
keith goudreau |

The zombie did not have a chance, it is dead. Enlarge person is a full round cast so on your init he will get big.
Scrumpy charges down the hall and destroys the undead noble without any problem. Barham starts to cast a spell in the entrance way.
The chanting man stops to see the sight and casts his own spell, his wiggles his fingers pointing at scrumpy and says I'll swallow your soul!. Scrumpy's (tail?) quickly retreats between his legs in a state of fright. Barham feels through his sensory link that his creature will be running away in terror and cannot focus on anything else. The pick axe fighter runs up to scrumpy and takes a swing, but in Scrumpy's panic he jolts back at the man charging him causing him to miss.
Scrumpys will save vs DC 14 1d20 ⇒ 2
Pick Axe Fighter attack on Scrumpy 1d20 + 2 ⇒ (5) + 2 = 7
Init-
Barham
Bad Guys
Baird
Boram
Wyran
Kivaras
Everyone is up, Barham your action will go off last at the end/start of the round. Scrumpy will be fleeing in terror for 1d4 ⇒ 3 rounds.
I did not give Scrumpy the AOO because of the frightened condition. Did you still want him enlarged? Or will you be using the spell on someone else?
Cause Fear
School necromancy [emotion, fear, mind-affecting]; Level antipaladin 1, bard 1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1, witch 1; Domain daemon 1, death 1; Bloodline abyssal 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 5 or fewer HD
Duration 1d4 rounds or 1 round; see text
Saving Throw Will partial; Spell Resistance yes
DESCRIPTION
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.
Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

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Boram runs forward and throws a bomb at the burly man, hoping to end the fight quickly.
Move action: As indicated on map
Standard action: Throw bomb
Attack (Bomb, PBS, vs. Touch AC): 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Damage (Bomb, PBS): 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

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So, who wants to get swole?

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Didn't think to check the map, spell has only 30 ft. range, and Kivaras is just outside. Wyran and Baird, being outsiders rather than humanoids, are also invalid targets, and I doubt Boram would appreciate the Dex penalty. Barham will just follow through and cast it on Scrumpy, in case the encounter happens to last longer than a couple rounds.
"Oh, you'll quite foolish when this is over, Scrump!" he chortles ruefully.
With the presumed cult leader having set his plans awry, Barham decides to return the favor. Taking a few steps forward and drawing his bag of reagents, he trades the iron powder for a small wedge of butter folded in a bit of oilcloth. With another combined gesture and utterance, less elaborate than his first, he coats the stones beneath the feet of the enemy in a slick layer of grease.
Move 10 feet and cast Grease on the area marked by the green square. DC 16 Reflex save to avoid falling prone.

keith goudreau |

Baird you double move in for flanking position on DM auto pilot. The evil cleric casts from the ground, he targets Boram. Scrumpy Enlarged now charges back down the hall in horror.
reflex vs grease: 1d20 - 1 ⇒ (9) - 1 = 8
Boram will save vs DC 14: 1d20 + 2 ⇒ (15) + 2 = 17
It is Baird and everyone's turn again.
Baird you can also get an AOO against the BBG for casting while threatened.
Barham
Bad Guys
Baird <-
Boram
Wyran
Kivaras

keith goudreau |

That will do it!
Wyran drives his pick axe into the prone cleric's abdomen and with the vicious swing removes a knotted rope of intestine, he falls to the floor dead holding the wound. His dead eyes stare back at everyone with malice and everyone gathers over him in case he was to raise, but after a minute he does not stir.
Things become quiet; the screams upstairs in the opera house slowly die down. With inspection it is discovered that the animated zombies have falling to the ground no longer imbued with necromantic unlife, and the magic that was holding the doors shut has been released. All the remaining living have fled into the street and a few guards have begun to file in. The outbreak is over.
As for The Zyphus Stone the group is left with two options, destroy it or returning it to the Pathfinder Grand Lodge.
Here is the conclusion from the scenario.
The Zyphus Stone is a terrible artifact and the PCs, as
Pathfinders, should immediately know that its acquisition
could be both a boon and a terrible burden for the Society.
There are two likely paths the PCs might choose: taking
the time and effort necessary to destroy the stone, thus
ridding the world of its potent necromantic magic, or
returning the stone either to the Grand Lodge in Absalom
or to the Pathfinder Lodge in Oppara for safe-keeping.
If the PCs extensively search the House of the Immortal
Son for Wuthers, they’ll find his zombie corpse among the
dead in Area 1a. In his belt pouch is a draft of the final letter
he wrote to Venture-Captain Eliza Petulengro, wherein he
details the final stages of the dig and the strange character
of his companion—noted as “cleric of Irori” but clearly
Bustani. His pouch also contains a personal journal, a
shorthand record of his many adventures as a Pathfinder.
Surprisingly, more than half of the theatergoers
survived the zombie onslaught by gathering together and
fighting off the undead menace. Because the PCs dealt with
Quint’s roving band bent on stamping out resistance as
well as defeating Bustrani himself, the wealthy socialites
and nobility of Oppara now have several dinner parties’
worth of sordid zombie stories with which to frighten
and awe their friends.
Congrats scenario complete!
If you have not done so please PM me the email you want the chronicle sheet sent to, and post your PFS #. Thanks!