DM B's PbP Game Day 3: Decline of Glory (1-7) (Inactive)

Game Master Beckett

When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Pathfinder Society decides to build a new lodge there as a base to explore the many ruins of that crumbling empire. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. Can you survive the tangled web of Taldor's politics and fight off the echoes of the past or will you, too, see your glory decline?

Init:

[spoiler=INIT ROLLS
[dice=]1d20+[/dice]
[dice=Davor]1d20+1[/dice]
[dice=Hisao]1d20+5[/dice]
[dice=Mirima]1d20+7[/dice]
[dice=Parumartish]1d20+11[/dice]
[dice=Tuca]1d20+5[/dice]
[dice=Yoshi]1d20+3[/dice]
--------------------------------------
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

DM Notes:

Decline of Glory Map


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Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi nods, his spirits drained by the dreary land.

"Why people live here? This is not good land."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm going to skip one "encounter" just because it uses too much 3.5 rules that would just wreck you for not being updated.

Stumbling through the marshes, you finally find a sort of path, higher land that rises above most of the much and waters fairly consistently. It's likely one of the <unnamed> landmarks you where told about, meaning that you are at least close to this hidden treasury.

But as you proceed, suddenly Tuca stops you, pointing out a few plants as dangerous. One is a large bit of fungi, distinct in it's bright purplish color, though it doesn't look at all threatening. Two others also catch Hisou's eye, very well hidden along some down trees. They appear as elongated mushrooms, almost as large as a person, but in place of their spots on the headpiece, you instead see what looks like small, blisters.

Know Nature DC 13(purple):
This large plant is deceptively dangerous. While not intelligent, it is sentient and carnivorous, and hides 4 long tentacles within it's body, each covered in a natural viscous fluid that acts like a poison. What's worse, it can reach living creatures from a distance (10ft).

(separate) Know Nature DC 15 (mushrooms):
These odd mushrooms are not violent, but are generally specifically harvested as they act as natural sirens, emitting a loud shriek when anything larger than a small dog comes close. They can not attack, but do have a defensive ability to release a small cloud of pours if threatened. a 3.5 "monster"

Map is up.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

K(nature) Purple: 1d20 + 8 ⇒ (13) + 8 = 21
K(nature) Mushroom: 1d20 + 8 ⇒ (4) + 8 = 12

Mirima takes a look at the fungi Tuca pointed out, and instinctively backs away a step at her recognition of the danger the purple plant poses. "Sharp eyes, Tuca! I would not want to walk into a confrontation with that thing." Mirima remarks as she begins explaining the dangers.

Feel free to open the "purple" and see what Mirima shares with you.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Know Nature mushroom: 1d20 ⇒ 12

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi is not trained in this, so cannot make those checks.

"Unless we are thinking that those things are guarding the deed, maybe we should be bypassing them..."

Grand Lodge

Female Hp 21/21 AC: 16 FF: 13 T: 13 CMD: 16/13 FF F+6 R+7 W +2 30ft/Init: +3 Perc+8 Low Light vision | C Longbow +5 1d8+1 ShortSword +2 1d6 Weak -3 Str Ranger L2

know. nature purple: 1d20 + 5 ⇒ (7) + 5 = 12k. nature mushroon: 1d20 + 5 ⇒ (16) + 5 = 21

-Posted with Wayfinder

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

Knowledge Nature Purple: 1d20 + 4 ⇒ (8) + 4 = 12

Knowledge Nature Mushrooms: 1d20 + 4 ⇒ (6) + 4 = 10

Didn't apply monster lore as no idea if either have to do with creatures at all.

Davor stays back at Mirima's words and nods an agreement
"If it isn't in our way, we best move around it. Otherwise, we could try to burn it from far away." he states as he glares at what they were staring at.

DM:
Out of character I assume this is the culpret 3.5 monster: http://www.d20pfsrd.com/bestiary/monster-listings/plants/shrieker a fewbestiaries have been released with old 3.5 creatures. Green Ronin have re-released their Advanced Bestiary for pathfinder ruleset :D

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It is, but its also modified in the scenario.
Also, yes, there really isnt any reason you cant just go around them.

-Posted with Wayfinder

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

Yes, no reason to pick fight with strange plants. Let us head onwards

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima eyes the thing warily. "I agree. No need to stir up unnecessary trouble. The sooner we get the deed, the sooner I can get out of this mud."

