 
u-b
First, Roger tries to shoo these things away, both with words and with actions. And second, while at it, he moves a bit behind other fighters.

 "You either get lost or get done with!"   (and two arrows follow) 
 
 Spoiler 
Swift: judgment
Full: attack a small one

Horse: move action to avoid possible charge

Arrow:  (1d20+8)[ 9 ]  for  (1d8+2)[ 9 ]  (-2/+0 rapid shot, +2/+0 inquisition: justice, -2/+0 range)
Arrow:  (1d20+8)[ 22 ]  for  (1d8+2)[ 4 ]  (-2/+0 rapid shot, +2/+0 inquisition: justice, -2/+0 range)
 
Farmerbink
With a manic grin, Timoshko turns to face the oncoming pack.  " Another round of meat to the grinder! "  He calls briefly upon some twisted divine presence, and glares evilly at the oncoming 'hounds.'

 
 Spoiler: Timoshko, round 1 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  46/51 ((59/63)) ,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)


Bloodrage (claws, demonic bulk): 13/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 1/2
Inquisitor spells: 2/3
Bloodrager spells: 5/5

 Free action: Bloodrage!
Charge + power attack the lead "wolf"
 (1d20+13)[ 19 ]  scythe (with reach)
 (1d20+13)[ 29 ]  CC (33, x4)
 (2d6+15)[ 22 ]  damage
 (6d6+45)[ 69 ]  crit bonus
If it's a hit, use the hunger for temp HP! 
   Most of that isn't applicable, due to distance I overlooked.  Instead:   
Timoshko will cast Divine Favor from the inquisitor side, and stay put.

Presumably one of them will close to melee and Tim will get an AOO:
 (1d20+11)[ 16 ]  scythe (no charge bonuses)
 (1d20+11)[ 28 ]  CC (31, x4)
 (2d6+15)[ 21 ]  damage
 (6d6+45)[ 69 ]  crit bonus

  This is unlikely to apply without reach  
 
SanguinePenguin
Tsythus reacts to the appearance of the wolves by drawing two potions and drinking one of them.   “My this land is delightfully inhospitable!” 
 
 Spoiler: Tsythus, round 1 
Standard: Drink Alchemical Allocation
Move: withdraw fly potion.

 
 Spoiler: Tsythus, round 1 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  33/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  None

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
- Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Seeing the wolves rush towards them, Darsalla shook her head as she reached for her longbow.  However, she paused and instead pulled free her spiked chain.   "Looks like the puppies want to play.  Why don't we hold for a moment, before you lot rush off.”   Holding the chain in one hand, she raised her other one and gestured in front of the group.  The wind gusted up, blocking the wolves for a moment, before showing their group rushing up to a spot about 40' away, with swirling sands obscuring anything behind the images.

 "What you're seeing is an illusion.  You can tell because we're not really up there ... we're still back here.  But maybe our doggie friends will waste a little effort biting at ghosts ...” 

 
  OOC -  Draw chain (move), cast silent image (standard) - idea is that the dust swirls up and it looks like our party rushed ahead, approximately 50' away.  Dust swirls behind the party, obscuring the real party :)

I figure that leaves the front line w/in charge distance, or move / point blank ... but hopefully makes them waste an attack or two.

 Effects:  silent image (concentration); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 40/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
DrK
As the alchemist and savage tribesman prepare for battles the small halfling shrouds them in an illusory cloud of sand, an image of the party leaping forward 40ft. The ghoul wolves howl loudly and plunge forward, 4 of the creatures (including one of the large ones) closing rapidly on the illusory images snapping at them ineffectually. The other 5 barrel straight through the images as if they weren't there (which they are in fact not) closing on the party with some alacrity. One of them shrugging off the arrow with barely a twitch!

 OOC

5 close from 140ft to 20ft
4 charge the images ad waste a turn biting at thin air at 40ft away

 
RCgothic
Isabella takes up a position in the front rank and braces her spear against the first wolf to charge into range.

 
 Spoiler 

Brace: Readied attack does double damage against a charging foe.

Izzy also has 2x AoOs per round plus reach, so she should get off a few attacks as the wolves close into range
 
u-b
 "Don't follow me."  says Roger and rides to a position some 20 feet to the side of the first group and also with an unobstructed straight line to the other group. He casts a spell along the way.

The dogs bark at the wolves, but don't seem to be eager to move away from the wagon, which they seem to consider a shelter of sorts. The bird makes a high pass over the closer group, but otherwise does not interfere.

 
 Spoiler 
 Daisy 
Move action: move
Standard action: ready to move

 Roger 
Standard action: cast Divine Favor
Move action: just take a ride

The overall plan is to:
1. Not charge the wolves.
2. Present a target for the wolves to charge in a different direction (45..90 degrees to the side).
3. If and when some of them charge, take a  curved  way back into the starting position a bit behind the other fighters, thus ruining said charge or at least guiding it through some AoOs.
 
SanguinePenguin
Tsythus downs the other potion, then spits it back into its vessel.  Pocketing it, he grasps for one of his bombs, but decides instead to take off.  He rises into the air and surveys the wolves from above.

 
 Spoiler: Actions, round 2 
Standard: Drink fly potion
Move: fly up.

 
 Spoiler: Tsythus, round 2 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  33/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  Fly : lots of lots

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
- Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla giggled a little as almost half the dogs pause with the images.  She continues to have the illusionary companions dodge and evade all attacks, while she prepares to receive their other guests rapidly approaching.  When Roger departs and says not to follows, she pouts a bit.   "We're breaking up already?  Let me guess, it's you not me?” 

 
  OOC -  Ready an attack for the first one to close in ... still keeping the image up until the dogs give up.
  Attack  - (1d20+11)[ 17 ] ,   Damage  - (2d4+5)[ 8 ]  (magic weapon)
  AOO  - (1d20+11)[ 20 ] ,   Damage  - (2d4+5)[ 8 ]  if applicable

 Effects:  silent image (concentration); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 40/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
DrK
 
 Spoiler: Dogs Vs illusions 

To see if they keep attacking the illusions or not
 (4d20)[ 7 ][ 6 ][ 3 ][ 7 ](23) 
 
DrK
The party rush to form up a rough line of battle with Izzy and Darsalla. The alchemist boosts into the sky and Roger gallops to the right. By the dusty illusory cloud of heroes the magus concentrates and the illusory heroes dodge away from snapping teeth. Stupid in death the 4 ghoul wolves continue to snap at them.

Of the other 5 two charge sideways at Roger who then pulls Daisy around and gallops out of the way, the ghoul wolves missing and skidding in the dust. The other 3 charge Izzy, Darsalla and Timoshko, many of the heroes striking at them as they charge in…

 
4 attack the illusions  (4d20)[ 15 ][ 9 ][ 16 ][ 9 ](49) 
2 charge Roger and miss when he rides away and they can’t turn whilst charging
1 for Izzy, Timoshko and Darsalla (take your AoOs if you have reach or readied)
Vs IZZY Charge, PA  (1d20+9)[ 18 ]  dam  (1d8+13)[ 14 ]  DC 16 Fort Vs paralysis, CMB  (1d20+12)[ 19 ]  to trip

VS Darsalla Charge, PA  (1d20+9)[ 27 ]  dam  (1d8+13)[ 15 ]  DC 16 Fort Vs paralysis, CMB  (1d20+12)[ 27 ]  to trip

Vs Timoshko Charge, PA  (1d20+9)[ 26 ]  dam  (1d8+13)[ 18 ]  DC 16 Fort Vs paralysis, CMB  (1d20+12)[ 14 ]  to trip


 
u-b
Roger remains behind the party and shoots straight past them at what he perceives as the most wounded targets.

 
 Spoiler 
Swift: bane (they do look undead enough)
Full: attack the most wounded ghoul wolves

Arrow:  (1d20+15)[ 33 ]  for  (1d8+7)[ 10 ]  +  (2d6)[ 9 ]  magical piercing cold iron (-2/+0 rapid shot, +2/+0 inquisition: justice, +1/+1 point-blank shot, +2/+2 divine favor, +2/+2+2d6 bane)
Arrow:  (1d20+15)[ 35 ]  for  (1d8+7)[ 9 ]  +  (2d6)[ 8 ]  magical piercing cold iron (-2/+0 rapid shot, +2/+0 inquisition: justice, +1/+1 point-blank shot, +2/+2 divine favor, +2/+2+2d6 bane)
Confirm: (1d20+15)[ 35 ] for (2d8+14)[ 17 ]
 
SanguinePenguin
From his aerial vantage, Tsythus sees the wolves snapping as visions.  He flies out above them, and lobs a bomb into their midst with a mad cackle.  It explodes inside the mirage in an intense inferno.

 
 Spoiler: Actions, round 3 
Move: fly over the wolves
Standard: throw bomb from 20’ up, try to hit all four, but as many as the invisible map allows. Ranged touch  (1d20+7)[ 25 ]  damage  (3d6+7)[ 20 ]  vs primary + splash 10 damage reflex DC 17 for half

 
 Spoiler: Tsythus, round 3 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  33/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  Fly : lots of lots
Bombs: 9/10

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
- Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
Farmerbink
Timoshko grimaces only briefly as the first wolf lunges into him.  He knocks the beast aside with a condescending snarl as it tries to wrestle him to the ground.  " I'll not go down that easy, cretin! "  He lashes out with his savage blade as his body swells once more with the power of his demonic bloodline.

 
 Spoiler: Timoshko, round 2 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  28/51 ((59/63)) ,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)


Bloodrage (claws, demonic bulk): 13/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 1/2
Divine Favor: 9 rounds
Inquisitor spells: 2/3
Bloodrager spells: 5/5

Free action: Bloodrage!
power attack the lead "wolf"
 (1d20+12)[ 24 ]  scythe (with reach)
 (1d20+12)[ 22 ]  CC (32, x4)
 (2d6+16)[ 27 ]  damage
[roll]6d6+48 crit bonus
If it's a hit, use the hunger for temp HP!

Iterative:
 (1d20+7)[ 16 ]  scythe (with reach)
 (1d20+7)[ 16 ]  CC (27, x4)
 (2d6+16)[ 21 ]  damage
[roll]6d6+48 crit bonus
If the first missed and this hit, use hunger for temp HP
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla grunted as the giant undead wolf hit her low and took her legs out from under her.  Landing with a 'whoof' she struggled for a moment, trying to call upon one of her spells while avoiding the ghoul's teeth.  Unable to focus, she finally had to try and roll backwards, attempting to avoid the creature.

 
  Round 3? -  Attempted to cast defensively, lost a 1st level spell.  Now attempting to roll out of the way. Using panache to improve the roll
  Acrobatics  - (1d20+8)[ 16 ] +  Panache  - (6d6)[ 1 ][ 4 ][ 4 ][ 6 ][ 5 ][ 4 ](24) 

Acrobatics  17  vs CMD+5

 Effects:  silent image (concentration); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 40/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
DrK
Carnage breaks out along the line. The three wolves at the line with our heroes die messily. One near sheared in half by the raging tribesman’s scythe. The other two dropping to well aimed (amazingly well aimed for one) arrows from Roger.

Tsythus drops a bomb into the illusion fire erupting around the bony wolves as it tears into the ground with a dull “boom”. Two of the wolves break off and streak towards Izzy, Darsalla and Timoshko the other still confused by the images and snapping at the illusions

 3 Ref saves  (3d20)[ 20 ][ 17 ][ 14 ](51) 
2 illusion saves  (2d20)[ 19 ][ 16 ](35) 
 

By the line that two that has been chasing Roger continue with the single minded focus only the undead can provide racing past Darsalla, the now massive Timoshko and Izzy long sort to savage Roger’s horse

 

Wolves 1-3 are dead
Wolf 4+5 snap at illusions
Wolf 6+7 advance to ~15ft from the line of 3
Wolf 8+9 run after Roger taking AoO from Darsalla, Izzy and Timoshko who all have reach
8: Vs horse PA,  (1d20+9)[ 13 ]  dam  (1d8+13)[ 17 ]  &amp; DC 16 or paralysed
9: Vs horse PA,  (1d20+9)[ 19 ]  dam  (1d8+13)[ 17 ]  &amp; DC 16 or paralysed

 
RCgothic
Izzy strikes out at both of the wolves who attempt to run past her, and then advances to threaten the next wave of wolves.

 
 Spoiler 

Back to M size, so get my additional AoO again.

AoO vs Wolf8 (PA-2):  (1d20+7)[ 12 ]  Damage  (2d6+10)[ 16 ] 
AoO vs Wolf9 (PA-2):  (1d20+7)[ 25 ]  Damage  (2d6+10)[ 12 ] 

Move &amp; Attack Wolf6 (from 10ft away) (PA-2):  (1d20+7)[ 11 ]  Damage  (2d6+10)[ 15 ] 
 
u-b
Roger is not sure if he wants to risk taking some hits. In the heat of the moment, he decides to risk it, but to minimize the risk. He guides Daisy just one step aside and starts shooting. The dogs keep barking and thus declaring their presence, but are ready to get away at slightest provocation. The bird mainly just circles around at safe height.

 
 Spoiler 
Step: out of reach of one, but not both, ghoul wolves. Preferably in reach with the more wounded one. Do not step if only one is still up.
Hoof:  (1d20+5)[ 13 ]  for  (1d6+5)[ 6 ]  cold iron (maybe with extra +2/+0 flank if applicable)
Hoof:  (1d20+5)[ 16 ]  for  (1d6+5)[ 9 ]  cold iron (maybe with extra +2/+0 flank if applicable)
Bite:  (1d20+5)[ 24 ]  for  (1d4+5)[ 9 ]  (maybe with extra +2/+0 flank if applicable)

Fort DC 16 in case Roger is bitten as an AoO: (1d20+7)[ 9 ]

Arrow:  (1d20+13)[ 33 ]  for  (1d8+5)[ 9 ]  +  (2d6)[ 3 ]  (+1/+1 point-blank shot, -2/+0 rapid shot, +2/+0 inquisition: justice, +2/+2+2d6 bane,   add extra +2/+2 divine favor to this one attack  )
Arrow:  (1d20+13)[ 19 ]  for  (1d8+5)[ 6 ]  +  (2d6)[ 4 ]  (+1/+1 point-blank shot, -2/+0 rapid shot, +2/+0 inquisition: justice, +2/+2+2d6 bane,   add extra +2/+2 divine favor to this one attack  )
Confirm: (1d20+15)[ 35 ] for (2d8+14)[ 25 ] ( here divine favor is already included )

Daisy targets the one (or only) ghoul wolf in reach. The rest of the animals stay out of the fight. Roger targets the same or another one, preferably the most wounded one. This might provoke.
 
Farmerbink
Timoshko adds his own howl- disconcertingly similar to the undead assailant's cries- to the din.  He catches one wolf on the flank as it recklessly passes by, eyes alight with glee as his scythe arcs again and again.

 
 Spoiler: Timoshko, round 3 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  29/51 ((37/63)) ,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)


Bloodrage (claws, demonic bulk): 12/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 1/2
Divine Favor: 9 rounds
Inquisitor spells: 2/3
Bloodrager spells: 5/5

Free action: Bloodrage!
power attack the lead "wolf"
 (1d20+12)[ 17 ]  scythe (with reach)
 (1d20+13)[ 17 ]  CC (32, x4)
 (2d6+16)[ 20 ]  damage
 (6d6+48)[ 68 ]  crit bonus
If it's a hit, use the hunger for temp HP!

Iterative:
 (1d20+7)[ 10 ]  scythe (with reach)
 (1d20+8)[ 10 ]  CC (27, x4)
 (2d6+16)[ 24 ]  damage
 (6d6+48)[ 78 ]  crit bonus
If the first missed and this hit, use hunger for temp HP

 AOO from OOC: 
Timoshko AoO:
(1d20+12)[ 23 ] scythe (with reach)

(2d6+16)[ 25 ] damage
 
SanguinePenguin
Tsythus, cackling with delight, madness, or probably both, wheels about midair and flies back over the wolves.  He lobs yet another bomb into their midst that explodes in another pyrotechnic blast.

 
 Spoiler: Actions, round 4 
Move: fly over the wolves
Standard: throw bomb from 20’ up, try to hit 4, and hopefully splash 5. Ranged touch  (1d20+7)[ 23 ]  damage  (3d6+7)[ 22 ]  vs primary + splash 10 damage reflex DC 17 for half on splash

 
 Spoiler: Tsythus, round 4 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  33/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  Fly : lots of lots
Bombs: 8/10

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
- Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

As the wolves scattered, Darsalla pushed herself to her feet, gingerly hobbling on her injured leg.  The images ahead disappeared, leaving the group facing imminent attacks from the rest of the wolves.  Normally flippant, for now she moved to where she could still support the others, but not be on the front line.    "No, no, really, this is your time to shine.  I wouldn't want to intrude ..."  

 
  Round 4? -  Stand, step and wait for the inevitable attacks.