Mirima prods the group to move around these strange plants, giving them wide berth as she continues on.

"Now which way do we go?"

Scarab Sages

Male Human (Keleshite) Wizard 2 | HP: 16/16 | AC: 12 | T: 12 | FF: 10 | CMD: 10 | Fort/Ref/Will: +2/+2/+3 | Init: +11 | Perception: +8 | Sense Motive: +2

"Let us press on then, shall we?"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Man, and all that work I did trying to find the perfect pictures. . .

About an hour later, still wandering around in the mucky muck, you accidently spot a well hidden vault entrance. A set of stairs, not unlike those used as a storm shelter lie within a small patch of swamp bushes. Poking up from the murk in front of a crumbling foundation of cobbles, a cracked and faded sign swings upon a moss-covered post. It reads Barrel-Aging Caves. Within the foundation a pile of debris clogs a 5-foot indent in the ground that looks like an old stairwell. A few feet away, a muddy corpse lies face down in the murk.

Anyone examining him quickly notes he is covered with vicious, jagged
claw and teeth marks. The bite-ridden corpse is infested with ghoul fever and if not burnt or similarly disposed rises as a ghoul in eight hours.

The clogged entrance suffered a collapse, set off by Becher or one of his men, apparently to keep something from escaping. The rotten wooden stairs broke easily, as the doors, swamp mud and other debris filled the opening, but it wouldn't be too difficult to clear a path from this side.

Perception (trap) DC 20:
Clearing the staircase leading down will take a few minutes, but it holds a recently "awakened" Ghoul in place, attempting to hide. The Ghoul is in such a place, that if it moves to attack, or you can not remove the right bits of debris, it will cause the entire barricaded entrance to collapse, both releasing the Ghoul and causing everyone in the area to fall into some very pointy bits of wood and scrap. Please give me a Disable Device check. Very odd "trap".

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

Perception: 1d20 + 9 ⇒ (2) + 9 = 11 assuming it's sight-based

"No one deserves to be turned into such an abomination. Anyone have a lit torch to burn his ashes?" Davor suggests as he looks over the group and back to the body, remaining where he is.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

"Let us burn that body, as we should any others we find. I'd prefer not to have to fight the undead on our way back."

Yoshi gathers bits of plant and wood, and broken timbers from the shattered wooden stairs, and sets fire to the body.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Yoshi Masaso wrote:
Yoshi gathers bits of plant and wood, and broken timbers from the shattered wooden stairs, and sets fire to the body.

Ha ha ha. Facepalm. :P

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Mouser?: 1d20 + 15 ⇒ (3) + 15 = 18

Mirima looks sadly at the body, hoping it's not an omen of their future.

Grand Lodge

Female Hp 21/21 AC: 16 FF: 13 T: 13 CMD: 16/13 FF F+6 R+7 W +2 30ft/Init: +3 Perc+8 Low Light vision | C Longbow +5 1d8+1 ShortSword +2 1d6 Weak -3 Str Ranger L2

Perception: 1d20 + 8 ⇒ (14) + 8 = 22

-Posted with Wayfinder

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

This place is full of ill omens. I do not know if we shall find any live being here. What is best way to fight ghouls?

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)
DM Beckett wrote:
Yoshi Masaso wrote:
Yoshi gathers bits of plant and wood, and broken timbers from the shattered wooden stairs, and sets fire to the body.
Ha ha ha. Facepalm. :P

*drum roll*

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Tuca:
You have a chance to stop them since you spotted the danger.

Ill proceed if I dont hear anything by the time I get home. Also, Im keeping those Religion checks earlier in mind.

Grand Lodge

Female Hp 21/21 AC: 16 FF: 13 T: 13 CMD: 16/13 FF F+6 R+7 W +2 30ft/Init: +3 Perc+8 Low Light vision | C Longbow +5 1d8+1 ShortSword +2 1d6 Weak -3 Str Ranger L2

We should be careful, if not this rocks will act as a trap, traping us and letting the ghoul free. I don´t think I can move them correctly... The other option is to activate the trap from a safe distance, but I don´t think is going to be easy.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

"What Ghoul?" asks Yoshi.

He steps back in horror as Tuca points it out and he realises how close he got to the thing. "I do [b]not want to end up with another disease.[/b]"

He looks around daring anyone to laugh.

"Can we tie a rope around a bit of it and pull it down on the undead? We still need to burn this other body."