  Attack  - (1d20+11)[ 25 ] ,   Damage  - (2d4+5)[ 11 ] 
 Effects:  mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 25/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
DrK
Between Roger, Darsalla, Izzy and Timoshko the 4 wolves are destroyed, festering rotting corpses littering the sand. The last two still attacking the illusions vanish in a fireball that leaves only one on them heavily wounded with a leg hanging off. Dumbly it charges at the line of heroes and dies upon the enlarged scythes and long spears... With the 9 wolves slaughtered its a charnel yard in the ashen dust that blows steadily. Already starting to bury a few of the dead creatures that were left in Tsythus's smoking craters.
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsall winced a bit at the bite mark on her calf, pouring a bit of wine over the wound, then took a swig for herself.   "You know, I'm beginning to think the rumors that this region was filed with hostiles might have a glimmer of truth in there.  Now, does anyone have anything stronger for this bite than wine?" 

 
  OOC  Just some snark ... and ready for any healing folks wish to offer up.  down 21 hps.

 Effects:  mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 25/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
u-b
Roger retains his last spells for the night and starts zapping the wand. This is a limited resource, so he stops short of healing people to full, but he  does  intend the group to survive the night's "rest".

 
 Spoiler 
Darsalla:  (1d8+1)[ 3 ]   (1d8+1)[ 8 ]  and  (1d8+1)[ 9 ] 
Timoshko:  (1d8+1)[ 2 ]   (1d8+1)[ 8 ]  and  (1d8+1)[ 3 ] 
 
DrK
Surrounded by the ghoulish wolves the party heal some of their wounds, thankful that none of them seem to have succumbed to the madness of the ghouls before slowly turning back to the north and trotting through the dusty haze. Judging from the weak sunlight filtering through the dust you begin to guess it maybe nearing midday as the warmth seems to spike despite the late autumn season and sweat forms on you all under the humid stagnant heat.

 Heat: Please make DC15 Fort saves to avoid Fatigue and 1d6 non lethal damage 

As you push on, there is a cawing from ahead from Roger's eagle as it cirlces something maybe 80ft north of roger (so ~130ft ahead of the wagon). peering through the shimmering dust Roger catches sight of something. Fragments of brittle bone crunch underfoot as you cross this forlorn landscape. There is no sign of vegetation, and it seems the earth has been pounded and dried into a fi ne chalky dust by the tread of countless feet. The slightest breeze stirs this dust and creates a choking haze in the air. A field of boulders comes into view ahead. The clip-clop of a horse’s hooves comes to your ears at the same time as you see a lonely rider slowly plod from behind one of the boulders. The rider approaches wearily with slumped shoulders, and you can see he is a knight. His armor is battered and dingy, and his shield bearing the bloody sword of Muir is marred by a great dent. Grizzled hair and beard protrude from beneath his helmet. A ragged noose dangles from around his neck. His horse is a bony nag that appears barely able to walk. Nonetheless as he see's you have seen him he looks up at the bird and then at you raising his lance in greeting...
u-b
Roger stops and raises a hand, both to instruct the party to stop and to greet the strange knight. He is inclined to slowly advance to chat with the man, provided that the man seems to react favorably, but is ready to flee at slightest provocation. Meanwhile, he keeps his eye on the man and whatever's around.

 
 Spoiler 
Perception  (1d20+20)[ 34 ] 
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsall nodded her thanks to Roger, nudging Izzy with her elbow.   "I think I'm wearing him down.  I'm pretty sure he exhaled around me this time.  He might even make eye contact next time, you think?" 

Taking up her position as they continued forward, Darsalla ignored the heat as the day wore on.  Whether she was a good faker, or her heritage helped, only she knew for certain.  But when the saw a knight with a noose ride out from the dust, she readied her chains.    "I don't mean to be rude, but this isn't like visiting with the neighbors, is it?  Plus, his choice of jewelry leaves something to be desired ..."  

 
  OOC  On edge, waiting for an ambush.    Perception  - (1d20+9)[ 15 ] 
 Effects:  mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 6/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
SanguinePenguin
Tsythus circled in the air, getting a view of the area before the potion, again safely stashed in his pack, wore off.  He liked flying, but he liked the aerial dropping of bombs more.  He eventually landed dusted himself off and nodded approvingly to his allies, eager to continue on their way.

The heat was brutal, but he did his best to endure.  Once the ennoosled figure entered view, he frowned from behind his mask.   "I concur with Miss Darsalla.  Wearing a noose as a tie would be poor taste anywhere.  Here...?"   He takes an extract from his bandolier and downs it,  "if we are lucky, he's a just mad.  I more suspect the man hanged long ago, and didn't survive the ordeal.  Still, he seems more hospitable than those demons and wolves, so we might as well have a chat.  Do prepare, as it will be a long shot this ends amicably."   He studies the man and horse they approach, trying to figure out if he should do more.

 
 Spoiler: Actions, round -1 

Survival (in case heat effects can be reduced for him or others):   (1d20+9)[ 28 ] 
Heat: Fort  (1d20+7)[ 9 ]  NL  (1d6)[ 5 ] 

Perception:  (1d20+9)[ 25 ] 
Standard: drink shield extract

 
 Spoiler: Tsythus, round -1 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  33/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  Shield: 60/60 rounds
Bombs: 8/10

Extracts:
 
 Spoiler 

Level1:
- Shield
X - Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
- Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
DrK
As Roger halts and the others chat behind him, Tsythus drinking a protective extract to help him rehydrate. The knight seems to stare a long time and Roger's sharp eyes can see the lack of chest movement, the leathery dry skin and slightly glimmering undead sparks of unlife in the horse's eyes that mark his as undead. He hears a rasping voice bellow over the intervening distance,  "Long have I wandered stranger. Cursed to not join my troops. Today... will today be the day that this curse no-longer holds."  he finishes. As he does the lance starts to dip down, the undead charger's legs bunching together into a charge but Roger is faster still!

 the cursed undead paladin is not a great talker
Initiatve:
* Roger, Darsalla
* Poor Sir Morten
* The rest of the party

 
u-b
Roger guides the horse back to just in front of the front lines, casting a spell on the way.

 
 Spoiler 
Divine Favor +2/+2 luck for 10/10 rounds. Expecting the guy not to have the range to charge after that, but if he's super fast, Roger either takes cover behind the horse or tries to maneuver it our of the way, depending who of them  is targeted.
 
DrK
The plate clad figure had started to spur his horse into a gallop but lets its low to walk a rasping  "You would deny my my end... you coward"   echoing over the dusty plain as Roger trots back to the others. The distant figure mutters and is clearly doing some sort of spellcasting but at this distance and with the wind its hard to make out as he trots closer, puffs of bone white dust rising from the ground under the undead beast's armoured hooves.

 
Standard: Casts a spell
Movement: Closes to 90ft from the party

 All players post in any order (I'll just resolve Roger last as he's technically the top of the next round) 
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

As the horseman closed the gap, Darsalla watched with no small amount of amusement, spiked chain in hand.   "Sooooo ... we just wait for him to get here?  Should we be making refreshments, or just make it up once he arrives?" 

 
  Rnd 1  - holding an attack to strike when the guy is in range.  Spell attack w/arcane mark
  Attack 1  - (1d20+11)[ 29 ] ,   Damage  - (2d4+7)[ 14 ] ;   Attack 2  - (1d20+11)[ 29 ] ,   Damage  - (2d4+7)[ 12 ] 
 Effects:  arcana (+2 to spiked chain enhancement, 10 rounds); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 5/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
SanguinePenguin
Tsythus lifts another vial to his lips and downs it, then draws his blade - grunting with discomfort as his muscles swell under his large coat.  He keeps his distance, but eying the undead knight warily.

 
 Spoiler: Actions, round 1 

Drink strength mutagen + bulls strength
Move: draw blade

 
 Spoiler: Tsythus, round 1 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  33/39, NL 5  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 22 (14), Dex 14, Con 11, Int 16 (18), Wis 10, Cha 10
 Condition  Shield: 59/60 rounds
Strength mutagen 60/60 rounds
Bombs: 8/10

Extracts:
 
 Spoiler 

Level1:
- Shield
X - Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
X - Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
u-b
Roger responds to the undead knight:  "Relax, man, you end here! Just making sure I don't end here with you! Charge away!"  He makes sure he is perfectly in line with everyone else, neither in front, nor behind, then shoots at the guy.

 
 Spoiler 
Durable cold iron arrow:  (1d20+12)[ 18 ]  for  (1d8+6)[ 7 ]  +  (2d6)[ 2 ]  (-2/+0 rapid shot, +2/+2+2d6 bane, +2/+2 divine favor)
Durable cold iron arrow:  (1d20+12)[ 29 ]  for  (1d8+6)[ 10 ]  +  (2d6)[ 8 ]  (-2/+0 rapid shot, +2/+2+2d6 bane, +2/+2 divine favor)

Will use Ride to evade the charge as appropriate.
 
RCgothic
Izzy braces her greatspear against the charge.

+9/4d6+8
Farmerbink
Timoshko prowls up to be standing at Izzy's flank.  " If you seek the end, you've found it, " he growls, lying in wait like a feral cat ready to pounce.

 
 Spoiler: Timoshko, after healing/round 1 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  42/51 ((37/63)) ,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)


Bloodrage (claws, demonic bulk): 12/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 1/2
Divine Favor: 9 rounds
Inquisitor spells: 2/3
Bloodrager spells: 5/5

one move?
Readied attack:  (1d20+11)[ 17 ]  scythe
 (1d20+11)[ 12 ]  CC (31, x4)
 (2d4+6)[ 11 ]  damage
 (6d4+18)[ 31 ]  crit x4
 
DrK
The dead knight ignores the arrows that streak around him as he spurs the unbreathing and unflinching horse forwards in a devastating charge. The lance drops towards Timoshko as he hurtles forward, lance skewering towards the savage tribesman and he grinds to a halt. Nearby Izzy lunges forward but her spear glances off the heavy steel of the knights shield and Tysthus is busy just behind her drinking potions. The tribesman's return strike also bounces off the heavy plate leaving a  dent but not finding undead flesh.

 Charge Timishko
* Timoshko misses
* Izzy misses

Spirited charge vs the blood rager  (1d20+15)[ 27 ]  dam  (3d8+18)[ 27 ] 
 
u-b
Keeping just out of reach of the lance, Roger continues to shoot. He tries a different sort of arrows if the first one seems to have no effect.

 
 Spoiler 
Durable blunt? arrow:  (1d20+10)[ 14 ]  for  (1d8+4)[ 5 ]  (-2/+0 rapid shot, +2/+2 divine favor)
Durable blunt? arrow:  (1d20+10)[ 14 ]  for  (1d8+4)[ 12 ]  (-2/+0 rapid shot, +2/+2 divine favor)
 
Farmerbink
With a roar, Timoshko swells in size again, lashing out with his scythe in gleaming arcs.

 
 Spoiler: Timoshko, round 2 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  16/51 ((37/63)) ,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)

Inquisitor spells: 2/3
Bloodrager spells: 5/5
Bloodrage (claws, demonic bulk): 11/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 1/2
Divine Favor: 8 rounds (+1 to-hit, and damage)


full attack, using hunger on the first hit:
 (1d20+12)[ 27 ]  scythe power attack
 (1d20+12)[ 13 ]  CC 32, x4)
 (2d6+16)[ 21 ]  damage
 (6d6+48)[ 66 ]  crit bonus

 (1d20+7)[ 27 ]  scythe power attack
 (1d20+7)[ 25 ]  CC 27, x4)
 (2d6+16)[ 28 ]  damage
 (6d6+48)[ 68 ]  crit bonus
 
DrK
The battle lasts mere seconds... Roger lets fly with flurries of arrows, a couple sticking out of the undead mockery of a paladin, others deflecting off the shield borne by him (still anointed with the imagery of the Army of Light from the initial wars) before Ser Martimus had charged in, his lance digging deep into Timoskho's side. The bloodrager did not care, stepping in, pushing the lance deeper into his leg the raging tribesman swung twice with the massive edge scythe. The first slicing across the breastplate denting and tearing it free, the second blow rending deep into Martimus's exposed chest and exploding out of his back.

The undead knight sighs, a last breath held captive for centuries slips out from the dessicated lips as he fixes Timishko with a stare and a whispered  "Escape.... Peace.. at last.."  before slipping sideways off the back of the horse and clattering into the dust. The horse drops to its knees and disintegrates into dust as does the mortal remains of Martitmus. Only his rusted equipment and the lance sticking out Timoshko's leg the last remains.

 
 Spoiler: Loot 


Battered light fortification +1 half plate
MW Heavy steel shield
MW Lance
Vicious Heavy Pick +1
 

 Do you continue towards Izzy's manor? The book is sandbox at the moment so you have 4 quadrants of the desolation to explore and there are clues scattered around that can lead you to Tzar that lies at the heart of the Desolation. 
u-b
Roger picks up his arrows and drops all the loot* into the wagon. Then he zaps his wand a few times at Timoshko. Not quite satisfied with the result he zaps it a couple times more. Then he nods.  "That should do. Moving on?" 

Roger is ready to continue to lead the way.

 
 Spoiler 
*Someone please take note of it.

CLW:  (1d8+1)[ 7 ]   (1d8+1)[ 2 ]   (1d8+1)[ 2 ]   (1d8+1)[ 4 ] 
CLW: (1d8+1)[ 8 ] (1d8+1)[ 7 ]  (from OOC) 
 
Farmerbink
His hunger slaked, for the moment, Timoshko breathes in heavy satisfaction as the paladin disintegrates.  Looking down at the pile of equipment, he glances around as if looking for the body.  " Strange....  This will have to serve a reminder of your power, instead, " he grunts, retrieving the fallen paladin's pick.  He tests it for heft, and places it in a spare loop at his side with an expression of satisfaction.

" Thank you, Roger, " he grunts, nodding appreciatively before gazing into the distance again.  He turns to Izzy with that strange, feral smile.  " How sure are you we're still headed the right direction? "

 
 Spoiler: Timoshko, after healing 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  46/51 ((37/63)) ,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)

Inquisitor spells: 2/3
Bloodrager spells: 5/5
Bloodrage (claws, demonic bulk): 11/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 0/2
 
DrK
The fallen knight now permanently put to rest the group push on towards the NW of the ashen wastes. Another 2 hours pass before out of the haze a large structure can be seen. The building looks to have once been like a fort. A squat three storey square of heavy brick work, now partially buried up to the first floor on the western edge where it caught the prevailing wind

A sense of decay permeates the old stone walls and no movements can be seen behind the arrow slits or atop the crenelated rooftop ramparts. A small partially demolished stable sits to the left of the structure whilst a large stony ziggurat massing almost as high as the fort stands some 300 yards to the east. It opening a dark yawning portal.

It would seem that Izzy’s mansion is more an ancient outpost from the crusade that had assailed the ancient city of Tsar.
u-b
The property seemed good enough to Roger, given the local state of things. In fact, good enough to maybe attract some other claims. Roger proposes that people just wait on the spot while his crew does some looking and sniffing around. If there are no objections, he rides onwards, in a sort of converging spiral centered on the main building, looking for any and all signs of anything, having the bird take a vantage view on the site and the dogs sniffing at stuff before Roger closes in.
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla let the others loot the disappating remains of the warrior, scratching her chin for a moment.   "Wonder who he was?  Oh well, I'm sure we'll see him again soon enough.  Let's find us a house!"   Taking up her position in the small caravan, Darsalla scanned the horizon as they walked, peering for signs of more sneak sneaksters trying to sneak up on them.

When they arrived at the remains of the manse, Darsalla nodded sagely.   "A bit of a fixer upper, eh?  But how about that location?" 

 
  OOC  - nothing valuable to add just yet ... unless snark is valuable :)  She will do some detecting of magicks while they wait for the scouts

 Effects:  arcana (+2 to spiked chain enhancement, 10 rounds); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 5/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
RCgothic
"This is actually a fair bit better than I expected," Izzy comments to the group. "It actually has all its walls and a roof! Let us know if it's safe to approach Roger, then we'll make sure the main house is secured at least and we can start making ourselves at home."
DrK
Approaching and slowly circling both dog and bird start cawing and barking as they approach the small graveyard that surrounds the zigguart. Its not clear what they can see/hear/smell, and certainly as Roger squints he can see nothing there but a low iron railed fence surrounding the fallen temple in a 40ft wide stone plaza around the 100ft square zigguarat. Ancient headstones and grave markers made of faded stone mark graves and burials in the stone garden... A pair of gates on the North and south (you approach from the SW) offer an entrance if you so wish.

From the squat manse and  collapsed shed there is nothing moving although both are covered heavily in bone white ash that looks undistribed.
u-b
Roger stops and takes a good look at the scenery, particularly at the graveyard. If nothing seems to be amiss, he plans to sniff what the dogs are sniffing.

 
 Spoiler 
Perception 20 + 10 = 30

Conditional  Bloodhound  to gain  Scent .


 
 Originally Posted by DrK 
 ...as Gashur squints... 
 

Well,  Roger  has a bit better perception. 😉
 
DrK
Roger pauses and looks over the fence, there is a strong smell of dank decay that seems to be coming form the ziggurat itself and he suspects that it may not be as sealed as he expected it to be. That seems to be what is unsettling the dogs and the bird. As for the graveyard around it it smells of cold dead stone and ash and nothing else...
u-b
Roger wonders what might  still  be decomposing here after all these years and the possibilities are all but reassuring. He rides back to narrate his findings, then proposes we position our fighting force (but not the wagon) right outside of the fence and then Roger tries to provoke whatever is there inside the ziggurat.
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla nodded at Roger's 'report' as she gazed at the compound.   "So ... something undead likely living in the temple?  Are you going to have any pull with the walking dead if they are your ancestors?  Or an issue with us putting them down?"   She glanced at Izzy, since this was her decision.

 
  OOC  - not sure what to do just yet ... waiting to see what others think.

 Effects:  arcana (+2 to spiked chain enhancement, 10 rounds); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 5/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
Farmerbink
Timoshko prowls around a short distance behind Roger, pausing when the tracker pauses, and glaring vaguely in the direction of the ziggurat.  " I've lived in less inviting places, " he growls with a smirk.  Scythe held semi-relaxed in a one-handed carrying grip, the blade gleams sporadically in the muted sunlight.

Given the chance, he searches for any tracks the bone wastes might have failed to swallow up.  Anything to get more clues about what lives inside the crypt.

He nods with an expression like approval at the apparently untouched state of the fort.  " Probably nothing worth eating inside, but at least we don't need to worry overmuch about being attacked from the rear, " he grumbles, turning his full attention to the comparatively nearby graveyard.

 
 Spoiler: OOC 
He's actually a fairly solid tracker:  (1d20+10)[ 21 ]   He'll take 20 for  30,  if it's applicable, as I suspect any lingering tracking DCs will be... substantial.
 
DrK
Roger approaches the fence and steps across the threshold onto the cold stone slabs that seem only to have the lightest layer of ash dust upon them despite the expectation that they should be buried with inches deep white dust like everything esle. As he steps into the graves yard surrounding the mound there is a swirl of earth, a titanic shifting of the ground that leaves him staggering for  a second as a vaguely humanoid form composed of stone and dust drags itsefl free of the rosk some 40ft to the left of him

 

As it forms an incredibly low tones voice rumbles forth  "WHO DARES ENTER MY SACRED SPACE" 
u-b
 "I, Roger Makarrow, explorer of places and righter of wrongs, servant of Diana, Goddess of Nature, dare to enter your space."  The phrase is rather pretentious, but Roger does not feel the need to be too formal on the occasion.  "If you do not mind, that is. Or we can chat outside." 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Holding her chains at the ready, Darsalla glanced at Izzy.   "So ... friend of yours, or a squatter?" 

 
  OOC  - holding actions for now, waiting to see how this plays out.

 Effects:  arcana (+2 to spiked chain enhancement, 10 rounds); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 5/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
RCgothic
 Izzy 

"I was bequeathed this estate for services rendered," Izzy replies to Darsalla. "It's not exactly ancestral family grounds."

Izzy steps forward to talk to the creature.

"I am Chevalier Isabella Moreno! I am the new custodian of this estate. What is your name? Perhaps we don't need to be enemies. It is my intention to restore these lands. I presume your sacred space is this stone garden? If you can tolerate our presence in the other buildings perhaps we can help with the upkeep here? Or leave you alone, if you'd prefer."
DrK
The massice creature of stone and earth pauses, settling slightly as if squatting down causing pebbles and dust to flow from it. A voice rumbles.  "IF YOU ARE HERE BY RIGHT AND NOT OF THE FALLEN OF ORCUS THEN BE WELCOME. IT WOULD PLEASE ME TO SEE THE GRAES RESTORED. BUT... THERE ARE INTRUDER IN THE MOUND WHO DO DESPOIL MY SACRED SPACE"  It gestures with a rocky arm to the mound and the cracked stone seal on the front of it.
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla blinked, somewhat nonplussed.  She leaned over to Tsythus, murmuring   "I gotta say, I did  not  see that coming."    She waited to see what Izzy's response was, but presuming the woman would agree to try and oust the evil, the tiefling was prepared to enter combat once more.

 
  OOC  - Ready to press

 Effects:  arcana (+2 to spiked chain enhancement, 10 rounds); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 5/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
u-b
 "Yeah, that intruder stinks of death and decay, I can smell it from here. Can you describe the intruder in any detail? How long has he been here? Does he come out with any regularity? And generally, if you can in any way help us deal with that abomination, that would be very welcome."  Roger was thinking how and when to approach cleaning this place if whatever is there. Tomorrow could be ideal, but he wasn't sure it would be safe to wait.
DrK
The elemental turns to the ranger with the rumble of grinding slate.  “THE BEAST WITHIN HAS MANY LEGS YET A FACE LIKE YOURS. IT HAS DISTRUBED THE SPIRITS AND THEY DO NOT LIE QUIET.”  it adds.  As you agree (I assume) the elemental beast slowly sinks into the ground with a dull rumble that makes the horses whinny as a wave rolls through the hard packed earth

Allowing the approach it’s easy to approach the cracked door in the side of ziggurat. Inset into a narrow tunnel opening some 8ft deep the stones are weathered by the dust but you can make out etched murals of the soldiers of the Light in serried ranks and a noble looking elven commander standing atop a raised dais with a spear held above their head.

The heavy double doors are cracked, the left hand partially shattered as to allow a small creature to crawl through the crack. But otherwise the doors will have to pushed open.
u-b
Roger sniffs at the door, then bends to the crack to peek through. If Roger sees no obvious creature and no source of the smell, he will just nod for someone to push this open.
RCgothic
Izzy moves up behind Roger, featuring for Timoshko to come up and shove.

"Many legs with a face... Could be a drider?" Izzy hazards a guess.
DrK
The edifice rising before Roger as he approaches the doorway is constructed of some dense gray stone. A buttress emerges from the center of each of its four walls reinforcing its squat structure and making it look impregnable to any assault. On either side of each buttress is a large statue in bas-relief of an armored knight, hands crossed at his waist and resting on the pommel of a down-turned sword. His bare head is bowed with eyes closed as if asleep or grieving — or perhaps dead. Each statue is subtly different in its details, but each appears to depict the same individual. The gray walls and statues are stained darker by centuries of weathering.

As Roger approaches the cracked doorway he pauses to examine through the broken door he peers into the room or chamber beyond. It reveals a small featureless chamber is little more than a widening in the stone passageway. The ceiling is 10 feet high and there is no light source. A stuffiness lingers in this area that has not felt a current of fresh air in centuries.  But without more light Roger cannot see much further than the 15-20ft of bare stone.
u-b
When people nod that they are ready, Roger casts Light on a copper coin and throws it inside.

 
 Spoiler 
Also, Roger has low-light vision, if that's relevant.
 
Farmerbink
Timoshko prowls alongside Roger, muttering  " How'd it get past  that  thing? " 

Before his companion can toss the coin, he hisses a short warning and places his hand gently on the other's throwing arm.   " Let me look first, "  he whispers, peering into the space.  Shoulders back and eyes easy, the hulking brute is markedly more comfortable in the darkness below than the blinding light of the wastes above.

 
 Spoiler: OOC 
Timoshko has darkvision 60', and a... poor stealth modifier:
 (1d20+4)[ 9 ]  stealth
[roll]1d20+11[roll] perception- fixed OOC:  19 
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

As the group made their way to the entrance, Darsalla murmured,   "So an elf face with lots of legs?  Sounds like a joy ..."    Standing with the others, she too peered int the darkness, curious what lay ahead.  When Timoshko moved forward loudly, she winced but let him go ahead.  Better the big man draw whatever was lurking out than her.  He looked like he could take a hit ...

 
  OOC  -   Perception  - (1d20+9)[ 28 ] , 60' darkvision, too ... and let's add some detect magic ...

 Effects:  arcana (+2 to spiked chain enhancement, 10 rounds); mage armor (+4 AC, 6 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 5/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
RCgothic
Izzy waits patiently for the results of the light and or the door to be forced by someone stronger than her.
DrK
Peering through Timishko can see that the narrow tunnel advances through the cave with neat solid stone work coated with dust for ~25ft before reaching a sharp turn where he can see the outline of a door. As the party make the first moves into the 10ft wide tunnel, feet kicking up small clouds of dust there is a red lit pulse of power as a scorching circle appears at the fr end of the corrridor and four beings of metal and fire stride out.

 

Heat ripples the air near this squat, brass-skinned humanoid. Its head and shoulders blaze with a mane of fire. With metallic bronze skin, short squat frames and black ion hammers that glow a dull red these beings looks like dwarves made of fire. The closest looks at Timoshko coming through the doorway and bellows in a large voice.   "YOU HAVE CONTRAVENED THE ANCIENT PACT. SURRENDER OR DIE, DIE OR A YEAR OF SERVITUDE"  
 OOC
Player do have the intiaitve as they guys arrive in a trapped contingent summoning circle
 
 
 Spoiler: Know (Planes DC 19) 

They are azer. A proud and hardworking race from the Plane of Fire, azers toil in their bronze and brass fortresses, always ready for their long, simmering war against the efreet. Azers live in a society where every member knows his place. Born into a particular duty, usually the trade of his father or mother, an azer continues this task his entire life. A caste system further keeps azer society in line.

Able to channel heat through metal weapons and tools, azers almost never use nonmetallic weapons, and usually engage in close melee rather than using ranged attacks. Azers frequently take prisoners, bringing them back to their fortresses and forcing them to labor for a year and a day.
 
RCgothic
"You're on my land now, Azers!" Izzy counters. "Return to your own plane or die here fruitlessly!" She makes her eyes at the one who'd spoken, studying him for weaknesses and reading her spear against an approach.

 
 Spoiler 
 move: studied combat
Standard: ready attack
 
Farmerbink
Timoshko conjures an invisible shield and steps up alongside Izzy.  " I don't see you being in a position to make claims.  Anyone you made an agreement with here died long ago. "

 
 Spoiler: Timoshko, round 1 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  46/51 ((37/63)) ,  Speed  40
 AC  19,  Touch  10,  Flat-footed  19,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail ,  Shield spell (+5 Armor, +4 shield)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)

Inquisitor spells: 2/3
Bloodrager spells: 4/5
Bloodrage (claws, demonic bulk): 11/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 0/2

Cast shield from the bloodrager side, for +4 AC.
 
SanguinePenguin
Tsythus takes a look at the man wreathed in flame, mutters,  “seems quite a normal number of legs… mix the baryta in the sal ammoniac, and…”  he hurls a bomb set for a powerful endothermic reaction, sucking the heat out of the room when the thin vial shatters.

 
 Spoiler: Actions, round 0 
Standard: throw frost bomb (attempt the hit as many as possible with the splash)
Ranged touch  (1d20+7)[ 10 ]  cold damage  (3d6+7)[ 19 ]  and DC 17 fort or staggered vs primary + splash 10 damage reflex DC 17 for half on splash

 
 Spoiler: Tsythus, round 0 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  33/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 14, Dex 14, Con 11, Int 18, Wis 10, Cha 10
 Condition 
Bombs: 7/10

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
- Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
u-b
Roger does not hold still after the bomb is thrown. He shoots at whomever seems hurt more than the others.

 
 Spoiler 
Perception:  (1d20+20)[ 30 ] 
Durable cold iron arrow:  (1d20+8)[ 26 ]  for  (1d8+2)[ 8 ]  (-2/+0 rapid shot)
Durable cold iron arrow:  (1d20+8)[ 10 ]  for  (1d8+2)[ 5 ]  (-2/+0 rapid shot)
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

When the fire dwarves made their offer, Darsalla giggled.   "My, these azer certainly know how to make a girl blush.  But I think it's a little soon for offers of bondage and servitude.  Hard pass for now."   Seeing some of the others react more aggressively, Darsalla focused her attention on her chain, feeling the arcane energy flow through the weapon as she prepared for the azers to retaliate.

 
  OOC  - expend arcana point to increase spiked chain enhancement (swift), hold an attack

 Effects:  arcana (+2 to spiked chain enhancement, 10 rounds); mage armor (+4 AC, 4 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 4/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
DrK
The party crowd the entryway, Izzy and the savage Timoshko forming the lead wall followed by Darsalla who's chain crackles with energy. Behind them Roger fires a pair of arrows, one which thuds through the thick bronze scale the other bouncing off. Seconds later the bomb lands in a crackling blast of white freezing fog that leads to screams of pain and a cloud of pale fog as their skin turns the frost to steam. The rear pair throw a pair of sort stub tipped spears at Izy and Timoshko as the lead ones advance inexorably with heavy looking hammers with glowing a dull red heat.


 OOC

A3: vs Izzy short spears  (1d20+7)[ 21 ]  dam  (1d6+2)[ 8 ] +1 fire
A4: vs Timoshko short spears  (1d20+7)[ 25 ]  dam  (1d6+2)[ 7 ] +1 fire
A1: Advance and hit Izzy  (1d20+8)[ 20 ]  dam  (1d6+6)[ 8 ] +1 fire
A2: Advance and hit Timosh  (1d20+8)[ 22 ]  dam  (1d6+6)[ 10 ] +1 fire
 
 
 Spoiler: Hps 

A1 27
A2 10
A3  5
A4 10
 
u-b
Roger is not in much hurry to act, nocking an arrow and waiting for maybe another bomb or some melee attacks before he shoots to finish survivors...

 
 Spoiler 
Delay to act last then shoot at the most wounded guy(s).
Durable cold iron arrow:  (1d20+8)[ 14 ]  for  (1d8+2)[ 4 ]  (-2/+0 rapid shot)
Durable cold iron arrow:  (1d20+8)[ 16 ]  for  (1d8+2)[ 8 ]  (-2/+0 rapid shot)
 
Farmerbink
Timoshko suddenly conjures a small wall of pure stone, laughing in open mockery as the spear shatters against it.  He then makes minimal effort to avoid the fiery Dwarf's blows, instead grinning broadly as the familiar pain rushes through him.  " That's how you want, it eh? " he growls, swelling in size as the power of his blood overwhelms the physical limitations of flesh.  " MY TURN! "

 
 Spoiler: Timoshko, round 2 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  36/51 ((47/63)) ,  Speed  40
 AC  19,  Touch  10,  Flat-footed  19,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail ,  Shield spell (+5 Armor, +4 shield)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)

Inquisitor spells: 2/3
Bloodrager spells: 3/5
Bloodrage (claws, demonic bulk): 10/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 0/2

Bloodrage: full attack
 (1d20+12)[ 23 ]  scythe power attack
 (1d20+13)[ 32 ]  CC (32, x4)
 (2d6+16)[ 25 ]  damage
 (6d6+48)[ 65 ]  crit bonus

 (1d20+7)[ 8 ]  scythe power attack
 (1d20+8)[ 13 ]  CC (27, x4)
 (2d6+16)[ 22 ]  damage
 (6d6+48)[ 69 ]  crit bonus
 
RCgothic
Izzy is hit by the thrown shortspear, but manages to get off a couple of stabs against the advancing Azers before getting thumped the a hammer as well.

She steps back behind Timoshko and continues her assault against her studied target.

 
 Spoiler 

5ft step retreat
AoO vs studied target:  (1d20+12)[ 21 ]  damage  (2d6+7)[ 12 ] 
AoO vs other target:  (1d20+9)[ 14 ]  damage  (2d6+4)[ 13 ] 

Attack vs studied target:  (1d20+12)[ 28 ]  damage  (2d6+7)[ 12 ] 
 
SanguinePenguin
Tsythus lobs another bomb into the mix along with his deranged cackling at another layer of frost blasting into existence when the vial shatters.

 
 Spoiler: Actions, round 1 
Standard: throw frost bomb probably at one in back (attempt the hit as many as possible with the splash, will trade one ally hit for two enemy hits)
Ranged touch  (1d20+7)[ 23 ]  cold damage  (3d6+7)[ 11 ]  and DC 17 fort or staggered vs primary + splash 10 damage reflex DC 17 for half on splash

 
 Spoiler: Tsythus, round 1 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  33/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 14, Dex 14, Con 11, Int 18, Wis 10, Cha 10
 Condition 
 Consumables 
Rage:  3/6 rounds
Bombs: 6/10 remaining
Tenacious: 1/1 remaining
Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
- Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

As the azers surged forward, Darsalla slipped forward to attack, her chain lashing out several times in rapid succession.  Seeing Izzy hurt, she murmured,  "Get behind me if you need to.  This doesn't look like your kind of party

But me?  I like it rough." 

Using her abilities, Darsalla emblazoned the symbol for 'brash' in draconic upon one of their foreheads.

 
  Round 1  - held attack   Attack  - (1d20+13)[ 31 ] ,   Damage  - (2d4+7)[ 14 ] , vs the most hurt one if possible.

 Round 2  - Step to flank if possible.  Full attack w/casting arcane mark to get two attacks
  Attack 1  - (1d20+11)[ 25 ] ,   Damage  - (2d4+7)[ 15 ]  and   Attack 2  - (1d20+11)[ 24 ] ,   Damage  - (2d4+7)[ 11 ] 
 Effects:  arcana (+2 to spiked chain enhancement, 10 rounds); mage armor (+4 AC, 4 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 4/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
DrK
Its a quick and effective blood bath in the narrow corridor as the temperature fluctuates wildly with ice bombs and burning azer hammers throwing off waves of cold and heat. The leading two Azer aresavagely cut down as they are impaled by Izzy, raked by Darsalla's glowing chain and one of them nearly bisected by the savage curled sycthe.