Yoshi looks around for things than can be used to burn the existing body without activating the "trap"

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

I can attempt to disable this trap Hisao says Stand back please

When everyone moves back Hisao will use his tools to carefully tap around the debris to locate the right bits to remove and then do so.

Disable Device: 1d20 + 10 ⇒ (6) + 10 = 16

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima bursts out laughing at Yoshi, until she notices him staring. "Oh, you weren't joking. You know, you should make that clear before you say something so funny!" She looks over at this "trap" Tuca pointed out. At Hisao's suggestion, Mirima backs up a safe distance, until she's behind the tall Tian Yoshi.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi shakes his head. "Disease not funny when you have it!"

Still, he is more than happy to take his spot between the undead beast and the pretty elf.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

In case the ghoul gets loose Hisao has readied an action to vanish using Ki

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

A you begin to clear the way down into the underground bunker, Tulca point our the danger. Trapped within the debris is an undead abomination, a Ghoul, both well aware of you and keenly lying in wait for you to have moved the right board that would cause the whole mess to collapse, both pinning you down with the Ghoul and freeing it.

Know Religion (you may use your earlier rolls) DC 11:
These foul undead carry a deadly plague with terrible bite, able to both infect others with a terrible disease, but also to turn them into an Undead monster themselves. They have a pair of viscious claws as well, and are resistant (+2) to a priest's ability to harm them with Channeled Positive Energy.

Know Religion DC 16:
In addition, their touch can paralyze the Ghoul's victims, a tactic they often use to keep their prey for later, where they are eaten alive. For some unknown reason, Elves are utterly immune to this particular curse.

Anyone with Disable Device (it's not a magical trap) can probably help here.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Now we know it is there, can we target the ghoul with missile weapons? Yoshi has a sling and there will be plenty of stones around...

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

Knowledge Religion: 1d20 + 4 + 3 ⇒ (3) + 4 + 3 = 10

"I say we burn it all." Davor states bluntly. "I have oil if you want to use it."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Both could work.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Mirima pulls out her not so trusty ol' flask. "Well, I might have a shot, and if it's not coming to us, I can just fire at it until it stops moving..." She starts firing off rays of fire at the thing, trying to see if there's enough room for her to hit it, but not enough for it to duck away.

Pew! Pew! Rays of Fire into the ghoul. Mirima can do this all day, but hopefully it won't take that long. Oh, by Rays of Fire, I mean admixtured rays of frost :)

As she fires away repeatedly, Mirima speaks idly to her Tian shield. "Er, if that thing breaks out, you'll keep it away from me a round or two? I can try to burn it down, but not if it kills me first."

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi takes out his own sling, and adds small stones to the fire that Mirima directs towards the undead. After a short while he realises they have to burn the body anyway, so he stops.

"Can you do that to the other body too?"

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

ok with ignoring ny disable decice roll if others have a better idea

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

"Yeah, but at some point we'll want a more persistent fire for both the ghoul in there and the body out here. I can char it a bit with this magic, but the fire just doesn't seem to manifest long enough to have a lasting effect beyond the flash burn injuries."

Mirima frowns at the thought, and then brightens, and then frowns again. "But I'm working on something that may work. Haven't worked out all the kinks yet, though."

Mirima's got Flaming Sphere(!) in her books. Too bad she doesn't know how to cast it yet.

Scarab Sages

Male Human Ninja/2 HP 19/19 | AC 17 (T13, FF14) | CMD 15 | Saves (F 2, R 6, W 3) | Init+5 | Per+5 | Ki 2/3

I have flasks of alchemical fire.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

"Hmm, we should probably save that for if a ghoul is roaming free and we need that fire here and now. This ghoul really poses no threat, being where it is and we are where we are. Once we know we can get it to stop twitching, we can just douse both with oil and burn them at the same time, at our leisure."

Mirima shivers as a sudden thought comes to her, and she looks around to make sure this particular ghoul did not have friends coming to its rescue.

"We should try to make short work of this, nonetheless." Pfsst. Pfsst. The elf wizard continues flinging rays of fire into the ghoul, trying to knock it out so they can proceed with finding the deed.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi takes his sling out and joins in the target practise on the trapped ghoul.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Using the Ghoul's trapped state to your advantage, you easily blast it until it stops moving, then taking your time, manage to clear the path.