The two at the rear both shake and shiver they are coated in rimefrost once more before they surge forwards, a cry of something unintelligible in Ignan as they charge towards Timoshko and Darsalla (Izzy having stepped behind the barbarian)

 OOC
draw hammers and attack!
Vs Darsalla   (1d20+8)[ 21 ]  dam [roll]1d8+[/roll] +  (1d6)[ 2 ]  fire
Vs Timoshko  (1d20+8)[ 14 ]  dam [roll]1d8+[/roll] +  (1d6)[ 2 ]  fire

 
RCgothic
From safety behind the defensive line, Izzy appraises a new target and then users her extended reach to strike.
 
 Spoiler 
 move action: studied target
Attack  (1d20+10)[ 14 ]  damage  (2d6+4)[ 10 ] 
 
Farmerbink
For once, Timoshko sidesteps easily, laughing wickedly as the hammer slams into the floor with impressive but ultimately futile force.  " That's a lot of talk, flamekin! "  He whirls in a devastating display of savagery, driving the point of his scythe into the Azers again and again.

 
 Spoiler: Timoshko, round 3 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  37/51 ((44/63)) ,  Speed  40
 AC  19,  Touch  10,  Flat-footed  19,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail ,  Shield spell (+5 Armor, +4 shield)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)

Inquisitor spells: 2/3
Bloodrager spells: 4/5
Bloodrage (claws, demonic bulk): 9/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 0/2

Bloodrage: full attack
 (1d20+12)[ 18 ]  scythe power attack
 (1d20+13)[ 29 ]  CC (32, x4)
 (2d6+16)[ 24 ]  damage
 (6d6+48)[ 75 ]  crit bonus

 (1d20+7)[ 27 ]  scythe power attack
 (1d20+8)[ 25 ]  CC (27, x4)
 (2d6+16)[ 25 ]  damage
 (6d6+48)[ 59 ]  crit bonus
 
u-b
Roger shoots some remaining azer, not contributing a lot, but hoping to at least have  some  effect on the combat.

 
 Spoiler 
Durable cold iron arrow:  (1d20+8)[ 11 ]  for  (1d8+2)[ 7 ]  (-2/+0 rapid shot)
Durable cold iron arrow:  (1d20+8)[ 12 ]  for  (1d8+2)[ 8 ]  (-2/+0 rapid shot)
 
SanguinePenguin
Tsythus draws another bomb and mutters,  “creatures of flame enduring so long?  Perhaps a stronger catalyst is needed?  Oil of taggit might be worth a try…”  but he lobs the bomb at the creatures without modifications cause more frost to come into existence when the vial shatters.

 
 Spoiler: Actions, round 2 
Standard: throw frost bomb probably at one in back (attempt the hit as many as possible with the splash, will trade one ally hit for two enemy hits)
Ranged touch  (1d20+7)[ 14 ]  cold damage  (3d6+7)[ 22 ]  and DC 17 fort or staggered vs primary + splash 10 damage reflex DC 17 for half on splash

 
 Spoiler: Tsythus, round 2 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  33/39,  Speed  40
 AC  16,  Touch  14,  Flat-footed  16,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 14, Dex 14, Con 11, Int 18, Wis 10, Cha 10
 Condition 
 Consumables 
Rage:  3/6 rounds
Bombs: 5/10 remaining
Tenacious: 1/1 remaining
Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining

Extracts:
 
 Spoiler 

Level1:
- Shield
- Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
- Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
DrK
Even as Roger fires more arrows that sadly for him go astray in the press of bodies its Tythus and Timshko that turn the tide of battle. One of the azer's screaming, skin going a strange sickly blue-grey as the ice extinguishes its inner fire. The other splashed and wounded howls in agony from the icy blast that blisters its arm with dark blotches, but the scream is cut short  as the scythe descends and ends the creature with a sickening splatter...
RCgothic
"These guys appeared from a stunning circle, no way they're the only things down here," Izzy says, beginning to look around.

"I took a bit of a hit, I could use some healing".
 
 Spoiler 
 I'm down 18hp.

Perception  (1d20+9)[ 29 ] 
 
u-b
Roger zaps his wand a few times at Timoshko and Izzy.  "We can loot these later, I guess, so..."  Roger stands guard and prepares to lead the way further in.

 
 Spoiler 
Timoshko:  (1d8+1)[ 5 ]   (1d8+1)[ 2 ] 
Izzy:  (1d8+1)[ 6 ]   (1d8+1)[ 2 ] 
Two more zaps:
Timoshko: (1d8+1)[8]
Izzy: (1d8+1)[2]
And another:
Izzy: (1d8+1)[3]
 
Farmerbink
 
 Spoiler: Reminder 

 
 Originally Posted by DrK 
 Peering through Timishko can see that the narrow tunnel advances through the cave with neat solid stone work coated with dust for ~25ft before reaching a sharp turn where he can see the outline of a door. As the party make the first moves into the 10ft wide tunnel, feet kicking up small clouds of dust there is a red lit pulse of power as a scorching circle appears at the fr end of the corrridor and four beings of metal and fire stride out. 
 
 


Timoshko grins, nodding appreciatively to Roger.  " Glad to send 'em back, " he growls in Izzy's direction.  Turning back to the tunnel, he prowls forward to investigate the strange circle, business end of his scythe first.  Perhaps surprisingly, he calls upon some strange deific ancestor or god, and begins peering around with unlikely focus.

 
 Spoiler: OOC 
Timmy actually has detect magic on the low-level inquisitor side.  Let's put it to use!
 (1d20+6)[ 16 ]  know (arcana, planes, religion all the same modifier)
 (1d20+13)[ 26 ]  perception
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla shooke her head with a sarcastic grin.   "Tsk, tsk.  Seems like the ones that like to dish it out rarely can take it.  Let's see who called them, yeah?" 

Darsalla followed the others in, her vision allowing her to see as well as her scythe-wielding companion.  She, too, called upon her innate abilities to search for signs of magical auras ...

 
  OOC  - So ... sorry?  Not sure how else to address my absence, but to say life got a hold of me and the longer I waited, the harder it was to post.  Hopefully I haven't disrupted things too much, but here's my attempt to get back into it.

Actions - cast detect magic and search around ...
  Perception  - (1d20+9)[ 12 ] ,   Spellcraft  - (1d20+12)[ 20 ] ,   Arcana  - (1d20+8)[ 16 ] 
 Effects:  arcana (+2 to spiked chain enhancement, 8 rounds); mage armor (+4 AC, 4 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 4/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
RCgothic
"Thanks," Izzy says in response to the healing. "That's probably not the last of what's hiding down here though. We'll need to press deeper to make sure it's fully cleansed."
DrK
Te summoning circle stands at the end of a small corridor, the wind from behind the heroes blowing the tattered curtain that blocks the view of the room beyond. Izzy and Timoshko peel it back as they step over the now inactive summining circle to reveal the room beyond.

This chamber is roughly square with a pair of bronze double doors in the south wall. Each door bears the image of a starburst bisected by a flaming sword. In the east and north walls are shallow alcoves each of which holds a small statuette — approximately waist high — of a maiden, head bowed in weeping. In the center of the chamber is a short pedestal. Whirling atop this pedestal and reaching nearly to the ceiling 10 feet overhead is a spinning vortex of red mist, like  small tornado fixed in place. Forms are faintly visible in the mist, but whom or what they are is unclear. The room is unusually hot, and the smell of brimstone hangs strongly in the air. The vortex pulses with conjurant and evocative magic.
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Glancing at the statues, then turning towards the swirling vortex, Darsalla scratched her cheek.   "Nice asthetic ... kinky, but tame enough to invite mom over.  Anyone else recognize this?" 

 
  OOC  - Presuming my last checks didn't warrent anything, so another detect magic and focus ...

  Perception  - (1d20+9)[ 28 ] ,   Spellcraft  - (1d20+12)[ 17 ] ,   Arcana  - (1d20+8)[ 26 ] 
 Effects:  arcana (+2 to spiked chain enhancement, 6 rounds); mage armor (+4 AC, 4 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 4/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
Farmerbink
Timoshko snorts, prowling around the crimson vortex like a cat trying to decide if it can eat a whole goat.  " Some pitiful tricks from a tribe to weak to defend it.  We should take whatever power it offers, or destroy it. "  His eyes glow with ancestral power as he surveys the strange structure.
DrK
looking at the swirling pillar of reddish mist Darsalla realises that its likely some sort of binding circle and contains some other sort of creature bound in the spiralling energy pillar. Beyond on the door leading further into the tomb she spies a starburst on the door that she suspects may represent the aasimar hero, Argos, who  disappeared from legends around the time of the Battle of Tsar hundreds  of years ago...
RCgothic
 Izzy 

"Perhaps we should leave it alone for the moment until we've seen what else there is down here," Izzy suggests, gesturing at the door with the starburst.
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla shrugged with a nod.   "That's fine by me ... unknown entities bound in circles aren't always as fun as they are at the summoning school after parties.  You sure you want to check the door?  Looks like Argos' symbol.  Was he a hero?  Sure ... but also a killjoy and party pooper ..." 

 
  OOC  - Ready to move on, presuming the circle doesn't look like it's going to disgorge it's trapped entity by us passing close.  Darsalla will concentrate long enough to check for any magical traps in the area before checking the door.

  Perception  - (1d20+9)[ 10 ] 
 Effects:  arcana (+2 to spiked chain enhancement, 4 rounds); mage armor (+4 AC, 4 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 4/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
Farmerbink
Timoshko eyes the vortex suspiciously.  " You check the door, then, " he grunts at Izzy.  " I'm gonna watch  this  thing.  I don't trust it. "
SanguinePenguin
 “This should probably be assessed if it will be left at our rears as we focus forward…”  the half-orc studied the circle, runes and anything else promising to see what be familiar.

 
 Spoiler: OOC 
Perception:  (1d20+9)[ 14 ] 
Spellcraft:  (1d20+13)[ 28 ] 
Know arcana:  (1d20+13)[ 17 ] 
 
DrK
Sweeping the area visually neither Darsalla or Tsythus see any signs of magical traps. The small magus sweeps the room as magical auras abound in the room, the walls and doors all glowing with dull abjurant magic, the spinning cyclone with conjrant magics and th sun burst on the door with dull evocation magic although you had not found any traps.

As Timoshko stares at the spinning cyclone he swears he can see faint shapes in the spinning mist, but no signs of anything breakthrough through the mist or the cyclone symbol drawn on the floor.
Farmerbink
Timoshko continues to prowl around the cyclone, growling like an excited predator.  His legs are tight, like springs ready to explode at a moment's notice.  " You find anything yet? " he barks, keeping his steady gaze on the shapes in the strange mist.
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Darsalla nodded.   "A red mist that looks like a summoning circle, walls that glow with magic, and a magical door with a symbol of a long dead hero.  Or did you mean besides all that?

Oh, and I'd not get to close to that ... strange things happen when you cross summoning circles." 

Glancing over at the hulking man, she smirked.   "Then again, that might just be your kind of fun ..." 

 
  OOC  - nat 1 on perception.  "Nope, no traps here!"

 Effects:  arcana (+2 to spiked chain enhancement, 2 rounds); mage armor (+4 AC, 4 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 4/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
SanguinePenguin
Tsythus continues to stare at the summoning circle and … nothing happens.  So he finally proclaims,  “although I can’t determine any imminent danger, we have no way to assess more, so… we should press on.”   He shrugs, then fidgets by tossing a live bomb absently back and forth between his hands,  “I am sure there will be dangers ahead, and could easily be found in any corner we could choose.  This one bears only as much uncertainty of danger as those others.” 

Tsythus opens the door.
DrK
The explorers had stood around for a few minutes as they looked at the spiral of red flames before Tsythus approached the bronzed doors. As he does there is a flash of fire as a pair of fiery beams blast away from the door, one strike at Tsythus, one flaying towards (see randomiser below)! Even as that happens the doors swing open on old hinges to the central dome shaped chamber beyond some 30ft square. Motes of dust float in this chamber disturbed by a slight current from overhead. A high dome arches overhead, its underside marred by a large crack at the peak and running across the southern side of the dome. Chunks of stone have fallen away from the dome down this line leaving a line of debris strewn across the floor.

At one point a large chunk has fallen and crushed a marble table in the centre of the room. Pieces of rubble still rest atop the ruins of the table amidst shards of glass and twisted metal where something had been on top of the table and been thoroughly smashed. A pair of  standing sarcophagi covered in gold fold stands against east and western walls (you enter via north) graven with images of knights with closed eyes. On the far side (the southern wall) there is a massive stone edifice  like a door or blocked portal on the far side of the room (southern wall).

Of note though in the far south eastern corner is a mass of webbing like a cocoon of some sort stuck to the roof some 20ft up that looks to be like a mass of webbing...

 OOC
Scorching ray vs Tsythus  (1d20+9)[ 10 ]  vs Touch  (4d6)[ 15 ]  Fire
Scorching ray vs Timishko (1) / Izzy (2)/ Roger (3)/ Darsalla (4)  (1d4)[ 4 ]   (1d20+9)[ 13 ]  vs Touch  (4d6)[ 14 ]  Fire

 
SanguinePenguin
Tsythus had been expecting something to happen when eh touched the door, so he hadn’t even been prepared to dodge when the flaming bolt whizzed past him to harmlessly strike the ground.   “Fascinating… somehow it was triggered by my presence…”  he said as he traced the ray back to its origin with his eyes.

 
 Spoiler 
interested in figuring out how it triggered in hope of identifying such traps in the future.

Perception:  (1d20+9)[ 12 ] 
Know arcana:  (1d20+13)[ 28 ] 
 
Farmerbink
As the door opens and fire bursts into the room, Timoshko doesn't even take his eyes of the vortex of swirling red mists.  Only Tsythus' comment disturbs his focus, as he turns away grunting.  " I suppose that's probably for the best, " he growls, prowling towards the now-open door.

" What do you see? " he grunts, striding past the distracted (?) alchemist, into the ruined crypt.  He gazes into the dark space, unhindered by the lack of light.  " Many legs... a face like Roger's... The spirits do not lie quiet... "  He growls low in his throat at sight of the webbed bundle.

" Looks like a spider has been eating in here.  Everybody in, and spread out! "
u-b
Roger does not quite enter, he lets others enter, but personally stays just out of the chamber, taking some cover behind one of the doors. He looks inside and tests the cocoon with an arrow.

 
 Spoiler 
Cold iron durable arrow  (1d20+10)[ 17 ]  miss  (1d100)[ 71 ]  for  (1d8+2)[ 7 ] 
 
DrK
As the other creep into the room looking around at the table with the strange smashed contraption atop it and the pair of sarcophagi Roger lets fly at the cocoon carefully from the doorway. THere is a hiss of rage and a shriek as suddenly from out the top scuttles a massive arachnid shape, the legs and lower body of a massive spider some 9ft across and the shadowy dark skinned torso and face of an old man, long white wild hair flowing don from his scalp and beard and a twisted looking branch in his arm.

Tsythus, Darsalla and Izzy recognise the savage looking thing as a a drider, and judging from its size and age, likley a powerful one!

 
 Initiative
Roger, Izzy
Angry Drider
rest of the party

Currently its 20ft up a wall on the ceiling on the far side of the 30ft square room


 
u-b
Roger shoots two more times  at the cocoon  and remains partway in the view of the drider.

 
 Spoiler 
Cold iron durable arrow  (1d20+8)[ 26 ]  miss  (1d100)[ 51 ]  for  (1d8+2)[ 8 ] 
Cold iron durable arrow  (1d20+8)[ 15 ]  miss  (1d100)[ 2 ]  for  (1d8+2)[ 4 ] 
 
RCgothic
 Izzy 

"I can't reach it whilst it's up there," Izzy mutters, staying behind Tsythus and Timoshko. Then she adds as a puzzled and frustrated aside to Roger: " Why are you shooting at the cocoon?! 
DrK
The drider hisses from the corner of the room as it dangles from the ceiling, a barked  "My chamber. My nest!"  before he waves his arms and a swirling cloud of glitter erupts in the doorway coating the party as they've gathered in the doorway with a cloud swirling flakes that stings the eyes!

As he does that he points at  (1d5)[ 2 ]  and a dark green beam of magical energy surrounds them as their flesh begins to crystallise and harden!

 OOC

Drider sorcerer
Quickened glitterdust Will DC 17 or Blinded (can save at the end of each round to clear the blindness)
Flesh to stone Fort DC 19 or turned to stone
- D5 of random targetting 1 = Darsalla, 2 = Tysthus, 3 = Timishko, 4 = Roger, 5 = Izzy

 
SanguinePenguin
Tsythus shakes off the worst of the blast, though it leaves him feeling a little leadened.  His vision is shot, but downs an elixir and dashes back into the other room.  He cleaves to the wall past the doors and move out of sight.

 
 Spoiler 
spellcraft to know spell and how much skill to cast it:  (1d20+13)[ 23 ]  Drink shield elixir, move back into room
 
Farmerbink
" Get out! " Timoshko barks, taking his own advice.  He grabs Darsalla roughly, half-guiding/half-hauling the obviously blinded Tiefling to relative safety.  Back in the previous room, he gets set to shut the door when the last of his allies is through.