Poking up from the murk in front of a crumbling foundation of cobbles, a cracked and faded sign swings upon a moss-covered post. It reads Barrel-Aging Caves. Within the foundation a pile of debris clogs a 5-foot indent in the ground that looks like an old stairwell. A few feet away, a muddy corpse lies face down in the murk.

A sour smell of death leaks through a large, murky limestone cave. Thick shadows splay from the rough, natural columns bracing its low, curved ceiling. Dark waters flood the caves and everywhere rotten casks bob slowly, as slow drips from the ceiling smack the surface with eerie dissonance. The quagmire is waste deep, possible deeper. Deeper in, a cage-like fence of iron divides the caves. In the center of the fence, a barred door hangs bent, partially torn from its hinges.

As you begin to make your way towards this gate, suddenly you see that water begin to move. First it's to your left, small ripples spreading out menacingly. Then to your right. Then another, and yet another. You see nothing, and your feeble light flickers off the walls, casting long shadows that begin to play tricks on your mind.

It's only after you feel the instinct to flee, do the other undead reveal themselves. Another Ghoul, dressed similar to the dead man outside, and a trio of rotting mire Zombies.

INIT ROLLS:

Davor: 1d20 + 1 ⇒ (7) + 1 = 8
Hisao: 1d20 + 5 ⇒ (8) + 5 = 13
Mirima: 1d20 + 7 ⇒ (19) + 7 = 26
Parumartish: 1d20 + 11 ⇒ (10) + 11 = 21
Tuca: 1d20 + 5 ⇒ (12) + 5 = 17
Yoshi: 1d20 + 3 ⇒ (17) + 3 = 20
--------------------------------------
Ghoul: 1d20 + 2 ⇒ (20) + 2 = 22
Zombies: 1d20 + 0 ⇒ (20) + 0 = 20

ROUND 1
Mirima ()
--------------------------------------------------
Ghoul ()
--------------------------------------------------
Parumartish () & Yoshi ()
--------------------------------------------------
Zombie 1 (), Zombie 2 (), & Zombie 3 ()
--------------------------------------------------
Tuca (), Hisao (), and Davor () // Mirima ()

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Taking advantage of the terrain, Mirima begins chanting and gesturing as she calls forth a small magical trap at the choke-point ahead of them. Then she calls out a warning to the group. "I've set a difficult area of grease for them to maneuver through. Do not enter it, but let them come to you. Use ranged weapons if you've got them, or if they manage to make it through to us." The wizard pulls out her trusty ol' flask as she strategizes with the group, waiting for the vile creatures to make their moves.

SA Grease 10x10. See brown spot. Try not to get caught in it :P

LOL, I should really read the description more closely.

Mirima pulls out her flask of liquid ice, and fires a ray of fire at the nearest target. "If we can bring them together and hold them a round, I may be able able to mow them down. Or two.

Ray of Fire: 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d3 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Female Hp 21/21 AC: 16 FF: 13 T: 13 CMD: 16/13 FF F+6 R+7 W +2 30ft/Init: +3 Perc+8 Low Light vision | C Longbow +5 1d8+1 ShortSword +2 1d6 Weak -3 Str Ranger L2

Tuca gets her bow and shoot to the nearest and easiest target.
Composite Longbow +1 Str: 1d20 + 4 ⇒ (4) + 4 = 81d8 + 1 ⇒ (4) + 1 = 5

This is a bad place to fight, the darkness and water are taking it´s toll

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Jut a head's up, you are 2-4 ft deep of water. Grease will be ineffective.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yoshi would have ensured the bodies outside were burned before heading down
Seeing the dead walking towards him, Yoshi suppresses a shudded of horror. He slids his feet into an aggressive stance, ready to knock the first creature to get close to him off its feet.

Uses martial flexbility to learn viscious stomp for hte next minute

Readied Trip: 1d20 + 8 ⇒ (6) + 8 = 14
followup stomp if triped: 1d20 + 9 ⇒ (10) + 9 = 19 <-includes +4 for prone
damage: 1d6 + 5 ⇒ (6) + 5 = 11

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

I appear to be missing from the map...

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

As Mirima sends a small bolt of flame at the nearest undead, the Ghoul, obviously the leader of the small pack rushes the party, half swimming in the much and half running.

Random: Parumartish 1, Yoshi 2, & Davor 3: 1d3 ⇒ 3

Bite vs Davor (FF AC 15): 1d20 + 3 ⇒ (18) + 3 = 21 <HIT>
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Fort save vs Disease or:
no immediate affect, but Yoshi might burn you.