 " Anyone know how to get that blasted thing off the ceiling? " 
 
 Spoiler: Timoshko, round 1 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  51/51,  Speed  40
 AC  19,  Touch  10,  Flat-footed  19,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail ,  Shield spell (+5 Armor, +4 shield)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)

Move to outside the room, ready an action to shut the door?
 
u-b
Roger shoots an arrow at the drider and gets ready to close his side of the double doors.  "Yes, everyone fall back, I'll close this side." 
 
 Spoiler 
Cold iron durable arrow  (1d20+10)[ 25 ]  for  (1d8+2)[ 10 ] 
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

Seeing the drider scurry from the corner, Darsalla felt a chill down her spine.  When she lost her sight in a flash of light, she grunted,   "Nope, nope, nope ... your chamber your nest!"   Stumbling backwards, she followed the wall back through the door, tripping several times as she did until she no longer felt the presence of the dark amalgamation of drow and spider.

Outside the door, she remarked off-handedly to the air,  "It should fall off if you kill it.  Unfortunately, I'm all out of drider repellant.  " 

 
  OOC  - Blind and unafraid to run!

 Effects:  blind (X rounds, save each round vs Will DC 17); arcana (+2 to spiked chain enhancement, 2 rounds); mage armor (+4 AC, 4 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 4/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
Farmerbink
 
 Originally Posted by Starbin 
  "It should fall off if you kill it.  Unfortunately, I'm all out of drider repellant.  "  
 

Timoshko growls irritably, only inches from the blinded Tiefling's face.  " Yes  obviously,  but my arms aren't 20 feet long- even when I call upon the blood of my ancestors! "
DrK
With a resounding  boom  the solid stone doors swing shut as a combination of Roger and Timoshko shepherd the blinded Darsalla, Tsythus and Izzy back through the doors before slamming them. From the inside there is shrill and inuhuman shriek but the doors don not shift or move...

 OOC

Drider does "something" but you can't see due to the closed doors


 
u-b
Roger drops the bow, takes off the backpack, then wraps one of the backpack's straps around both handles, preliminarily binding double doors together.  "Do we have proper rope?" 
 
 Spoiler 
Free, Move and Move actions?
 
Farmerbink
Timoshko laughs, a brief, ugly thing.  " 'do we have rope' " he mocks.  " Of course I have rope.  Do you need a hook to go with it?  How many? "

True to his word, the hulking brute drops his pack and begins pulling out several coils of rope.  A grappling hook clatters to the stony floor as he looks up, anticipating Roger's answer.

 
 Spoiler: OOC 
Timoshko has both a generic pack (which comes with "rope") and a climber's kit, for +2 to climb (and "several ropes").
 
u-b
 "No hook, it's just to bind these handles together. We don't want that thing here just yet." 

Roger is still holding the handles sort-of-bound by his (mostly empty) backpack. This does not quite look like a permanent solution and occupies both Roger's hands to hold tight.
Farmerbink
" Bah! " Timoshko retorts.  " Let him come!  If he's low enough to open the doors, he's low enough to taste my steel! "
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

With her sight returning, Darsalla blinked the sparkles from her eyes, looking around for signs of the creature.  Seeing they were safe for the moment, she turned in time to see Timoshko pulling free several lengths of ropes along with grappling hooks.  She looked sardonically at the huge man, shaking her head.   "So when you asked about how to get the drider down ... you meant  without  rope and a hook?" 

Gripping her spiked chain, Darsalla glanced back to the door, thinking for a moment.   "I  could  make it dark, but it might not stop him.  Or ... if you open the door, I could use an image to trick him ..." 

 
  Round 2  - Saved vs blind in  OOC .

Otherwise, just some snark and a couple of thoughts...

 Effects:  ; arcana (+2 to spiked chain enhancement, 1 round); mage armor (+4 AC, 4 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 4/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
u-b
Roger grabs the rope.  "Just hold these tight, will you?"  He loops the rope a few times around the handles and ties two knots. Then he picks up the bow and uses the tip of his boot to "knock" at the doors.  "Hey, you, spider thing! Want to negotiate?!"  He promptly makes a few steps aside not to stand right behind those doors in case the thing prefers not to...

 
 Spoiler 
And listen check all the way: take 10 + 20 = 30 (then modified by the doors and the range)
 
RCgothic
Izzy continues to try and blink the glitter out of her eyes, but it's not very effective.

"Whatever you do, I hope it keeps those doors shut. Blasted dust! I can't see a thing..."
DrK
Strong ropes and straps are tied around the handles of the ancient stone doorway securing it as best they can. As Izzy and Darsalla clear their eyes Roger shouts out to the creature on the far side... There is a pause for a few long seconds before a thin rasping voice comes back.  "You come to my tomb. This my tomb, leave this place or I kill and suck marrow from bones."  It doesn't sound too sure of itself though to Roger and Izzy's ears.
u-b
 "Hmm... now we seem to have some conflicting claims here."  Says Roger as if he was considering the case. He says that quite loud, but not exactly shouting.  "We have Dame Isabella Moreno here, who claims to have lawfully received the title to this holding. I'm not yet sure how you can safely review and evaluate her deed, but before that, what is  your  claim based on? Are you indeed some sort of a squatter?" 
DrK
THe creature pauses and there is the sounds of some squelching like bones and body shifting and a sharp smell of spice in the tomb for a second. Then when the voice comes back it is clearer, with less of an insectoid rasp.  "I have not heard of Dame Moreno, but this is the Ashen Waste of the Desolation and this has been my home for more tan three decades... It is mine since those skinny pink skins forced me away from Telophus's green place."  

THere is a pause, then a sly...  "If you give me back my previous home maybe I will leave this place, maybe I will leave this place and never return, never to wrap you in my webs and adsorb your flesh." 
 
 Spoiler: Knowledge: Local / Religion /History DC 15 


The reference to Telophus is a neutral demi god of Nature said to have dwelt in the Desolation before it was a desolation. The small patch of green trees lies some 20 miles from here and is currently owned by the reclaimers

 
 Spoiler: Knowledge Religion/History/Local DC 20 


Telophus was so neutral that he did not take part in the battles with the Army of Light and his woods and trees sheltered and fed both sides of the battle.
the Reclaimers are a militant druidic sect, that do occaisonally offer guides in the Desolation, but they dwell in the "clearing" a small briar of wods some half a mile across, a spot of green in the otherwise dead bone white of the ashen waste

 
 Spoiler: Knowledge Local DC 27 


The reclaimers maintain the woods through occult rituals... some rumours says they need fuel for their trees and not all of their caravans survive, but you are sure these things are not linked
 

 

 
u-b
 "Hmm... thirty years of adverse possession should surely count for something. The problem is, if those skinny pink skins drove you away, maybe they are stronger then you? So, more danger to us than you?"  Roger makes a short pause here.  "How about you describe their abilities and tactics as good as you can and then we go there together? This way we will have better chance of success."  Roger ir not quite sure if his proposal is genuine (he hasn't decided yet), but he is sure interested in learning stuff about both parties.

 
 Spoiler 
Sense motive:  (1d20+15)[ 29 ] 
 
DrK
Roger shouts through the door and is met by a near snarl. Then the voice shouts back,  "Many pink things, many of them, more than poor old Kolscillisk. But many, many of you.  As it speaks the reason for it being pushed away and the desire for its original home (or at least its previous home in the woods) sounds sincere to Roger
u-b
 "Fine, fine, many pink things, but what do they  do ? How did they threaten you - melee, ranged or magic?"  Whatever Kolscillisk's answer to this, Roger proceeds with the rest of the matters at hand.  "Meanwhile, don't you mind if we appropriate the rest of the area that is outside of your lair? Like, we are to camp here, so might as well rearrange this or that..." 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

As everyone's vision cleared, Darsalla watched with a raised eyebrow as Roger attempted to bargain with the drider.
 At some point, she motioned for them to gather away from the door.    "Look, I'm a pretty cosmopolitan gal, and see morality as a very squiggly line ... but you DO know this thing is about as evil as they come, yeah?  He's got no reason to make a deal, and if he does get what he wants, he's got no reason to keep up his side of the bargain.  You're literally making a deal with the devil.  Despite my live and let debauch demeanor, I'd like to go on record saying a deal in 'good faith' is a bad idea."  

 
  OOC  - More snarky thoughts

 Effects:  ; arcana (+2 to spiked chain enhancement, 1 round); mage armor (+4 AC, 4 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 4/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
Farmerbink
Timoshko allows his legs to relax, though he keeps a firm grip on his blade.  He eyes Roger warily at first, but quickly decides the man must be just prying for information.  He follows Darsalla and smirks at her assessment.   " What, we're going to go casually murder a whole tribe of druids so neutral they fed both sides, just so we can rid this tomb of a monster without killing  it?   Frankly, seems like a huge waste of time, even if it  is  telling the truth. " 
u-b
Roger nods at Darsalla, performs *thumbs up* and *hush* gestures and keeps listening for any possible answers.
DrK
As Roger asks for more details there is a shout if frustration.  “many of your kind. They did chase with weapons and magics and took my webs.”  The shouting drifts a little into incoherent rambling slightly before continuing  “My tomb, I hunger! You stay I eat!”  is the shouted response
u-b
 "Yeah, yeah,  your  lair! Is that where you are now or also includes whare  we  are now? What do you eat here, by the way, and how often? Would some tribute of food be appropriate so that we could rely on you not to eat any of us?"  Roger then tries to estimate to location of the speaker on the other side of the doors. If it's clearly on ground level, he intends to point at it and look around at teammates.

 
 Spoiler 
Perception take 10 + 20 = 30 to locate the speaker on the vertical axis (like, did it descend to the ground level to talk?)
 
RCgothic
Isabella eventually manages to clear the stinging glitterdust from her eyes, and is in a foul mood by the time she does.

"Enough! This barrow is under new management! Here are the terms of my lease: My authority as owner of this land is not to be questioned. You make nice with my tenants, including the earth elemental who lives here as well. These graves will be re-sanctified and accorded the proper respect! If you need food we will trade and nobody is ever to be eaten! If you do not accept I'll find you a shallower hole to inhabit!"

Expecting that this offer will not be accepted, whilst she makes this offer Izzy drinks an extract that doubles her size and gives her a reach with her spear to the ceiling.

 
 Spoiler 
Diplomacy to persuade.  (1d20+10)[ 17 ] 

And Enlarge Person.
 
DrK
Listening to incoherent rambles through the solid stone door its virtually impossible for Roger to assess the height, although he would guess that the creature is on the same side of the room as it's nest was earlier. Beside Roger Izzy's shouted demands illicit and scream of  "My nest... mine! I kill you all.."  and skittering sounds of chitin on rock. Seconds later Izzy towers above the party as she expands....
u-b
Roger is not sure he understands Izzy's plan, so he just steps aside not to remain in the way in case the doors are suddenly opened and waits for directions, bow ready.
Farmerbink
Timoshko grins at Izzy's claim.  " I knew she was a good one, " he comments, gripping his scythe eagerly.  He prowls towards the door, but stays clear to the side, in case something is about to come through.

 
 Spoiler: Timoshko 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  51/51,  Speed  40
 AC  19,  Touch  10,  Flat-footed  19,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail ,  Shield spell (+5 Armor, +4 shield)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1  during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Anatomist (+1 to confirm critical hits)
 
SanguinePenguin
Tsythus mutters softly through his mask,  ”this course will be a disaster.  Unless we have a way to keep him where we can all hit him, we will be lucky to survive it.  His magic is very strong relative to the abilities I have seen from us.  I suggest a strategic retreat.”   He moves further away from the door.

 
 Spoiler 
If someone moves to open the door, he will drink his bull’s strength/str mutagen elixir.
 
RCgothic
 Izzy 

"I'm not about to let some insane old spiderman disrespect me and terrorise my tenants," Izzy mutters as she kicks in the door with an enlarged boot.

 
 Spoiler: OOC 

If this goes badly... sorry.😦
 
Starbin
  Darsalla  , Tiefling Magus//Swashbuckler

With the path clearly set to combat, Darsalla grinned.   "Not sure I had picked 'fight a drider' for Prophetic Bingo, but gotta love a lady who takes charge.  Let's do this ..." 

Before the door opens, Darsalla whispers words of power, then calls upon illusionary magicks.  Once the door opens, she screams  "COME AND GET US, MUTHER FRAGGER!"   Smoke billows from the doorway as images of all her companions sprint across the room, taking up positions to attack.  She waited, hoping the drider would attack the false 'heroes' and buy them some time to attack ...


 
  Prep  - Cast silent image to create figures sprinting inot the room and setting up for a fight.

 Effects:  ; arcana (+2 to spiked chain enhancement, 0rounds); mage armor (+4 AC, 4 hours); canny defense (+3 AC [dodge]); Darkvision 60’; ER 5 vs fire 
 
 Spoiler: Stats  
AC 15 (22)  HP 45/46  Move 30’  Init +4
 Saves:  Fort +7  Ref +8  Will +5
Arcane pool 4/7 (swift, +2 enh)
Darkness SLA 1/1
Charmed Life 1/1
 Skills:  Spellcraft +12, Intimidate +10, KS Planes +10, Sleight of Hand +9, Perception +9, Acrobatics +8, Craft (tattoo) +8, KS Arcana / Local +8, Use Magic Device +8, Fly +8, Perform (Dance) +6, KS Geography / History +5, Linguistics +5, Climb/Swim +4,
 
 Spoiler: Spells 
0 (4) - prestidigitation, acid splash, detect magic, arcane mark
1 (2/4) - mage armor, chill touch, shocking grasp, silent image
2 (3) - frigid touch, mirror image, pyrotechnics
 

 Magic Items  +1 spiked chain, +1 rapier, ring of protection +1, belt of dex +2, vest of resistance +1
 Languages  Common Abyssal, Infernal, Draconic, Elven,
 
Farmerbink
Timoshko eyes Izzy with a questioning expression until she stomps toward the door with obvious intention.  Grinning like an absolute madman, he calls upon his strange, profane deity to bolster his attacks.

 
 Spoiler 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  51/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +11/+6 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Divine Favor: +1 to-hit and damage

Bloodrage (claws, demonic bulk): 16/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 2/2
 
u-b
Roger remains out of line of sight of the drider, but within just a step of this line of sight. That won't necessarily be good depending on what the thing will be casting, but Roger is tentatively fine with that and willing to maybe then take some risk after the drider has chosen its targets.
DrK
The now giant Izzy wrenches open the door and is immediately met by a flicker of green as a glowing acidic green arrow! Even as that happens Darsalla and Timoshko prepare for battle and Roger moves a sfae distance away out of line of sight of the doorway

As she pulls open the door the strange spider like creature can be seen in the centre of the chamber standing atop the broken altar and the collection strange arcane objects. The drider's maddened eyes gleam in the low gloom and a sphere of glowing force seems to surround it.

 Readied action triggers Empowered acid arrow: Ranged touch  (1d20+11)[ 21 ]   dam  (2d4)[ 5 ]  x 1.5 acid  

GO GO PLAYERS!
Farmerbink
With the monster grounded (?), Timoshko charges into the room.  He swells in size as he joins Izzy in a mad dash to the middle of the room!

 
 Spoiler:  Timshko, round ? 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  (+12 from rage) 51/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11  23 Str, 18 Con 
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1 during bloodrage 
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Divine Favor: +1 to-hit and damage

Bloodrage (claws, demonic bulk): 15/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 2/2

Free action BLOODRAGE
I don't think charge is mechanically applicable, but I assume move -&gt; attack is on the table.
 (1d20+12)[ 15 ]  (+2 rage, +1 divine favor, -2 power attack)
 (1d20+13)[ 19 ]  CC (32, x4)
 (2d6+15)[ 21 ]  damage
 (6d6+45)[ 69 ]  crit bonus???

If he hits, use hunger for temp HP
 
RCgothic
 Izzy 

Izzy takes the acid hit, but ignores it. She moves up behind Timo and uses her now extra-long spear to stab the drider.

 
 Spoiler 

Move to ~15ft range (20ft reach)
Power Attack  (1d20+7)[ 22 ]  (-2PA)
Damage (3d6+11)[ 21 ]  (+6PA)
 
u-b
As people charge to attack the drider, Roger steps halfway out of cover and shoots two arrows at it too.

 
 Spoiler 
Cold iron durable arrow  (1d20+8)[ 25 ]  miss  (1d100)[ 52 ]  for  (1d8+2)[ 9 ] 
Cold iron durable arrow  (1d20+8)[ 28 ]  miss  (1d100)[ 57 ]  for  (1d8+2)[ 10 ] 
Confirm (1d20+8)[ 21 ] for (2d8+4)[ 14 ]
 
SanguinePenguin
Tsythus groans as the elixir he drank when Izzy kicked the door takes effect.  His muscles swell to extreme proportions and he dashes into the room and swings his falchion powerfully at the foul creature.