Fort Save vs Paralysis or:
Paralyzed for 1d4 + 1 ⇒ (2) + 1 = 3 Rounds.

ROUND 1
Mirima ()
--------------------------------------------------
Ghoul ()
--------------------------------------------------
Parumartish () & Yoshi ()
--------------------------------------------------
Zombie 1 (), Zombie 2 (), & Zombie 3 ()
--------------------------------------------------
Tuca (), Hisao (), and Davor (-7) // Mirima ()

Know Religion DC 10:
These Zombies, despite being covered in muck, are nothing special for their kind. The have resistance to most damage outside of that from cutting weapons, and are rather slow. Generally more of a obstacle than a threat unless they come in great numbers.

Grand Lodge

F Elf Wizard 2 | HP(14/14) | AC 13 / T 13 / FF / 10 | F +1 / R +3 / W +4 | Melee: -1, Ranged: +4 | BAB: +1, CMB: -1, CMD: 12 | Init: +7, Perception: +5
Familiar 2:
HP(7/7) | AC 16 / T 15 / FF 13 | F +2 / R +5 / W +5 | Melee: +6/+6 (1d2-2), Ranged: +6 | BAB: +1, CMB: +2, CMD: 10 | Init: +3, Perception: +15 Fly +7 Stealth +11

Know(Religion: 1d20 + 8 ⇒ (7) + 8 = 15

"The zombies are nothing compared to this ghoul here! Just cut them down with slashes and we should be fine. Watch the ghoul! Davor! Stop dancing so close to the ghoul!" Mirima points to the ghoul frantically, trying to pinpoint their biggest threat while offering what she can remember about the zombies.

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Given the ghoul's location, Yoshi's action above will cut in.
Trip CMB 14
AOO if successful 19
Damage if AOO is successful 11

Scarab Sages

Male Human (Keleshite) Wizard 2 | HP: 16/16 | AC: 12 | T: 12 | FF: 10 | CMD: 10 | Fort/Ref/Will: +2/+2/+3 | Init: +11 | Perception: +8 | Sense Motive: +2

I think you have to go before the ghoul to get it with a readied trip.

I have a question though. Apparently, illusions aren't necessarily mind-affecting, and silent image doesn't have the [mind-affecting] descriptor, so... how would that work?

Dark Archive

HP 38/43; re-roll @+4 1/1; wand 47/50 Human Brawler-5; AC 19, Touch 15, Flat-footed 18, CMD 25, Fort +5 (+12 vs cold weather), Ref +7, Will +1, CMB +13(Trip +21); Init +3; Perc +8

Yeah, well, rolls are made, I'm happy to remake them but the action is just the same.

Grand Lodge

M Half-Orc Inquisitor of Gorum 1 | HP: 13/13 | AC: 16, T: 11, FF: 15 | Fort: +5, Ref: +2, Will: +6 | Melee: +3, Ranged: +1 | BAB: +0, CMB: +3, CMD: 14 | Init: +1, Perception: +7(+9 sight based) (Darkvision 60ft) CN/ Male/Half-Orc/Inquisitor/1st attack: greatsword +3 (2d6+4/19-20)

Knowledge Religion: 1d20 + 4 + 3 ⇒ (17) + 4 + 3 = 24

vs Disease: 1d20 + 5 ⇒ (19) + 5 = 24

vs Paralysis: 1d20 + 5 ⇒ (2) + 5 = 7

Well since that didn't work, I can't use my immediate action, Hateful Retort. Or atleast I assume I can't as it most likly takes full effect straight away, unlike petrification.

On My Turn
Davor appears to have had his muscles seize up and is unable to move or swing his blade.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

<sarcasm>It's always awesome when players can't play.<sarcasm>

DM Star Reroll: 1d20 + 8 ⇒ (5) + 8 = 13
@Davor, I could have sworn I put the DC up there, but that makes it for both.

ROUND 1
Mirima ()
--------------------------------------------------
Ghoul ()
--------------------------------------------------
Parumartish () & Yoshi ()
--------------------------------------------------
Zombie 1 (), Zombie 2 (), & Zombie 3 ()
--------------------------------------------------
Tuca (), Hisao (), and Davor (-7) // Mirima ()

@Yoshi, yah, I figured you would still do the same, it just wouldn't be a "readied action".

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