 
 Spoiler: Actions, round 1 
Move: to range (flank if possible) / draw falchion
Rage: 3/6 remaining
Standard: power attack  (1d20+12)[ 31 ]  Damage:  (2d4+19)[ 24 ]  cc  (1d20+12)[ 30 ]  Damage:  (2d4+19)[ 25 ]  (looks like a crit unless we are in even bigger trouble than expected)

 
 Spoiler: Tsythus, round 1 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  45 (33)/39,  Speed  40
 AC  20,  Touch  14,  Flat-footed  20,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 18, Wis 10, Cha 10
 Condition  Shield: 30/48
Bull's Strength + Str Mutagen: 47/48
Rage 3/6

 Consumables 
Rage:  3/6 rounds
Bombs: 5/10 remaining
Tenacious: 1/1 remaining
Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining

Extracts:
 
 Spoiler 

Level1:
X - Shield
- Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
X - Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  3/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
DrK
As the door flies open and the insane drider is perched atop the shattered remains of the strange arcane contraption the party pour in, acid flowing over Izzy as she follows the savage barbarian into the room. The two giants swing and thrust, only the spear making contact. Roger catches it with arrows that seem blunted slightly before Tsythus slides past the pair of giants and shears off a pair of chitinous legs with a massive swing of falchion. The drider howls in pain and fury, stumbling backwards away from the flurries of blows and savage attacks.

It staggers slightly before its hand glows a dark purple as it punches the alchemist in the face with necromanti power, before from its web spinnerets a multitude of missiles streak out hammering into all of the melee assailants

 OOC

Vampiric touch on Tysthus touch  (1d20+9)[ 12 ]  dam (and Temp Hps)  (6d6)[ 22 ] 
Quickened magic missile
 -- Izzy  (2d4+2)[ 5 ] 
 -- Timishko  (2d4+2)[ 9 ] 
 -- Tsythus  (1d4+1)[ 4 ] 
 
SanguinePenguin
The enlarged and enraged Tsythus cackles madly when he cleaves off the creature’s legs and gets sprayed with some internal juices.  He narrowly evades a blast of necromancy in the face, then the drider’s force missile fizzles harmlessly against his shield.  Oblivious to how incredibly and improbably fortunate the past several seconds were, Tsythus cackles even more maniacally, shifts to flank, and swings his heavy falchion at the drider again.

 
 Spoiler: Actions, round 2 
Move: 5 ft step (flank if possible)
Rage: 2/6 remaining
Flanking not included below
Standard: power attack  (1d20+12)[ 20 ]  Damage:  (2d4+19)[ 26 ]  cc  (1d20+12)[ 15 ]  Damage:  (2d4+19)[ 23 ] 
 
 Spoiler: Tsythus, round 2 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  45 (33)/39,  Speed  40
 AC  20,  Touch  14,  Flat-footed  20,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +14 (2d4+13, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 18, Wis 10, Cha 10
 Condition  Shield: 29/48
Bull's Strength + Str Mutagen: 46/48
Rage 2/6

 Consumables 
Rage:  2/6 rounds
Bombs: 5/10 remaining
Tenacious: 1/1 remaining
Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining

Extracts:
 
 Spoiler 

Level1:
X - Shield
- Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
X - Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  2/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
u-b
Roger keeps shooting and hopes for the best.

 
 Spoiler 
Cold iron durable arrow  (1d20+8)[ 19 ]  miss  (1d100)[ 4 ]  for  (1d8+2)[ 7 ] 
Cold iron durable arrow  (1d20+8)[ 20 ]  miss  (1d100)[ 50 ]  for  (1d8+2)[ 5 ] 
 
RCgothic
Izzy again ignores the hit and steps around the drider to flank with Tythus, keeping the Spiderman at spear's reach.

 
 Spoiler 

Power Attack  (1d20+9)[ 18 ]  (-2PA)
Damage  (3d6+12)[ 21 ] 
 
Farmerbink
Fully embroiled in the developing feeding frenzy, Timoshko lashes out with animalistic savagery as his scythe whirls in the dim crypt.

 
 Spoiler:  Timshko, round 1 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  (+12 from rage) 43/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11  23 Str, 18 Con 
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1 during bloodrage 
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)
Divine Favor: +1 to-hit and damage

Bloodrage (claws, demonic bulk): 14/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 2/2

Full round attack!
 (1d20+13)[ 33 ]  (+2 rage, +1 divine favor, -2 power attack)
 (1d20+14)[ 22 ]  CC (33, x4)
 (2d6+16)[ 25 ]  damage
 (4d6+48)[ 59 ]  crit bonus???

 (1d20+8)[ 14 ]  (+2 rage, +1 divine favor, -2 power attack)
 (1d20+9)[ 13 ]  CC (33, x4)
 (2d6+16)[ 24 ]  damage
 (4d6+48)[ 61 ]  crit bonus???
 
DrK
The drider rears up, a pair of arrows skittering off its chitinous hide and its flailing legs deflecting the heavy spear thrust from Izzy. But it cannot stop all of the attacks and it hisses and gibbers wildly as Tysthus agains slices across the bulbous abdomen but that is then cut short at the tip of Timoshko's scythe buries itself in the creature's skull! the remaining 6 legs straighten for a second in a spasm before they still and it goes limp.... the body of Kolscillik slipping off the arcane table and falling to the cold floor. The two massive sacophagi to the east and west of the room looking down impassively....

With the drider dead its Darsalla and Tysthus who can see some of the creature's trappings are not old and battered or ragged. A small pouch contains 3 strange magical glass bubbles, each the size of a knuckle, a short stick of blue steel with a hand grip is jammed into its belt and a pair of rings are on its two main hands, one with a glowing red crystal, one formed in mithral with the world serpent eating its own tail. Around its neck it has a gleaming gold necklade in the shape of a bee with glittering pear eyes

 
 Spoiler: Loot following time and/or identify 


Wand Agressive thundercloud (CL5, 22 charges)
3 Beads of Force
Ring of Counterspells [Fireball]
Ring of Protection +1
Aegis of Recovery [necklace]
 
u-b
Roger casts Light on his bow and Detect Magic on himself, then proceeds to investigate the room, with the coccoon, the sarcophagi and all. He does not yet touch anything funny except maybe advising Izzy to cut the coccoon off the mass of the webs and onto the floor while she is still large.

 
 Spoiler 
Perception take 10 + 20 = 30 for a start and then take 20 + 20 = 40, along with detect magic.
 
Farmerbink
Timoshko deflates, breathing heavily as he returns to his normal size.  " That thing talked a better fight than it put up, " he grunts.  He turns to Izzy with a fierce grin.  " I suppose it's yours now- unless you think that thing was talking about some other kid of intruder.... "
SanguinePenguin
Tsythus grunts to Timoshko,  “wait!  Remove your scythe  slowly .”   Exhausted, but focused, his muscular form thrusts his hands into the hole Timoshko left in the drider’s skull and with a loud grunt, he cracks it in two halves.  Practiced hands of a nightmarish surgeon move along various bones, organs, and muscles.  Extracting a small scalpel, he makes a few incisions and carefully removes more and more layers of tissue.  Finally, he lets out a relieved sigh.   “Ah, the venom sacs are still intact.  I can try to extract a potent poison from the creature later.  I was worried they might have been damaged.”   The whole operation took less than a minute before he hefts his falchion, ready to examine the cocoon.

 
 Spoiler 
end rage with 1 round remaining
Shield and bulls strength + str elixir still going
 
Farmerbink
Timoshko glares sharply at Tsythus.  " You can't have him! " he snarls, shouldering his way between the heavily-breathing barbarian and the Drider's still-twitching form.  Only after his companion makes abundantly clear that he's after a non-vital organ does the hulking brute let go of his ancestral range and carefully remove the scythe blade.  He watches intently as Tsythus carefully peels away the tissue as if expecting the man to suddenly go for the heart at any moment.  Finally, with a nod of contentment, if not precisely approval, Timoshko steps back in to roughly cleave the rest of the slain creature's torso in half.

After retrieving the monster's heart with much less precision and delicacy than his companion did his work, the bloodrager takes a massive bite from the organ, and swallows large strips of muscle- devouring most of it in only a few bites.  He turns to Izzy with a portion of raw heart in his hands.

He holds it out to her, inquiringly.  " As the rightful owner of this crypt, you may also partake. "
DrK
As Tythus and Timishko have lunch and perform some non-sterile dissection Roger wanders around the room slowly and carefully searching every nook and cranny, the room is big enough that this will take some 20 minutes. As he he starts the sear he spies the glint of metal in the webbed cocoon that has fallen form the wall. In that is a small burlap sack that must have been insane driders supplies. Inside are several small desiccated animals he has drained of blood and must be saving for later to consume, a glorious ruby topped platinum sceptre shaped like a curvy lady and some cash, a small wooden box with insence inside and a well made hand axe carved with dwarven runes of fury. The axe and incense both glow with magic.

 
 Spoiler: Loot 

435 gp, 2,341 cp,
a platinum scepter (1,050 gp)
+2 handaxe
3 blocks of incense of meditation
 


Over the course of the 20 minutes he also discovers a catch on the back of each of the metallic statues to the left and right of the room, these are less carvings but more like sarcophagus coverings that have (locked) catches that would enable them to be opened. A further discovery on the far wall (opposite the way in) is another secret door, this one worked into the inscriptions on the wall and with an bearing of a marching horde of troops on the section of the wall that if unlocked would swing open

 Assuming taking 20 it'll take 20 minutes to search the room.   
RCgothic
 Izzy 

Izzy's rage at the drider doesn't end with its death, and it's only Tsythus and Timoshko's occupation with butchery of the corpse themselves that prevents her running it through herself. Whilst they work she satisfies herself with cutting down its cocoon instead. She's a little surprised to be included in Timoshko's ritual, but her anger at the drider is enough that she holds out her hand for the heart, locking a fierce gaze with him the whole time she takes a large bite and hands it back.
u-b
Roger announces his discoveries, but proposes we leave further exploration until the morning and meanwhile make ourselves at home and account for the loot*. For that effect, he cast Detect Magic and tries to identify all the things magical.

 
 Spoiler 
Whoever handles the loot, please add it to your notes.

Spellcraft checks, in order:  (1d20+4)[ 13 ]   (1d20+4)[ 14 ]   (1d20+4)[ 10 ]   (1d20+4)[ 23 ]   (1d20+4)[ 11 ]   (1d20+4)[ 19 ] ?  (1d20+4)[ 22 ] ? and  (1d20+4)[ 15 ]   (1d20+4)[ 20 ]   (1d20+4)[ 5 ] ?  (1d20+4)[ 9 ] ?
(depending whether the beads and the blocks of incense are to be identified separately or in bulk)
 
Farmerbink
Timoshko smiles, in a surprisingly level-headed way and watches intently, taking the monster's heart back with a reverent nod of appreciation.  His gaze shifts to Roger's investigation as he almost idly (or so it seems) eats the rest of the organ, savoring each bite.  He nods as the man reveals his findings, but makes no claim to any of it himself.

 
 Spoiler: OOC 
I'm content to jot those things down on my character sheet so it doesn't get lost.  Has anyone else been doing something similar?
 
SanguinePenguin
After Roger concludes his search, Tysthus returns to the venom sacs with interest.  ”Roger, you have steady hands - would you mind assisting me with the extraction?”   The man actually removes his mask and gloves for the first time since you met him. His face a mess of scars, but his gray eyes are focused as he sets to work.

After a few minutes of carefully removing flesh around the sacs, he tries to remove one, which ruptures and drains the venom from the second sac through a small vascular structure connecting the two.  ”The thing was connected to the bone!?  Leave it to drow to design such an obnoxious anatomy!”   Tsythus washes his hands and laments,  ”it would have been such a lovely poison…” 
 
 Spoiler 
 Survival:  (1d20+9)[ 13 ]  + Roger’s aid if he does 
No luck :(
Craft (alchemy):  (1d20+13)[ 33 ] 
 
DrK
The party finish the looting even if the creature's strange anatomy costs the alchemist the toxin sacks of the beast. Setting up a small and contained camp in the ruins with tents pitched near the iron wrought fences where the elemental had protected the gardens. The night in the ash wastes is cold, icy wind blowing across the ashen wastes the swirling dust casting a pall over the moons sitting high above the cloudless sky.

As Roger maintains the watch over the graveyard it is his hawk and hounds that squawk and bark as Roger spies a series of shadowy shapes flitting through the gates and the stones of the graves. Their spectral forms passing effortlessly through solid black stones and iron rungs. They make no noise and their forms flail and flap as if blow by winds that you cannot feel and a chill seems to surround them as they ghost forward in absolute silence, the very noise of the blowing dust seemingly dampened by their presence

 
 4 hours into the night watch, ~ midnight (so no-one has renewed spells, daily powers etc...)
Roger has the watch and spies the 4 wraiths approaching your campsite ~70 away!!

Roger has 1 round of actions before the Init kicks off in earnest



 
u-b
Roger emits a loud whistle as he quickly stands up. Then shouts  "HELLO DEAR WRAITHS! PLEASE STAY WHERE YOU ARE AND LET'S HAVE A CHAT!"  While he is at it, Daisy comes to his side as called and he quickly jumps on her bare back, bow ready in hand through this whole process. The bird takes into the air and keeps some distance circling above the party.
DrK
The shouts of Roger disturb the group as you all start to rouse, a cold filling the air as the unnatural aura from the wraiths creeps closer. The dust stirs with a breeze where no wind blows as the creatures advance with a creepily silent approach


 Initiative

Roger, Izzy,  Tsythus

Wraiths

Rest of the party

 
u-b
Roger rides some 50 feet diagonally away from the wraiths, all while shooting at the nearest one. The bird and the dogs do their best to keep their distance, the later barking madly at the wraiths, but, as Roger knew too well, that would be yelping the moment one of those wraith would get anywhere too close. Oh, damn...

 
 Spoiler 
Warhorse: single move (so, not penalty to shooting)
Roger: full attack (just under 110 feet, no range penalty)

Magical piercing arrow:  (1d20+8)[ 21 ]  for  (1d8+2)[ 10 ] 
Magical piercing arrow:  (1d20+8)[ 9 ]  for  (1d8+2)[ 3 ] 
 
SanguinePenguin
Tsythus still sad about the venom, immediately downs his last prepared extract.  He then flees back while drawing his remaining mutagen.

 
 Spoiler: Actions, round 0 
 Standard: Drink shield extract
Move: 40ft away full speed, draw dex mutagen

 
 Spoiler: Tsythus, round 2 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  (33)/39,  Speed  40
 AC  20,  Touch  16,  Flat-footed  20,  CMD  21,  Fort  7,  Ref  9,  Will  5,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +7 (2d4+4, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +7 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +2 Dex, +1 Natural)
 Abilities  Str 26 (14), Dex 14, Con 11, Int 18, Wis 10, Cha 10
 Condition  Shield: 60/60
Rage 1/6

 Consumables 
Rage:  1/6 rounds
Bombs: 5/10 remaining
Tenacious: 1/1 remaining
Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining

Extracts:
 
 Spoiler 

Level1:
X - Shield
X - Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
X - Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 1/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  1/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
RCgothic
Izzy studies the lead wraith, taking up a readied guard against it with her spear.

"I'll be a lot happier once all these interlopers are banished from my property," she mutters, irritated at having been woken.
 
 Spoiler 
 Move action: Studied target.
Readied action: Attack (will roll if necessary)
 
DrK
THe quartet of Wraiths come swooping in silently on evil winds spreading out to attack as many of the party as possible as Roger rides out to one side, an arrow piercing one of the wraiths. Izz leaps to her by Darsalla and Timishko ready to defend her lands whilst Tsythus backpedals across the graveyard.

One of the wraiths still shimmering having had the arrow tear through him swoops after Roger the creature flying silently in the darkness catching up to the horseman. The other three pour into the graveyard to attack Izzy, Timoshko and Darsalla


 
Wraith 1: Double moves to catch Roger (has fly 120ft perfect)
Wraith 2: Move to Izzy, Touch  (1d20+6)[ 22 ]  for  (1d6)[ 6 ]  Negative Energy and Fort DC 16 or  (1d6)[ 5 ]  Con damage
Wraith 3: Move to Timishko, Touch  (1d20+6)[ 9 ]  for  (1d6)[ 2 ]  Negative Energy and Fort DC 16 or  (1d6)[ 6 ]  Con damage
Wraith 4: Move to Darsalla , Touch  (1d20+6)[ 13 ]  for  (1d6)[ 5 ]  Negative Energy and Fort DC 16 or  (1d6)[ 4 ]  Con damage
 
 
 Spoiler: HPs 

W1: 5
W2:
W3:
W4:
 
Farmerbink
Timoshko rises quickly, both from his resting place and as his abyssal bloodline roars to ferocious life.  " Your tricks are no match for my ancestor's power! " he roars, as he tears into the nearest assailant with the profane claws that just sprouted from his fingertips.

 
 Spoiler:  Timshko, round 1 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  (+12 from rage) 43/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11  23 Str, 18 Con 
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1 during bloodrage 
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)

Bloodrage (claws, demonic bulk): 13/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 2/2

judgement of JUSTICE (+1 to-hit)
Full round attack!
 (1d20+10)[ 27 ]  claw1 (+2 str, +1 judgement, -1 size -2 power attack)
 (1d6+10)[ 13 ]  damage (counts as magical, so I think half vs the wraiths?

 (1d20+10)[ 11 ]  claw2
 (1d6+10)[ 11 ]  damage
 
u-b
The horse does not like the wraith one bit. It's all too eager to get away from it, like, right now. Roger does not quite mind. He guides his horse to withdraw from the wraith for up to 100 feet and behind someone or something. The rest of the animals get even further away.

 
 Spoiler 
Withdraw action by both Roger and Daisy. Moving at least 80 and at most 100 yards, ending up behind some corner or something so that the wraith could not charge without provoking or at all (like, behind a corner of a building, behind the wagon or behind the main group that is in melee at the moment, roughly in that order of preference).
 
RCgothic
 Izzy 

Izzy attacks the wraith that comes for her as it moves into range, and again as it closes in to sap her life force with its touch.
 
 Spoiler 


Readied power attack:  (1d20+10)[ 22 ]  (-2/+6PA)(+3 insight)  (4d6+10)[ 24 ]  (studied strike if hits)

AoO:  (1d20+7)[ 19 ]  (-2/+6PA)(additional +3 insight if previous attack didn't hit)  (2d6+10)[ 19 ] 

Damage is magic and piercing.

I'm going all out to down this wraith before it gets to her. If she doesn't down the wraith before it can hurt her, then she's at 7CON and -1hp.
 
SanguinePenguin
Tsythus downs the elixir in his hand in a single motion with celerity rarely seen outside of taverns proximal to institutions of higher learning.  He then quickly mixes an accelerant into a glass vial and launches the explosive into the fray.

 
 Spoiler: Actions, round 1 
 Move: drink dex mutagen (accelerated drinker)
Fire bomb Ranged touch  (1d20+9)[ 13 ]  Damage  (3d6+7)[ 17 ]  + 10 splash DC 17 reflex for half (target to hit as many wraiths and as few allies as possible with splash)

 
 Spoiler: Tsythus, round 1 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  (33)/39,  Speed  40
 AC  24,  Touch  18,  Flat-footed  24,  CMD  18,  Fort  7,  Ref  11,  Will  4,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +7 (2d4+4, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +9 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +4 Dex, +1 Natural)
 Abilities  Str 14, Dex 18 (14), Con 11, Int 18, Wis 8 (10), Cha 10
 Condition  Shield: 60/60
Dex mutagen: LONG time

 Consumables 
Rage:  1/6 rounds
Bombs: 4/10 remaining
Tenacious: 1/1 remaining
Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 0/1 remaining

Extracts:
 
 Spoiler 

Level1:
X - Shield
X - Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
X - Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 0/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  1/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
DrK
The wraiths flood into the graves and the party spreading evil and death wherever they go! The wraith that was pursuing Roger continues to chase down the mounted man, horse rearing angrily but the spectral figure is slowed by the strands of graves and rocks and although it reaches the ranger it cannot reach up to attack him.  The wraith by Izzy seems to almost solidfy as it sucks the life force out of her even as the pair of swords twist and tear into its frame but the others can only watch as Izzy goes pale and shaky and collapses to the ground barely breathing. The wraith, exulted on the life energy ignores the crackling bomb from the alchemist before swooping over Tysthus.

The other two circle around Timishko and Darsalla, spectral claws reaching through the orc and halfling to pull out their life essence.

 
W1: Double move to reach Roger
W2: Move to Tsythus (1d20+6)[22] for (1d6)[6] Negative Energy and Fort DC 16 or (1d6)[5] Con damage
W3: Vs Timishko (1d20+6)[22] for (1d6)[6] Negative Energy and Fort DC 16 or (1d6)[5] Con damage
W4: vs Darsalla (1d20+6)[22] for (1d6)[6] Negative Energy and Fort DC 16 or (1d6)[5] Con damage
 
 
 Spoiler: HPs 


W1: 5
W2: 10 + 22
W3: 10 + 7
W4:
 
u-b
 "Everyone try targeting the one Izzy hit!"  shouts Roger as he breaks the distance again, riding more or less back where he was just a few moments before and again with the same obstacle between him and "his" wraith. He wasn't quite doing anything of value, especially now that the number of "us" dropped down to the number of "them", but still sees some hope in their tactics of one-separate-target-per-wraith.
Farmerbink
As Izzy falls, Timoshko roars with anger.  He glares balefully at the nearest wraith as it drags a shadowy claw through his torso.  " Weak!  Die! " he bellows, lashing out again with his empowered claws.

 
 Spoiler:  Timshko, round 2 
   Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  (+12 from rage) 38/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11  23 Str, 18 Con 
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life:  fast healing 1 during bloodrage 
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)

Bloodrage (claws, demonic bulk): 12/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 2/2

Full round attack on W2 (enlarged suggests Tim can reach, at least with a 5-foot step)
 (1d20+10)[ 23 ]  claw1 (+2 str, +1 judgement, -1 size -2 power attack)
 (1d6+10)[ 12 ]  damage (counts as magical, so I think half vs the wraiths?

 (1d20+10)[ 30 ]  claw2
 (1d6+10)[ 14 ]  damage

OOC confirmation of  14   Probably doesn't seal the deal, but if we're flanking or something?????
That  16  max bonus damage 😩
 
SanguinePenguin
Tsythus tries hard to resist the vile necromantic touch.  He deftly leaps back and shakes the accelerant into another glass vial.  He throws the bomb at the attacking wraith.

 
 Spoiler: Actions, round 2 
Fort save:  (1d20+7)[ 9 ]  on failure, use tenacious  (1d20+7)[ 10 ]  :(

Move: 5 ft step back
Fire bomb Ranged touch  (1d20+9)[ 15 ]  Damage  (3d6+7)[ 14 ]  + 10 splash DC 17 reflex for half (target to hit as many wraiths and as few allies as possible with splash)

 
 Spoiler: Tsythus, round 2 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  15/27 (/39),  Speed  40
 AC  24,  Touch  18,  Flat-footed  24,  CMD  18,  Fort  7,  Ref  11,  Will  4,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +7 (2d4+4, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +9 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +4 Dex, +1 Natural)
 Abilities  Str 14, Dex 18 (14), Con (6) 11, Int 18, Wis 8 (10), Cha 10
 Condition  Shield: 59/60
Dex mutagen: LONG time

 Consumables 
Rage:  1/6 rounds
Bombs: 3/10 remaining
Tenacious: 0/1 remaining
Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 0/1 remaining

Extracts:
 
 Spoiler 

Level1:
X - Shield
X - Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
X - Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 0/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  1/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
DrK
The wraiths like deadly shadows continue to circle around, spreading chill horror and death in their wake! Even as Izzy falls they scatter around the graveyard seeking the still living prey to feast upon! Timoshko falls upon his wraith slashing with claws that tear wisps for freezing fog free that drift away whilst the fourth one is lucky as the alchemist's bomb sails through it and explodes just beyond catching it only the edge of the explosion.

The three wraiths battling with Tysthus, Darsalla and Timoshko continue their attack whilst the fourth one, tired of the man and horse running in circles turns and instead swoops to join of its dark spectral kin.

 


W1: fly to  (1d3)[ 1 ]  for Tysthus/Timoshko/Darsalla  and TOUCH  (1d20+6)[ 23 ]  for  (1d6)[ 1 ]  negative and Fort DC 16 or  (1d6)[ 6 ]  CON
W2: Vs Tsythus TOUCH  (1d20+6)[ 23 ]  for  (1d6)[ 6 ]  negative and Fort DC 16 or  (1d6)[ 3 ]  CON
W3: Vs Timoshko TOUCH  (1d20+6)[ 11 ]  for  (1d6)[ 5 ]  negative and Fort DC 16 or  (1d6)[ 5 ]  CON
W4: Vs Darsalla TOUCH  (1d20+6)[ 20 ]  for  (1d6)[ 3 ]  negative and Fort DC 16 or  (1d6)[ 3 ]  CON
 
 
 Spoiler: HPs 


W1: 5
W2: 32
W3: 30
W4: 5
 
u-b
Roger lets the other fighters fight whomever they find most convenient and then tries to finish off some of the wraiths.

 
 Spoiler 
Delay until after the rest of the party. Then:

Cold iron durable arrow  (1d20+8)[ 19 ]  for  (1d8+2)[ 4 ] 
Cold iron durable arrow  (1d20+8)[ 18 ]  for  (1d8+2)[ 3 ] 
 
RCgothic
Izzy lies still, pale as death.

 
 Spoiler 

Stabilisation check DC 10: FORT (+4 base, -2 CON, -1hp)  (1d20+1)[ 2 ] 

Edit: Fail. Still dying, now at -2hp and 7 CON. 5 turns from death.
 
SanguinePenguin
Tsythus’s shakes off the worst of the touch from the two wraiths, he then leaps back and hurls a bomb into the ground underneath one of them, catching them both in the blast.

 
 Spoiler: Actions, round 3 
 Move: 5 ft step back
Fire bomb Ranged touch  (1d20+9)[ 22 ]  Damage  (3d6+7)[ 16 ]  +  10  splash DC 17 reflex for half (target to hit as many wraiths and as few allies as possible with splash, should get at least 1 &amp; 2)
If wraith attack will drop him below 0, enter rage as free to stay standing.

 
 Spoiler: Tsythus, round 3 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  8/27 (/39),  Speed  40
 AC  24,  Touch  18,  Flat-footed  24,  CMD  18,  Fort  7,  Ref  11,  Will  4,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +7 (2d4+4, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +9 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +4 Dex, +1 Natural)
 Abilities  Str 14, Dex 18 (14), Con (6) 11, Int 18, Wis 8 (10), Cha 10
 Condition  Shield: 58/60
Dex mutagen: LONG time

 Consumables 
Rage:  1/6 rounds
Bombs: 2/10 remaining
Tenacious: 0/1 remaining
Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 0/1 remaining

Extracts:
 
 Spoiler 

Level1:
X - Shield
X - Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
X - Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 0/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  1/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
Farmerbink
      
    Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  34/51 (+12 from rage),  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 
 Spoiler: Conditions 
Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)

Bloodrage (claws, demonic bulk): 11/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 2/2
Hunger: 2/2
 
 
 
  
Still unfazed by the circling wraiths, Timoshko lashes out again and again with his claws, making every effort to send them back to whatever foul plane they came from!

 
 Spoiler: Timoshko, round 3 
Full attack the judged wraith (presumably the same one he's been hitting)
 (1d20+10)[ 27 ]  claw 1 (+1 judgement, +2 str, -1 size, -2 power attack)
 (1d6+10)[ 16 ]  damage

 (1d20+10)[ 14 ]  claw 2 (+1 judgement, +2 str, -1 size, -2 power attack)
 (1d6+10)[ 13 ]  damage
 
DrK
Finally! Roger whips past, acing on his horse that is wild eyed with terror at the black shapes of death and pain launching a pair of arrows that pause in the air as they land within one of the wraiths attacking the alchemist. Behind him there is an explosion as Tsythus drops a bomb nearly at his ow feet but when it clears one of the wraiths evaporates with the clearing smoke! The other though.. it eyes burn with fire as it looks towards him hungrily. Timoshko's seems thinner again as the barbarian's claws pull and tear at the shadow stuff leaving rimes of ice on his forearms, its still there but much smaller than it had been!



 W1: vs Tysthus TOUCH  (1d20+6)[ 25 ]   (1d6)[ 4 ]  negative and Fort DC 16 or  (1d6)[ 5 ]  CON
 W2 :
W3: Vs Timoshko TOUCH  (1d20+6)[ 15 ]   (1d6)[ 5 ]  negative and Fort DC 16 or  (1d6)[ 3 ]  CON
W4: Vs Darsalla TOUCH  (1d20+6)[ 23 ]   (1d6)[ 4 ]  negative and Fort DC 16 or  (1d6)[ 6 ]  CON 
 
 Spoiler: Wraith HPs 

W1: 10
 W2: 40 
W3: 38
W4: 5
 
u-b
Roger lets the other fighters fight whomever they find most convenient and then tries to finish off the next most damaged wraith...

 
 Spoiler 
Delay until after the rest of the party. Then:

Cold iron durable arrow  (1d20+8)[ 28 ]  for  (1d8+2)[ 10 ] 
Cold iron durable arrow  (1d20+8)[ 24 ]  for  (1d8+2)[ 4 ] 

Then ride behind some cover relative to the wraiths so that they would be unable to charge.
 
Farmerbink
      
    Timoshko Savarin, First Fang    
M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  34/51 (+12 from rage),  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 
 Spoiler: Conditions 
Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed)

Bloodrage (claws, demonic bulk): 10/16
Judgement: 0/1
Touch of Darkness: 5/5
The Hunger: 2/2
Hunger: 2/2
 
 
 
  
With fanatic, demon-borne hunger, Timoshko rakes savagely at any of the wraiths he can reach.
 
 Spoiler: Timoshko, round 4 
Full attack the judged wraith (until it dies?), following-up to whichever is closest to Izzy.

 (1d20+10)[ 29 ]  claw 1 (+1 judgement, +2 str, -1 size, -2 power attack)
 (1d4+10)[ 14 ]  damage

 (1d20+10)[ 12 ]  claw 1 (+1 judgement, +2 str, -1 size, -2 power attack) (-1 to hit if not the judged target)
 (1d4+10)[ 12 ]  damage
 
SanguinePenguin
Tsythus’s barely stays standing under the assault, but he fights through, leaps back, and hurls a bomb at the wraith attacking him.

 
 Spoiler: Actions, round 4 
 Move: 5 ft step back
Fire bomb Ranged touch  (1d20+9)[ 10 ]  Damage [roll]3d6+7)[/roll] + 10 splash DC 17 reflex for half
If wraith attack will drop him below 0, enter rage as free to stay standing.

 
 Spoiler: Tsythus, round 4 
   Tsythus Oren   
Male TN Half-Orc Alchemist (semi-Concocter)//Barbarian,  Level  6//2,  Init  2,  HP  4/27 (/39),  Speed  40
 AC  24,  Touch  18,  Flat-footed  24,  CMD  18,  Fort  7,  Ref  11,  Will  4,  CMB  +7,  Base Attack Bonus  5
   Falchion +1   +7 (2d4+4, 18-20/x2)
 Splash (10 Dam, DC 17 for half) Bombs (ranged touch) (10/day)   +9 (3d6+7, -)
   Dagger   +11 (1d4+6, 19-20/x2)
   Chainshirt +1  (+5 Armor, +4 Dex, +1 Natural)
 Abilities  Str 14, Dex 18 (14), Con (6) 11, Int 18, Wis 8 (10), Cha 10
 Condition  Shield: 57/60
Dex mutagen: LONG time

 Consumables 
Rage:  1/6 rounds
Bombs: 1/10 remaining
Tenacious: 0/1 remaining
Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 0/1 remaining

Extracts:
 
 Spoiler 

Level1:
X - Shield
X - Shield
X - CLW
X - CLW
- Open

Level 2:
X - Bull's Strength + Str Mutagen
X - Alchemical Allocation
X - Bull's Strength + Str Mutagen
- Open

Mutagenic Mixology - 0/2 remaining
Boro Bead (1st) - 1/1 remaining
Mutagen: Dex 0/1 remaining
 

Race/Class:
 
 Spoiler 
Traits:
Accelerated Drinker:  Move action to drink potions
Carefully Hidden: +1 will, +2 vs divinations

Half-orc:
Tenacious: 1/day reroll failed fort or will save, or con check
Darkvision: 120 feet

Alchemist:
Poison Resistance +4
Swift Poison
Swift Alchemy

Barbarian:
Fast movement: +10 ft
Uncanny dodge: no flat-footed, never lose dex bonus
Rage:  1/6 rounds/day
Knockdown: 1/rage, trip with no AoO, and deal str damage on success
 

 

 
DrK
The wraiths continue to press thei attacks, some swollen and engorged upon the souls of the explorers. Not the savage barbarian though as his claws glitter and tear into the spirit again and the wraith's essence shrivels and melts away. The other one swoops up, the bomb falling free from the alchemist's hand and spluttering in the dust - a sad dud. But the wraith still shivers a pair of arrows sweep through it.

With two of their number fallen, one engorged upon the Darsalla's soul as the dancer falls to the ground with a clatter of spiked chain and the last surrounded by bombs and pierced with arrows joins it comrade. Both streaking vertically some 80ft into the sky where they merge with the shadows of the night sky becoming hard to sight


 OOC

Remaining two wraiths both fly 80ft straight up
In the darkness need DC20 perception checks to even seem them.

 
 
 Spoiler: HPs 

W1: 17
 W2: 40
W3: 38 
W4: 5
 
u-b
Roger draws another arrow and casts  light  on it, all while riding closer to Izzy. He has no problem seeing the wraiths, but expects he won't be able to kill even one if they remain on the course, so just tries to make sure they are not back after a sort of detour.

 
 Spoiler 
If they continue on, ride some more and  stabilize  on Izzy.
 
RCgothic
Izzy remains pale and cold as death, but after the touch of Roger's magic she doesn't appear to be getting any worse at least.
Farmerbink
Timoshko's eyes follow the wraiths upwards, easily tracking them despite the shadows of night.  " What, that's it!? " he bellows in challenge, tracking them against the dark sky beyond.

He paces slowly to stand over Izzy, breathing slowly and slavering at the mouth a bit as he protects her from the circling wraiths.  " Come let me finish what you started! " he roars, sneering at the wispy assailants.

 
 Spoiler: OOC 
If it's relevant, I'll ready an action to attack the first wraith to be threatening:
 (1d20+10)[ 30 ]  claw
 (1d4+10)[ 11 ]  damage
 
DrK
The two wraiths continue to streak upwards into the darkness, soon lost to even Roger's sharp eyes as sated upon soul stuff they vanish into the darkness leaving the drained, pale and shivering explorers behind. Izzy lies still upon the ground, pale but still breathing, Tysthus surrounded by rime covered craters, Roger trots around the edge of the graves, his horse still wide eyed with terror and Timishko screams challenges to the darkness. It is Roger who notices that Darsalla is down, the lithe small figure partially covered by some vines draped over a grave but their face is still, her chest unmoving and no light remains in her red eyes as her soul is consumed by the fleeing wraiths.
u-b
 "Oh, damn it! Darsalla is dead!"  Roger will zap his wand a couple of times at Izzy and then cover everyone's retreat. He is inclined to let Darsalla lie until the morning.

 
 Spoiler 
Cure light wounds:  (1d8+1)[ 8 ]   (1d8+1)[ 7 ] 
 
SanguinePenguin
Tsythus pauses a moment, looking down at Darsalla’s corpse.   She was the only one of the party he had spent more than some long hours with.  But the moment is fleeting.  He grabs some of her valuable gear and says,  ”she was a practical lass…  We go inside, bring Izzy, debate there.  Out here is death.”   Bring Izzy is said to Timoshko mostly.  Heeding his own command, he moves as fast as his legs can carry him back to the building.
RCgothic
Izzy murmers back into consciousness as Roger heals her wounds, but she remains dazed and disorientated as she allows herself to be guided back inside.
DrK
It takes some time for the party to gather their wits and strength following the deadly incorporeal attack. Once moving the party gradually approaches the old house. It’s an impressive structure with 3 floors and the bottom layer heavily fortified with only thin arrow slots in the walls and a large reinforced double doorway. Above, the shutters are down and lilting in places and the empty sadness of abandonment hangs over the property.

Heading the doors on the front are locked and rusted shut since last used but a smaller door on the side enters into the long empty kitchens were rotten desiccated dust is all that remains od the food. The ground floor, even with the light spells and lanterns of tye party is dismal. Kitchens, stores, a dozen basic chambers that likely were servants quarters and a small stable for half a dozen beasts. But climbing the stairs the 1st floor is more impressive with sitting rooms, a library that is shelved with mostly nests of bookworms and pulped books and a large great hall with 4 long tables like with benches and empty candelabras hanging from the ceiling.

On the 2nd floor amidst the eaves is the manors suites. 6 large rooms, each with a small dressing room and office leading into a sleep chamber. In 3 the beds are decayed and broken a mass of moulded wood with holes in the roof leading to the dusty obscured stars above.

Scouting about quickly it’s in a state of disrepair but seems safe, likely the mad drider, Earth spirit and the like dissuading others from staying here. Blessedly you are all able to camp together in the great hall and are awoken, tired, in pain and saddened by one fewer of the party by the weak light streaming through a stained glass roundel and the sound of the ash dust blowing and scraping on the walls and roof. Even the bowing knight on the glass looks sad.
u-b
Before asking Izzy what would be her plans for the day, Roger intends to search the site all over, including the site of the recent battle, the state of the dead Darsalla and any nearby buildings and structures. He then intends to burry Darsalla and the drider (the later only for practical reasons) and assess all of the new assets and what should be done with them.
Farmerbink
      
    Timoshko Savarin, First Fang      
 Spoiler: Current stats 

M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  51/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed

Bloodrage (claws, demonic bulk): 16/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 2/2
 


As the wraiths disappear into the night, Timoshko's rage begins to wane.  He growls, pacing in vain as they make no effort to resume the attack.  Only when Roger makes his pronouncement does he seem to recognize the fallen Tiefling.  Frowning deeply at her still form, his lips raise in a silent snarl at the cowardly creatures, now long gone.  With obvious frustration, he nonetheless dutifully lifts Darsalla's still form to a shoulder.  He turns to do the same with Izzy as the archer returns her to consciousness.  With surprising gentleness, he guides the dazed woman into the relative safety of her stone-walled estate.  " Easy now.  Watch your step there, " he murmurs quietly as he helps her navigate the threshold.

" Damned ghosts, " he spits, as he gently lowers Darsalla to the floor a few paces inside the doorway.  " Let's make sure it's abandoned in earnest before we get comfortable, " he growls, prowling deeper into the building with his blade at the ready.  Unhindered by the deep darkness within, he leads the party throughout the building.  He's as surprised as anyone when they complete the patrol with no further incidents.

He lapses into a sullen silence as they set up camp in the high-ceilinged hall.

 

As they wake in relative peace and safety, the young warrior looks up at the imagery with an odd look.  " Now, how do you want to go about making this a home? " he asks, with no hint of how he feels about the prospects. 
 
  
RCgothic
Izzy leans her head on Timoshko as he helps her inside, murmuring "needs some fixing up" before huddling down for the night. Only after a sleep as deep as death does she eventually stir and begin morosely inspecting the manor.

"I'm sorry everyone, I don't know what I thought we'd find here, but somehow I still had higher expectations. This place needs a lot of fixing up and our supplies aren't going to last. We can't just spend all our time cleaning this up, we need to earn some bits so we can trade for food in the camp. And I don't know about you guys, but I still don't feel so great. I just hope that elemental is happy we took care of the drider."
DrK
The manor house, although its physically secure in the sense that it has walls and most of a roof is a state of disarray with mouldy and rotten beds, splintered and broken  furntiture. From the cracked and pitted glass and or missing panes you can see the large cemetary and the half explored tomb beyond where you had fought the mad drider. For everything else the expanse of white dust that coats everything with a cloying and cough inducing dusty wheeze streches out until the horizons are swallowed in the chalky haze.  Despite its dowdy state the manor has potential, the sweeping gallery on the second floor is open and spacious (once the webs are removed). The guest rooms and living quarters on the first floor would be pleseant and the ground floor boasts an impressive hall, a ew remnants of fabric that once were curtains linger on with some flags and shields that bear host to either sigils of the houses in the ancient Army of the Light, some that bear a resemblance to these still used by houses in Bard's Gate to the South and most commonly of all the Symbol of House Lime from which the Manor of Limevale was named.  Outside where the carriages are parked the stables are run down and all but derelict and a few other outbuildings look they may once have been servants quarters

 
 Spoiler: Map of the Manor 
 
 


The morning passes easily enough as you establish that there are no more beasts more threatening than (regular sizec) spiders and rats ad that near everything of value as now been stripped from the place. Most likley over the years by the various thieves, ner-do-well and Vagrants that call the Camp (only a few hours to the South west) home.  But at least the first phase in Izzy's grand adventure has been accompllished, that of reaching the manor. Even if it does lie in the desolation around the cursed city of Tzar....

Gathered in the great hall, Darasalla having been buried in the cemetary, the massive Guardian Earth ELemntal rather useful in digging a grave for your friend you have reconvened to take stock and consider what to do...
 
 Send for people to help restore the keep 
 Explore Tark's Mound a tomb to a dead General that was mentioned to be in the East of the Ash Wastes 
 A look for the Gardens of Telophus where the druids have made their home to the NE 
 Return to camp to see Sammar the emissary from Bard's gate and help him with his lost trade caravan that Gurg (the now dead) Giant was guarding 
 Seek advice from Simon the Hermit on the wastes 
 Consider rebuilding the Bender Brothers Flophouse now that you own it (by Virtue o Killing the owners) 
 All of this is before consideratio is given to the Chaos rifts to the North, the Boiling Lands to the East or the setting your eyes on the dread Black gates of Tzar itself... 
 
 
u-b
After reporting everything is clear, Roger suggests we try to bypass the camp altogether, to the extent practical. At least, it does not seem to be very economical. Instead, he proposes we go have a chat with druids of the Gardens of Telophus to the NE and see if we can get food, healing, advise or otherwise establish mutually beneficial relations. For now, though he tries to consult with Earth Elemental about restoring the well into some working shape to have ample supply of water for the animals that would not be dependent on him casting Create Water over and over again. He also looks over the night's battle site to recover his arrows.

 
 Spoiler 
Since ALL other players seem to be busy/distracted IRL, I'm going to take over the logistics of this game and will make a  loot table  for a start. Will we use Pathfinder Downtime rules or some other rules for the manor? I guess even if we'll use some known published rules, there might be conversion factors for bits and/or availability.

Also, anyone still in need of conventional healing?
 
DrK
The morning's wan light, whistling wind and dusty haze greets Roger as he heads out to the collapses stables to inspect the animals and the grounds. THey seem okay and happily drink from the ruined fountain as he summons enough water to fill it to a reasonable depth, even if it has a thick layer of dusty white scum atop it.  Heading to the graveyard and the tomb within he pauses at the edge and awaits the guardian to form... It does with a slow rumble and shifting of the earth and stone, a low gravelly rumble like stone atop stone greets Roger -   "You would treat with me mortal ?"    it pauses, each word slow and measured   "I have observed you and your companions. You do not seek evil here."  
u-b
 "Treat... why, yes! That is, unless you prefer me not to. We hope and intend to get this place restored and busy with many activities, but it you wold like not to be involved, we can arrange an area to keep clear of." 

Roger would prefer to have the elemental involved, based on some mutual interest, but uninvolvement would also work, if that would be its preference.
Farmerbink
      
    Timoshko Savarin, First Fang      
 Spoiler: Current stats 

M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  51/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed

Bloodrage (claws, demonic bulk): 16/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 2/2
 


Timoshko prowls about most of the morning decidedly uninspired.  The manor was huge- strangely so among the otherwise barren ash-covered landscape.  Surrounded on all sides by chalky whiteness, as far as the crust-lined eye can see, it's hard to imagine a time when building such an estate in this location made any sense at all, much less being worth the expense of bringing in the materials.  Izzy's unexpected apology leaves the hulking man more confused and surprised than anything, and he finds himself following listlessly in Roger's wake.

" There's plenty of evil in this place without our help, " Timoshko grunts at the elemental's comment.  " I've no great desire to make the world a better place, but it's hard not to do it on accident here. " He spits in the dirt with perhaps surprising hostility.  " It'd be... good, to have a safe place to rest.  For all. "  Blinking in surprise at his own words, he glances between Roger and the living stones.  " You would be a valuable ally, " he finally adds.
 
 
  
DrK
THe elemental surveys Roger and Timoshko, or at least you assume that is what it is doing with its blank face.   "WALLS CAN BE MADE STRONG AND THE WELL CAN RESTORED ALTHOUGH I DO NOT LIKE THE LIQUID AS IT RUINS ORDER"   it rumbles as it speaks with Roger and the others and after a while you come to an agreement where you will leave the graveyard be, aside from gentle cleaning or tidying and in return the creature will reinforce the walls of the manse and restore the well.

It is s good as its word as about two hours after you finish the disscussion the fountain bubbles into life with fresh (if chalky) water pouring gently as whatever issues below ground had caused it to dry up appear to have been restored. Leaving you with a choice of starting the repairs, continuing to explore the ash wastes or returning to the "Camp"
u-b
Roger is impressed by the elemental's quick restoration of the well. He thinks that the repairs to make the place permanently habitable will require men, food and materials, where "food" would be a stable supply, not a random wagonload. It would also require making the place more or less "safe". Roger proposes we defer it until some later time. Meanwhile, we can try visiting the camp, the druid grove or Bard's Gate to procure the cure. Roger is not sure because he's never tested it for lack of pressing need, but his roc companion, while still young, might be already capable of carrying him, in which case he might visit some of these places alone. Also, we probably should identify all the loot and allocate it for use and for sale. There seems to be quite an amount of it.

 
 Spoiler 
There are 37 positions of "things" (more of the individual things, but I suspect similar-looking things can be grouped). This does not include scrolls, which are auto-detected by Timoshko. Roger has Spellcraft +6 (+7 with Timoshko's Guidance). Timoshko has Spellcraft +8 (let us say +10 with Guidance and level up), which gives us some chance of detecting the things. The best part is that we can try once daily until we succeed. In case it is relevant for our plans, I'll roll for all those 37 positions for both of us to save time:
Roger:  (37d20)[ 4 ][ 17 ][ 4 ][ 15 ][ 12 ][ 6 ][ 10 ][ 16 ][ 7 ][ 14 ][ 20 ][ 20 ][ 19 ][ 17 ][ 9 ][ 8 ][ 2 ][ 16 ][ 7 ][ 14 ][ 13 ][ 18 ][ 11 ][ 15 ][ 9 ][ 9 ][ 12 ][ 14 ][ 16 ][ 9 ][ 13 ][ 20 ][ 5 ][ 17 ][ 14 ][ 17 ][ 2 ](451) 
Timoshko:  (37d20)[ 4 ][ 12 ][ 9 ][ 17 ][ 11 ][ 8 ][ 16 ][ 8 ][ 17 ][ 3 ][ 10 ][ 13 ][ 10 ][ 3 ][ 5 ][ 7 ][ 14 ][ 20 ][ 16 ][ 2 ][ 12 ][ 10 ][ 18 ][ 1 ][ 3 ][ 18 ][ 6 ][ 19 ][ 12 ][ 2 ][ 1 ][ 15 ][ 14 ][ 9 ][ 12 ][ 5 ][ 16 ](378) 
 
Farmerbink
      
    Timoshko Savarin, First Fang      
 Spoiler: Current stats 

M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  51/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed

Bloodrage (claws, demonic bulk): 16/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 2/2
 

 Timoshko  makes no effort to hide his surprise, nor his pleasure, as the hulking mass of apparently sentient rock upholds its end of the bargain.  He eagerly scoops up a handful of water, and sips gently- keenly aware that life itself has begun to bubble up through the ground.  " This is a great day, indeed, " he murmurs gently, ignoring the calcific taste that accompanies the moisture.

Standing up tall, he looks around the strange estate.  The graveyard holds nothing of immediate value, and is easy to leave to the stone elemental's whims.  The well is by far the most critical part of the area, though defending it from inside the fortified manor house may prove challenging.  He grunts.  " We will need a wall.  Not necessarily soon, as there's nothing and no one to wall  out , but someday.  For now, the building may be enough all by itself. "

He turns to Izzy.  " By right, it's yours.  We said we'd help recover it, and we have.  What would you have us do next? "
 
 
  
u-b
 "Say, Timoshko, you are from around here, should we be able to get some scrolls of Restoration from any dealer at the camp or maybe elsewhere? I've had no reason to check at the camp when we were passing by, but now that would be very useful." 
RCgothic
 Izzy 

"Thank you for securing my claim Timoshko," Izzy says with an appreciative hand on the large man's arm. "If you'd both stay, I think we can make it a profitable outpost here, if at a little risk. For now though, I think Roger is right, we need healing beyond that which rest can bestow. I can still feel the touch of those  things  on my soul!" she shudders.

"I think perhaps we should head to the Gardens of Telophus to trade with the druids there. At least that way we aren't backtracking. But I'm also keen that we should find cover by night, we've already seen some of the consequences of what might happen if we don't, poor Darsalla."

 
 Spoiler 
Still have 5 CON drain to clear.
 
u-b
Roger estimates how long it will take to reach the druids and then either starts packing to lead the caravan or declares we depart tomorrow at dawn.

 
 Spoiler 
Survival 10+13 = 23
 
Farmerbink
      
    Timoshko Savarin, First Fang      
 Spoiler: Current stats 

M Neutral (Evil?) Human - Duskprowler Clan Bloodrager 6 // Inquisitor 2,  Level  6//2,  Init  4,  HP  51/51,  Speed  40
 AC  15,  Touch  10,  Flat-footed  15,  CMD  20,  Fort  9,  Ref  4,  Will  10,  CMB  +10/+5,  Base Attack Bonus  6/1
 +1 Scythe   +12/+7 (2d4+6, x4)
 +1 Vicious pick   +11/+6 (1d6+4, x4)
 Claws (during BR)   +10/+10 (1d6+4, x2)
 +1 luck bonus to saves Calamitous Mail  (+5 Armor)
 Abilities  Str 19, Dex 10, Con 14, Int 10, Wis 14, Cha 11
 Condition  Dimdweller: +2 intimidate, perception, stealth when in darkness; 60' darkvision
Blood of Life: fast healing 1 during bloodrage
Blood Sanctuary: +2 to saves vs allies' spells
Corpse Cannibal: +2 fortitude saves vs disease
Spell Eating
Shinigami Technique, Step Up, Blind Fighting
Power attack: -2 to-hit, +4 damage (+6, two-handed

Bloodrage (claws, demonic bulk): 16/16
Judgement: 1/1
Touch of Darkness: 5/5
The Hunger: 2/2
 

 Timoshko  grunts.  " If they've got it, it'll cost ya.  Better to do whatever we can without their 'help', " he answers with a sneer.  " They tried their best to kill us when we paid for a room. "  He spits in the chalky dust.

The brute ponders for a moment, " I've heard of the thing you ask, though.  My ancestors had this power.  Perhaps I will too, with time? "

Turning to Izzy, Timoshko nods.  " That seems reasonable.  Better by far than the Camp, by my count. " 
 
  